Suggestion for Ship Modifications

By kelpie, in Star Wars: Age of Rebellion RPG

Hi all

looking into some conversion from old WEG's d6 system to AoR, i got some ideas for new starship modification...

i'm glad to share with you and see if you like (or if they are present on published book i don't have)

-> Surgery Flux (directly from GG6 Stock Ship)

You install this mod connecting to three subsystem (main reactor, shield, weapon systems).

Turning on the Surgery Flux need a Mechanics (normal) roll; if successful, one system is boosted (main reactor: speed +1; shield: defense +1 on one arc; weapon: +1 damage) while the other connected system experience energy sink (and got -1 to speed, defense or weapon damage)

Failing on the roll means no bonus are gained

Mod: none

HP cost: 1

Price: 10.000 ®

optional effect for advantages/threat are

- 2 advantage to remove a -1 penality on a non-boosted system

- triumph (or 3 advantages) to add an addictional +1 to boosted system

- threats is spent for strain cost

- despair is for additional -1 penality on non boosted system

-> Cargo Bay Rearrangement

sacrifice some cargo bay area for additional mod space. This is basically how ship modification worked on old weg d6 system

Rearranging cargo bay area means deploy mod in the cargo bay, so mod installed are clearly seen by imperial inspector or passengers. This is not automatically a problem, but can be dangerous if extra mod space are used for illicit modification. Or could cause extra bribe to corrupt inspector...

Effect: reduce encumbrance space by 40 point to add one additional HP

Mod: 1 extra relocation mod (reducing ecumbrance by extra 40 point for one additional HP)

HP cost: 0

Price: 8000

what do you think?

I like the Surgery Flux addon. The options you presented for the Mechanics roll results work pretty well in my opinion. Perhaps one possibility for changing it would be to make the base Mechanics difficulty more difficult, but have mods to decrease the difficulty of the roll?

I like the Surgery Flux addon. The options you presented for the Mechanics roll results work pretty well in my opinion. Perhaps one possibility for changing it would be to make the base Mechanics difficulty more difficult, but have mods to decrease the difficulty of the roll?

Can be a good option

I found it in an old WEG manual (i'm pretty sure is Galaxy Guide 6: Stock Ship); i just adjusted the mechanics for the AoR system (1)

i also was thinking about a mod for incresing number of connected system

At the start i thought about giving Surgery Flux a 0 HP cost, then i found almost everything cost HP slot so...

(1) does the game system get a name? you know: d20 ones is d20 (or saga); old weg is d6 system... and AoR/EotE/FaD system have a name too?

The ones that don't have HP costs though are mostly system related (the Droid brains). Personally I would think a few switches but a boatload of software to divert power would follow the same logic as those Droid brains. I would vote no HP.

Unless you argue it actually is a large piece of machinery that takes up physical space. In which case I would suggest a mod to reduce it's size to the above, and thus regain the HP.

Uh. I like the idea of removing HP cost with Mod...

Yep i was thinking about Droid Brain: Surgery Flux would be more like a heavy bunch of software, but also some hardware like cable rerouting and maybe a dedicated console panel. So i thought 1 HP would be good.

Then i saw in the corebook there are modification to increase speed and cost less and still 1 HP, so the idea of putting Surgery Flux at 0 HP.

Your idea to get them 1 HP and then a mod to reduce 0 HP is... gorgeous! Mod would be replacing patch console panel with a more accessible display, and placing cable inside the wall, or like :D

Uh. I like the idea of removing HP cost with Mod...

Yep i was thinking about Droid Brain: Surgery Flux would be more like a heavy bunch of software, but also some hardware like cable rerouting and maybe a dedicated console panel. So i thought 1 HP would be good.

Then i saw in the corebook there are modification to increase speed and cost less and still 1 HP, so the idea of putting Surgery Flux at 0 HP.

Your idea to get them 1 HP and then a mod to reduce 0 HP is... gorgeous! Mod would be replacing patch console panel with a more accessible display, and placing cable inside the wall, or like :D

I can easily be wrong from the original intention of the system, but I look at it as if the attachment needs a sizeable amount of space/power/or outright replacement of parts, it probably needs a Hard Point. If not, then it doesn't. Things that are largely software based are by definition not hardware, and thus wouldn't need a hard point. By all means, perhaps reduce the Strain threshold in return. (Or invent SP's, Soft Points, if you have a Slicer that wants to improve things)

But again, that's assuming the upgrade has little involved with hardware. The Speed increase implies getting in and replacing parts with bigger better shinier ones. If your version of the Surgery Flux involves doing that (which it sounds it does) then by all means, HP it up lol. And reducing it down by streamlining the system and improving connections, perhaps upgrading it from an entirely hardware based to software based method (almost the opposite of the hydraulic circuitry replacement) is the next step. It certainly makes sense that that streamlining would take much more effort if it hasn't been done before and your character is basically inventing the attachment. But if it's a thing that's existed in your universe for some time, you can probably get it off the shelf that way. In some ways that's important to consider too, and now that I think of it is a great way to incorporate inventions, have them take up more HP's than they really should but include mods to reduce that as your character improves the invention over time.

I like this. I like this thread. Keep this going.

I like the Surgery Flux addon. The options you presented for the Mechanics roll results work pretty well in my opinion. Perhaps one possibility for changing it would be to make the base Mechanics difficulty more difficult, but have mods to decrease the difficulty of the roll?

Can be a good option

I found it in an old WEG manual (i'm pretty sure is Galaxy Guide 6: Stock Ship); i just adjusted the mechanics for the AoR system (1)

i also was thinking about a mod for incresing number of connected system

At the start i thought about giving Surgery Flux a 0 HP cost, then i found almost everything cost HP slot so...

(1) does the game system get a name? you know: d20 ones is d20 (or saga); old weg is d6 system... and AoR/EotE/FaD system have a name too?

"Galaxy Guide 6: Tramp Freighters" is one WEG book.

"Stock Ships" is another.

I don't recall a "Surgery Flux" in either though...

History lesson:

WEG/D6 came in 1st, 2nd, and 2nd R&E variety, but the differences between the three are fairly minimal so they tend to all be lumped into WEG or D6.

After they lost the license there have been quite a few fan-supplements for D6, some extremely convincing. Easy way to tell if it's real or fake is see if there's any references to the Prequel Trilogy. Any prequel gear, ships, artwork or word use (for example Palpatine should be called President, not Supreme Chancellor) means it's a fan book and not an actual WEG product. WEG lost it before Episode I was released, so it's impossible for them to have a book with Attack of the Clones content.

WotC produced D20 Star Wars in a rush as WEG lost the license and WotC picked it up right before The Phantom Menace was released. So WotC essentially did a quick D&D->Star Wars conversion and kicked it out so they'd have a product in time for the film's release. It scratched the Star Wars itch, and as a D&D offshoot was able to pull in a customerbase fast, but it was also a rush job, so it had issues.

Later WotC produced the Revised Core Rulebook that fixed a lot of problems and allowed a bit of a relaunch. IIRC this was also the time the whole "Vong" thing happened, so there was much clawing and knashing of teeth over WotC's requirement to include them. (some rumors even suggested Lucasfilm required the Vong content to have the "same amount of screen time as the films")

WotC later produced Saga Edition, which they largely used as a beta test for the not-so-successful D&D 4th Edition. That said, Saga is pretty solid, withthe rules accounting for pretty much everything. Downside is it locked in on the D&D4e super-crunch trend, so you needed maps, minis, and so on, additionally it had the high fantasy issues of once you got to a certain level the GM had to spend hours designing whole armies for you to take on and combat could take days. After D&D4e dropped, WotC dumped the license. It seemed like a good idea at the time, the prequels were done, and the only on-going source of new material was comics, novels, video games, and the Clone Wars TV series. So new material was growing scarce and Lucasfilms desire for "Multimedia events" caused issues like WotC having to delay or warehouse their tie-in products when the keystone product got delayed.

FFG picked it up after that and made EotE and friends, going for a staggered release of content over three Cores and focusing on original trilogy content and themes. They used the narrative dice mechanic similar to their Warhammer RPG. I suspect the day Poppa G sold the company to the Mouse and the subsequent announcement of "Star Wars Movies every year forever!" made for a very exciting time at FFG.

WEG is: WEG, D6, sometimes with 2e or R&E attached. WEGS editions weren't all that different from each other (some 2e supps reference 1st edition supps directly), which is why you don't need to specify.

WotC made D20, RCR, and Saga. Note unlike WEG, WotCs editions are more noticeably different from each other, so you may need to specify.

FFG's version is usually defined by the Core in question, though EotE is often used to refer to the whole line in passing...

I can easily be wrong from the original intention of the system, but I look at it as if the attachment needs a sizeable amount of space/power/or outright replacement of parts, it probably needs a Hard Point. If not, then it doesn't. Things that are largely software based are by definition not hardware, and thus wouldn't need a hard point. By all means, perhaps reduce the Strain threshold in return. (Or invent SP's, Soft Points, if you have a Slicer that wants to improve things)

But again, that's assuming the upgrade has little involved with hardware. The Speed increase implies getting in and replacing parts with bigger better shinier ones. If your version of the Surgery Flux involves doing that (which it sounds it does) then by all means, HP it up lol. And reducing it down by streamlining the system and improving connections, perhaps upgrading it from an entirely hardware based to software based method (almost the opposite of the hydraulic circuitry replacement) is the next step. It certainly makes sense that that streamlining would take much more effort if it hasn't been done before and your character is basically inventing the attachment. But if it's a thing that's existed in your universe for some time, you can probably get it off the shelf that way. In some ways that's important to consider too, and now that I think of it is a great way to incorporate inventions, have them take up more HP's than they really should but include mods to reduce that as your character improves the invention over time.

Yep. I like it :)

"Galaxy Guide 6: Tramp Freighters" is one WEG book.

"Stock Ships" is another.

I don't recall a "Surgery Flux" in either though...

Right, maybe i did a bit of confusion

Power Flux Surger is from Adventure Journal #9; it seems to me they picked up from GG6, but honestly i'm not really sure (i own only 1st edition of GG6 and second edition is from a friend of mine).

Anyway, it seems like is a good option, don't you? :)

I like this. I like this thread. Keep this going.

Ok.

So thumbs up for Surgery Flux

now... did someone got a new idea for mod modifications?

i was thinking about a "nitro boost" for vehicles (or even ships), something like a boost in speed for a continuous system strain cost; however, "speed" is not just a matter of raw speed, rather acceleration, handling, control responsivity (and also sometime skill, 'cause there are talents like "full throttle" who actually increase speed for a short while) so maybe this is a long shot...

Ok, let's get a new concept idea for ship modification: hyperdrive
now, i see there are already an "hyperdrive generator" but this is something i like more (yet maybe more complicated?)
the idea is you can't really "modify" an hyperdrive engine; hyperspace is a different place, where physics work in different way. So long, it's just safer to use standard hyperdrive engine.

basically, if you whant your ship getting quickly to other side of the galaxy, there are only 3 ways:

Engine Substitution

If a captain whant a better hyperdrive for his ship, he just need to remove hyperdrive engine and substitute with a new one.

By removing the engine he "gain" HP for the ship, and then can "spend" them for new engine. So upgrading from class 2 to class 1 will cost 2 HP. Same is for Emergency Hyperdrive: going from clas 2/12 to class 2/10 will cost 2 HP.

Credit cost is for new engine, and a clever merchant could try selling his old engine or buying a cheaper one (if he's fool enough to risk his life for a second hand hyperdrive...).

This is two-way: a captain can "downgrade" his hyperdrive to actually gain extra HP; however, extra HP should be spent only for engine-related modification, but GM can permit some related mod. For instance, he can permit using extra HP for a secret compartment (an hidden space between fake hyperdrive panel), but something like extra armor or extra weapon should never be permitted

Note 0.75 and 0.5 class is not really sold but high-end underground modification and thus should be very rare, as almost no ship in the galaxy should have it

Mod: 1 Mod for reducing HP cost by 1 (minimum 1 HP cost)

Energy rerouting

The easy way is just rerouting energy from backup to main hyperdrive. With no credit cost you can upgrade a main hyperdrive and at same moment downgrade backup emergency engine; HP cost is 1 point higher than you'll end up by engine substitution. For instance, going from class 2/12 to class 1/14 would cost 1 HP (and going to class 1/15 is a no cost).

Energy rerouting is taxing: every time main hyperdrive is powered up, ship suffer 1 System Strain

Mod: 1 Mod for reducing System Strain cost to 1

Cost: half the cost of original hyperdrive

Backup Removal

If you need more HP you can always remove emergency hyperdrive; in this way you can gain half HP (rounded up) than emergency HP cost. GM would likely permit using this extra HP only for engine related mod, but can also permit some special upgrade.

Mod: 3 Mod for gaining 1 extra HP from removal (max is original emergency drive HP cost)

Cost: 1 tenth the cost of emergency drive

Below there most common hyperdrive engine classes and cost

+-----------+----+------------+
|   Class   | HP |  Cost      |
+-----------+----+------------+
|  Class 8  | 2  |  1.500     |
|  Class 6  | 3  |  3.000     |
|  Class 4  | 4  |  5.000     |
|  Class 2  | 6  | 10.000     |
|  Class 1  | 8  | 15.000 (R) |
| Class .75 | 11 | 25.000 (R) |
| Class .50 | 15 | 30.000 (R) |
+-----------+----+------------+

   Emergency   
+----------+---+-------+
|  Class   | HP| Cost  |
+----------+---+-------+
| Class 10 | 6 | 5.000 |
| Class 11 | 5 | 3.500 |
| Class 12 | 4 | 2.500 |
| Class 13 | 3 | 2.000 |
| Class 14 | 2 | 1.500 |
| Class 15 | 1 | 1.000 |
+----------+---+-------+