Older starship models 1000 BBY

By SSB_Shadow, in Star Wars: Age of Rebellion RPG

Hey all. I have a silly and perhaps an impossible problem I need help with.

In my campaign, I am not actually playing on th Rebellion era but 997 BBY, which is three years after the Ruusan reformation and the supposedly extinction of the Sith order.

The players are going to attack a space station owned by a criminal syndicate in space but a concern I've had for a while are the starships for this time.

I actually can't find out what starships the Republic and the judicial forces uses at this epoch. The only sure thing is that they have that Consular-class ship Qui-Gon and Obi-Wan flies in at episode 1 but the rest is very unsure.

Do anyone have any lists of starships active around Darth Bane's time? Or should I just take Old Republic MMO starships and re-design them for a more modern/older era?

Also, starship stats. Is it reasonably to have the common all-purpose starfighter to be the X-Wing or should I use Z-95 or other?

Do anyone have any lists of starships active around Darth Bane's time? Or should I just take Old Republic MMO starships and re-design them for a more modern/older era?

Also, starship stats. Is it reasonably to have the common all-purpose starfighter to be the X-Wing or should I use Z-95 or other?

It's kind of up to you and the in-game results you want.

Looking at TOR for inspiration is certainly an option.

For craft stats, again, it's up to what you want. Are you talking "civilian" starfighters or military? What's important to a specific faction? What's it's doctrine and resources look like? It all adds up to an end result.

So like:

Galactic Empire

Military

Importance: Dominance, Symbolism, Functionality

Doctrine: Fighters for fighters, fleets for fleets, strength in numbers

Resources: Manpower-unlimited, Materiel-unlimited

Result: The Tie Fighter

Real world comparison: Japanese Zero

Why: It may be fragile, but within the game mechanics it's lack of shields, hyper drives, weapons, and so on is also a strength. By ignoring shields, and additional systems a TIE pilot can minimize his action and maneuver options to a simplified list. The high speed and maneuverability along with being unshielded means that it will also be wasteful for most opponents to attempt to Gain the Advantage on the TIE. Oppositely the TIE Pilot can easily GtA on his opponent and to an extent level the playing field.

Rebel Alliance:

Paramilitary-Military

Importance: Independence/Freedom, Resilience

Doctrine: Stealth, Flexibility, Smarter and Harder

Resources: Manpower-limited, Materiel-limited

Result: The X-wing

Real World Comparison: F-18

Why: It has access to pretty much every fighter maneuver and action giving the pilot as much power as possible, mounts an astromech to allow the fighter to perform like a multi-crew crew without the need to train an additional crewer, and it carries weapons for almost every occasion. It even has a hyperdrive allowing fighters to operate more independent of a support ship, and for more complex mission profiles. It's tough enough to take a hit or two, so you can keep using the same craft until the s-foils fall off. Everything about the X-Wing is about options and quality.

Random Planet Defense Force

Paramilitary-Civilian

Importance: Security, Affordability

Doctrine: Close to home, utility, concerned with "civilian" threats

Resources: Manpower- moderately limited, Materiel- moderately limited

Result: The Z-95

Real world comparison: MiG-21

Why:They are cheap as chips and easy to find and maintain. They got more flexibility then a TIE, and can take a hit. Z-95s are an even match for other craft of similar vintage and can fly circles around civilian transports, making them perfect for customs and counter-piracy. They have missiles for use against other fighters and corvette sized threats, and are easy to keep stockpiled. They don't have a hyperdrive, so they won't wander off, and their speed and performance are poor compared to a TIE, so the Empire feels less threatened.

See?

So, figure out your factions and make a baseline. Then you can expand out from there to fill out how the operate and what they do and what the would acquire to do that. Then just bounce back here for a scrub and you're good to go!

It also depends on the feel you're going for. More KotOR or more PT. There are some serious tech-stagnation in Legacy-timeline, so you could really use which ever you wanted to.

Note: THere's woefully little on the Judicial Forces as it is, regardless of timeline.

I have the impression that the technology in the Galaxy already peaked many millennia ago. So although ships might look a bit different a thousand years before, they are basically the same.

Edited by Malkavian87

Do anyone have any lists of starships active around Darth Bane's time? Or should I just take Old Republic MMO starships and re-design them for a more modern/older era?

Also, starship stats. Is it reasonably to have the common all-purpose starfighter to be the X-Wing or should I use Z-95 or other?

It's kind of up to you and the in-game results you want.

Looking at TOR for inspiration is certainly an option.

For craft stats, again, it's up to what you want. Are you talking "civilian" starfighters or military? What's important to a specific faction? What's it's doctrine and resources look like? It all adds up to an end result.

So like:

Galactic Empire

Military

Importance: Dominance, Symbolism, Functionality

Doctrine: Fighters for fighters, fleets for fleets, strength in numbers

Resources: Manpower-unlimited, Materiel-unlimited

Result: The Tie Fighter

Real world comparison: Japanese Zero

Why: It may be fragile, but within the game mechanics it's lack of shields, hyper drives, weapons, and so on is also a strength. By ignoring shields, and additional systems a TIE pilot can minimize his action and maneuver options to a simplified list. The high speed and maneuverability along with being unshielded means that it will also be wasteful for most opponents to attempt to Gain the Advantage on the TIE. Oppositely the TIE Pilot can easily GtA on his opponent and to an extent level the playing field.

Rebel Alliance:

Paramilitary-Military

Importance: Independence/Freedom, Resilience

Doctrine: Stealth, Flexibility, Smarter and Harder

Resources: Manpower-limited, Materiel-limited

Result: The X-wing

Real World Comparison: F-18

Why: It has access to pretty much every fighter maneuver and action giving the pilot as much power as possible, mounts an astromech to allow the fighter to perform like a multi-crew crew without the need to train an additional crewer, and it carries weapons for almost every occasion. It even has a hyperdrive allowing fighters to operate more independent of a support ship, and for more complex mission profiles. It's tough enough to take a hit or two, so you can keep using the same craft until the s-foils fall off. Everything about the X-Wing is about options and quality.

Random Planet Defense Force

Paramilitary-Civilian

Importance: Security, Affordability

Doctrine: Close to home, utility, concerned with "civilian" threats

Resources: Manpower- moderately limited, Materiel- moderately limited

Result: The Z-95

Real world comparison: MiG-21

Why:They are cheap as chips and easy to find and maintain. They got more flexibility then a TIE, and can take a hit. Z-95s are an even match for other craft of similar vintage and can fly circles around civilian transports, making them perfect for customs and counter-piracy. They have missiles for use against other fighters and corvette sized threats, and are easy to keep stockpiled. They don't have a hyperdrive, so they won't wander off, and their speed and performance are poor compared to a TIE, so the Empire feels less threatened.

See?

So, figure out your factions and make a baseline. Then you can expand out from there to fill out how the operate and what they do and what the would acquire to do that. Then just bounce back here for a scrub and you're good to go!

Well... It's the Galactic Republic (and the PC party) launching a counter-offensive on a pirate space station. They would most likely be better armed but the opposition could have aqcuired old Sith/Brotherhood of Darkness starships. The thing is; the Republic has disbanded its military and Jedi army, so they keep only "what they need" to keep order in the galaxy during these times. The Jedi are now meant to serve the Republic and be dispatched for missions. If a larger force is necessary, the Judicial forces should suffice since there is no longer any enemy similar to the Sith in power to match them.

So let's see...

Galactic Republic (post-war era)

Peace-keeping Military

Importance: Protection, Security, Symbol

Doctrine: Downgraded military, use of Jedi Knights and judicial forces, strength in few numbers

Resources: Manpower-moderately limited, Materiel-moderately unlimited

Result: ???

What could this produce?

Don't forget that during this period it wasn't like there was no military, it just wasn't in Republic hands. A lot of planets had healthy sized planetary defense fleets to secure their interests, defend against pirates, and occasionally each other. The Republic would even, on occasion, call for UN-Peacekeepr style coalitions to deal with particularly uppity problems.

Still, I'd expect medium sized craft designed for dealing with things smaller than them and other anti-piracy issues. You've got bases everywhere, so endurance probably isn't as big of an issue, but as law enforcement, detection probably is.

Don't forget that during this period it wasn't like there was no military, it just wasn't in Republic hands. A lot of planets had healthy sized planetary defense fleets to secure their interests, defend against pirates, and occasionally each other. The Republic would even, on occasion, call for UN-Peacekeepr style coalitions to deal with particularly uppity problems.

Still, I'd expect medium sized craft designed for dealing with things smaller than them and other anti-piracy issues. You've got bases everywhere, so endurance probably isn't as big of an issue, but as law enforcement, detection probably is.

Oh, I didn't even think about this. I'm stupid! Of course they would use outside military in such cases!

But in either case, the attack was directly at Coruscant itself so it's a bit of "their problem". I won't tell the whole story but essentially the group prevented a major orbital disaster directed at the Senate building and the Republic traced the perpetrators' HQ, so the Reps are staging a vengance to finish the pirates with the aid of the PCs.

This whole question is not really super important as I could just pick the X-wing/Y-Wing statblocks from the AoR book and go with it, but I just wished there were some accurate starship images to draw inspiration from. I will most likely go with SWTOR/KOTOR ships but the former looks too modern and the latter too old. :/

Edited by SSB_Shadow

I'd leave off the A-Wing and X-Wing, as they're "modern" fighters, and instead stick with the stuff that was becoming outdated. Y-Wings, Cloakshapes and the like. The time around the Reformation isn't well covered, so there's not much to work with.

So let's see...

Galactic Republic (post-war era)

Peace-keeping Military

Importance: Protection, Security, Symbol

Doctrine: Downgraded military, use of Jedi Knights and judicial forces, strength in few numbers

Resources: Manpower-moderately limited, Materiel-moderately unlimited

Result: ???

What could this produce?

Don't forget that during this period it wasn't like there was no military, it just wasn't in Republic hands. A lot of planets had healthy sized planetary defense fleets to secure their interests, defend against pirates, and occasionally each other. The Republic would even, on occasion, call for UN-Peacekeepr style coalitions to deal with particularly uppity problems.

OK THEN!

Galactic Republic (post-war era)

Peace-keeping Military

Importance: Protection, Security, Symbol

Doctrine: Downgraded military, use of Jedi Knights and judicial forces, strength in few numbers

Resources: Manpower-moderately limited, Materiel-moderately unlimited

OK so downgraded military could mean a couple different things, but I'll make some Star-Warsise assumptions and see waht we can get....

So the military would be downsized, trying to do the same mission with less money, unless you want to get in on the whole space blackwater contractor thing, that means we're likely to see a combination of older stuff, specialized stuff, and droidy stuff. I'm thinking an older fighter design that's been through a modernization program. You know, same airframe, but totally new avionics, weapons, sensors ect.

The Z-95 Heavy. It's less maneuverable, but it's got better weapons, a droid, hyperdrive. It's no X-wing, but it will be able to keep up with one if you need it to. That would be they fighter of the line as it were. If you don't have Stay on Target, take the cloakshape and add 2 points of shields, a hyperdrive, astromech, and make the laser cannons medium and you'll be in the same ballpark.

If you don't want to copy/paste then at least that's your base to mod off of.

For the Jedi... depends on your take. If you're thinking Nebulon Ranger, or Ebon Hawk, the YT-1300 or a relative are probably what you want to look at as your base, with the Lambda as an alternative base. If you wan more Jedi starfighter, the Aethersprite from F&D is probably your man. No F&D, give a TIE fighter a point of shields and an astromech and you'll be close enough.

Now, I'm gonna go crazy with close air support/torpedo bomber. Take something like a cloakshape, swap the missiles for torpedoes, and give it a droid pilot. The military is cutting costs and pilots are expensive. So they replace their manned torpedo bombers with unmanned drones they pair up with manned craft. So your players will be flying with a minion squadron.

eh?

On the capital end of things, the consular or it's predecessor is your corvette, the Citadel would make a fine flexible patrol boat, with the gunship as your average light warship and a Nebulon or it's predecessor as your typical heavy warship. No star destroyers, or if so, only every now and then. The Republic Navy is downgrading from big bulk cruisers to smaller ships that can do more missions with less crew. It'll go great as long as the Sith don't sudden rise again and show up with a Star Destroyer...

Well? That help you any?

That helped a lot, Ghostofman! You make excellent points and I will take them to heart and write them down. I do have all those books so that'll perfect. Most of the Republic and Jedi warships have probably been scrapped and recycled, or sold off.

And yes again, the group will fly in squadrons as per the rules presented in the GM kit since I know space combat can get very deadly.

Many thanks to you all!

That helped a lot, Ghostofman! You make excellent points and I will take them to heart and write them down. I do have all those books so that'll perfect. Most of the Republic and Jedi warships have probably been scrapped and recycled, or sold off.

And yes again, the group will fly in squadrons as per the rules presented in the GM kit since I know space combat can get very deadly.

Many thanks to you all!

Great! Yeah you can do a lot if you've got the books. Thinking about it the R-41 an T-wing are probably also worth a glance as multi-role and interceptor (though I understand Star Wars interceptors are something different then regular interceptors).

Unfortunately there is little solid data on modern designs in the 1000 BBY era. Other then the Consular the earliest ship model introduced after 3000 BBY I recall having more then vague data is the Xanter which came out around 500 BBY

Edited by RogueCorona

I gave my PCs, after they ran the beginner game, the Ebon Hawk: dynamic class freighter. They don't know it's the Ebon Hawk of course . It's has changed hands and renamed several times and ended up in Trex's hands under the name Krayt Fang.

There was a nice diagram for RPG usage of the interior and I use the same exact stats as the YT1300 for simplicity.

Just pick a ship stat that may fit the bill for simplicity and your good to go.

Edited by theclash24

The Darth Bane novel trilogy mentions a number of ships in use during and shortly after the New Sith Wars (I checked out the Ships & Vehicles sections of those books on Wookieepedia), that's probably a good reference point for some names at least.

Seems like several Republic ships are variants of classes in use over the previous several thousand years, including Aurek fighters and Hammerhead cruisers.