Fully Operational - Engineer Source book Announced

By Dr Lucky, in Star Wars: Age of Rebellion RPG

3 hours ago, salamar_dree said:

@Ahrimon

Remember, you craft the Frame first. If you can apply Elegant Design, that's when it happens. Your Starfighter is now Sil 2, with all the advantages and disadvantages.

You then craft Engines next and finally you craft the Hull.

Also, the ship would be limited to weapons available to Sil 2.

I can't find anywhere where it says that you do the frame first, though. I did realize that the mods can't be done until after the attachment has been installed. So for example the combat plating's mod of increase HTT would in fact only increase it by 2 because the ship is already assembled.

But it does leave some of the advantages spent in a grey area. If, when making the hull for a sil 3 vehicle the player rolled 6 advantage and spent their advantages on getting 3 +1's to armor, what happens when they install that mod the sil 2 frame?

I've already sent some questions in and will post the answers if/when I get them.

It doesn't explicitly say that you must build the Frame first, but if you follow the order in which the components are listed in the book, Frame is first, Engine is second, and Hull is third.

As both the Engine and Hull sections reference Silhouette, it seems logical that you must select the Frame first.

Also, Silhouette 2 isn't all that great. In the AoR CRB, the only weapons you could install are Auto-blasters and Light Blaster Cannons.

1 hour ago, salamar_dree said:

It doesn't explicitly say that you must build the Frame first, but if you follow the order in which the components are listed in the book, Frame is first, Engine is second, and Hull is third.

As both the Engine and Hull sections reference Silhouette, it seems logical that you must select the Frame first.

I'm not saying that it's not logical. I'm saying that it's not required. And if it's not required then there are some areas where the rules don't work. Ultimately that's what I'm doing. Evaluating and testing where the limits on the rules are to see what is possible at the extreme. That way I can use them normally and understand what to expect from typical engineer.

1 hour ago, salamar_dree said:

Also, Silhouette 2 isn't all that great. In the AoR CRB, the only weapons you could install are Auto-blasters and Light Blaster Cannons.

Perhaps, but the integrated systems allows you to add a weapon in the hull portion of construction. If the reduction to 2 doesn't count towards the hull or not until the end, then that limit is easy to get around. For an in-game example you have the Miy'Til Starfighter. Sil 2 with Medium lasers and a concussion missile launcher. For a real world example you have the A-10, a plane built around a gun that even the AC-130 couldn't use. We are talking about custom ships here.

So, after playing around with the rules a bit, I've come to one major conclusion and that is they're screwy. The ion turbine is ridiculous. 10x silhouette SS?!? The speed may be low, but that's easy to overcome with Advantage since there really isn't much to spend advantage on during engine construction. And the armor is ridiculous. A silhouette 3 fighter can have an armor of 9 for only six advantage and a few post production mod rolls. Heck, if you can come up with the HP, slap in the new Reinforced Armor Plating attachment and push that to 11 . 11!

2 hours ago, Ahrimon said:

I can't find anywhere where it says that you do the frame first, though. I did realize that the mods can't be done until after the attachment has been installed. So for example the combat plating's mod of increase HTT would in fact only increase it by 2 because the ship is already assembled.

But it does leave some of the advantages spent in a grey area. If, when making the hull for a sil 3 vehicle the player rolled 6 advantage and spent their advantages on getting 3 +1's to armor, what happens when they install that mod the sil 2 frame?

I've already sent some questions in and will post the answers if/when I get them.

It’s labelled Steps 1-3. I think it’s prettg straightforward that the order is step one, then step two, then step three. Anything else is just playing semantics that they didn’t include a description of how numbers are read in descending order.

10 minutes ago, Khazadune said:

It’s labelled Steps 1-3. I think it’s prettg straightforward that the order is step one, then step two, then step three. Anything else is just playing semantics that they didn’t include a description of how numbers are read in descending order.

Except that those are Step 1: Select Template s <-(plural), Step 2: Acquire Materials, and Step 3: Construction. None of them say anything about one before the other.

This book is going to have quite the errata and FAQ I think.

46 minutes ago, Ahrimon said:

Except that those are Step 1: Select Template s <-(plural), Step 2: Acquire Materials, and Step 3: Construction. None of them say anything about one before the other.

This book is going to have quite the errata and FAQ I think.

It lists them in descending order; frame, Engine, Hull. It then places them in that order in the book. Every element is designed around building one unto another, even in its description of how the frame is the skeleton and the engines are added to it. They don’t need an errata for something handled by common sense.

Are rules for crafting explosives included? I can't see that anyone has mentioned that?

On 4/2/2018 at 7:53 AM, jayc007 said:

@EliasWindrider I think if we are doing a community crafting rules book it needs it' own thread... probably in the edge forum.

I was thinking the AoR forums, and before starting the thread I was asking if the name "the Nubian design collectives whole vehicle crafting handbook" is cool with everyone who wants to participate

one moment please i will be uploading some stuff in an hour or so.

On 4/2/2018 at 5:27 PM, jayc007 said:

In regards to integrated hangers we definitely need to homebrew a carrier type hull. Thoughts? Opinions?

Here are some I've had.

Holds vehicles at most 1 sil lower, with starting at only one and maybe having mods to add more = 1/2 ship's sil rounded up.

Holds a maximum of silhouettes = half of htt with mods to add silhouettes up to full htt

So a sil 5 ship with say 50 htt could hold up to 25 sil 1 ships plus mods to take it up to a max of its htt so 5 mods to add 5 sil 1 vessels per mod.

So this ship is maxed out at 50 sil 1 or 25 sil 2 or 16 sil 3. With regards to sil 4 ships, it can hold 1 with mods to add 2 more. Let's say 3 sil 4 ships (12) + 12 sil 3 ships

Now it needs some other things like armour 1 plus a mod to add a second

And defense 1/1/1/1 with no mods.

I'm sure I'm missing some other things but hey... it' a start

I don't think that the total sil carried should depend on htt. But square of silhouette 5*5=25. I suggested half of that with mods to increase. Limitting the number of sil-1 craft carried is an awesom idea, it helps on the low end (putting a compact folding speederbike on a sil2 fighter. And a sil 3 dropship carring an air speeder.

@EliasWindrider that name for the collective house rules sounds good to me.

As for the hangar rules, why not use the retrofitted hangar bay as a starting point? Forgive me if that's what you did, I don't remember its specs off the top of my head. I would think the actual attachment would be fine for a carrier hull, with maybe an optional increase in difficulty to improve on the base attachment during initial crafting? Also, a dedicated carrier should have a penalty on total hard points to represent limitation on armament because of the logistics of carrying and supporting fighters.

I am going to preface this, these are just ideas, and you can take em or leave em as you like, but really all this stuff should have been in the fully operational book. I did all this work in 2 hours. So yeah not a ton of checking about or balancing work, this is just getting the ideas out there so you lot can have fun moving the numbers about as you like with your home rules.

Hyperdrives
Rarity is up to the GM, price is up to the GM

again these are all ideas off the top of my head and not balanced in any way, I will leave that to the house rules you guys want to enact over your parties. I am not thinking these are perfectly balanced or the end all be all guide to ship crafting. Just ideas thrown at a wall and what sticks yay! What doesn’t ohwell.

Base Hyperdrive
Pg 82 Fully Operational
Base: Add one primary hyperdrive (Class 4 or Class 8 costs below)
and droid socket (Fighters only)
Mods: 4 Reduce Primary hyperdrive rating by 1 (Min .5)
1 Add Secondary hyperdrive class 14
4 Reduce Secondary hyperdrive rating by 1
HP: 1
Price: 3000 – Class 8
6000 – Class 3

Hardened Hyperdrive
The hyperdrive is specially designed to make sure it continues to function even if ship systems are starting to fail
Base: Add one primary hyperdrive Class 5 Resists critical damage once per scene (or once per 3 rounds)
Mods: 4 Reduce Primary hyperdrive rating by 1 (Min 1)
1 Add Secondary hyperdrive class 14
4 Reduce Secondary hyperdrive rating by 1
HP: 1
Price: 5000

Fighter Hyperdrive
Purpose made hyperdrive for any fighter
Base: Add one primary hyperdrive Class 5
Mods: 3 Reduce Primary hyperdrive rating by 1 (Min 2)
HP: 1
Price: 2000

Redundant circuity Hyperdrive
Resists Ion Damage, ship can jump to hyperspace for a short time even if other systems are disabled.
Silhouette 5+ only
Base: Add one primary hyperdrive Class 5 Ion energy is converted and shunted to the hyperdrive reducing Ion damage by ½ (or by 3 points)
Mods: 3 Reduce Primary hyperdrive rating by 1 (Min 2)
1 Reduce Silhouette requirement by 1 (Min 4)
1 Increase System Strain by Silhouette
HP: 1
Price: 5000

Offensive Hyperdrive
Energy is transferred from a hyperspace jump into one weapon system. That system gains 4 boost die on its nice combat roll, that same systems is disabled for 3 rounds.
Base: Add one primary hyperdrive Class 3
Mods: 1 Reduce Primary hyperdrive rating by 1 (Min 2)
2 replace 1 boost die with an ability die
HP: 1
Price: 5000

Defensive Hyperdrive
Energy is transferred from a hyperspace jump into shields. Shields are completely replenished and add 4 defense to 1 zone the PC chooses. After 4 rounds shields malfunction for 4 rounds.
Base: Add one primary hyperdrive Class 3
Mods: 1 Reduce Primary hyperdrive rating by 1 (Min 2)
2 +1 defense to 1 zone
HP: 1
Price: 5000


SHIELDS:
These are all meant to be paired with the engines so yes they are all somewhat weak but can be stronger with applied to the proper power source. Rarity is up to the GM, price is up to the GM

again these are all ideas off the top of my head and not balanced in any way, I will leave that to the house rules you guys want to enact over your parties. I am not thinking these are perfectly balanced or the end all be all guide to ship crafting. Just ideas thrown at a wall and what sticks yay! What doesn’t ohwell.


Reinforced Shield Generator
EOTE Core Rulebook page 270
Base: +1 defense to 1 zone
Mods: 2 +1 defense to 1 zone
HP: 2
Price: 3800

Shield Generator
Add a full shield Generator to you ship.
Base: +1 to all applicable zones
Mods: 2 +1 defense to 1 zone
HP: 1
Price: 3000

Hardened Shield Generator
The Generator is given backup systems and specially made to resist being disabled
Base: +1 to all applicable zones, shields cannot suffer critical damage from rolls, reroll any result dealing with ship shields
Mods: +1 defense to 1 zone
HP: 1
Price: 6000

Reactive Shield Generator
Quickly Shunt defense to vulnerable parts of the ship.
Base: +1 to all applicable zones, PC can add setback die as if the defense zone was one stronger by reducing it from another available undepleted zone. After the roll is complete that defense point is lost for 1 round.
Mods: None
HP: 1
Price: 7000

Mon Calamari Shield Generator
Some of the best shields in the galaxy, and not easy or cheap to get.
Base: +2 to all applicable zones
Mods: 4 +1 defense to 1 zone
HP: 1
Price: 10000

Fighter Shield Generator
Special made for fighters, max Silhouette of 3
Base: +1 to fore shields
Mods: +1 defense to 1 zone
HP: 1
Price 1000



Ship Systems
again these are all ideas off the top of my head and not balanced in any way, I will leave that to the house rules you guys want to enact over your parties. I am not thinking these are perfectly balanced or the end all be all guide to ship crafting. Just ideas thrown at a wall and what sticks yay! What doesn’t ohwell.

Navicomputers

Basic Navicomputer
The very basic but well tested Navicomputer to fit any system.
Base: Allows the ship to calculate travel through the many hazards of space
Mods: none
HP: 0
Price 100

Corporate Navicomputer
Faster calculations and more hamsters inside, even some red tape to free you of some extra creds
Base: Adds 1 boost die to Astrogations checks.
Mods: 2 +1 boost die to Astrogation checks.
HP:1
Price 500

Navicomputer Array
Several calculation processors work together to get you going faster
Base: +1 Ability Die to Astrogation checks
Mods: 2 +1 boost die to Astrogation checks.
HP: 1
Price: 1000

Sorosuub Navicomputer
A high end Sorosuub design to help the PC navigate the more dicey lanes
Base: Upgrades Astrogation Checks
Mods: 2 +1 boost die to Astrogation checks.
1 +1 Ability Die to Astrogation checks
1 Upgrades Astrogation Checks
HP: 1
Price: 3000


Escape Pods, Ejection Systems, Breaching Pods
again these are all ideas off the top of my head and not balanced in any way, I will leave that to the house rules you guys want to enact over your parties. I am not thinking these are perfectly balanced or the end all be all guide to ship crafting. Just ideas thrown at a wall and what sticks yay! What doesn’t ohwell.

Basic Escape Pod, Ejection System
Safe your life if your ship is going down
Base: Adds an Ejection System to the fighter saving the pilot, Adds an Escape Pod for 4 people if larger than a fighter.
Mods: 2 +1 to crew saved by the system
HP: 0
Price: 275

Advanced Escape Pod, Ejection System
Be able to move around and possible escape damage with these small pods with engines!
Base: Adds an Ejection System to the fighter saving the pilot, Adds an Escape Pod for 4 people if larger than a fighter. Can move around at speed 1 for 24 hours
Mods: 2 +1 to crew saved by the system
2 +24 hours to movement
HP: 0
Price: 2000

Reinforced Escape Pod, Ejection System
Keeps the crew safe from natural or combat related hazards
Base: Adds an Ejection System to the fighter saving the pilot, Adds an Escape Pod for 4 people if larger than a fighter. The crew is also immune to the natural hazards of space radiation.
Mods: Add resistance to battle debris, and Asteroids
Add +1 defense for temporary shield protection
HP: 1
Price: 3000

Atmosphere ready Escape Pod, Ejection System
Allows the crew to safely land on a nearby planet in hopes to survive
Base: Adds an Ejection System to the fighter saving the pilot, Adds an Escape Pod for 4 people if larger than a fighter. The Escape Pod, Ejection System can survive re-entry and safely crash land on a planets surface:
Mods: Adds water ready feature
Adds Toxic, Hot, frozen adaptability.
HP: 1
Price: 3500


Basic Breaching Pod
Allows what should have been an escape pod launcher to be changed to a breaching pod launcher
Base: 6 Crew can be fired from a Silhouette 5+ ship and breach a ship up to armor 5. Requires a Hard piloting check
Mods: None
HP: 1
Price: 2000

Medium Breaching Pod
A purpose-built launcher and pod to breaching larger ships and delivering an angry cargo.
Base: 12 Crew Can be fired from a Silhouette 5+ ship and breach a ship up to armor 6 Requires an Average piloting check.
Mods: 1 +6 Crew to pod
1 Increase armor breached by 1
HP: 1
Price: 3000

Heavy Breaching Pod
Place a large number of very gutsy and now completely dedicated Marines on an enemy ship to cause some havoc
Base: 24 Crew Can be fired from a Silhouette 5+ ship and breach a ship up to armor 8 Requires an Average piloting check.
Mods 2 +6 Crew to pod
2 increase armor breached by 1
HP: 2
Price: 5000

Atmospheric Assault Pod [AAP]
When you need to get a squad on the surface right now.
Base: 12 Crew Can be fired from a Silhouette 5+ ship into the atmosphere of a planet or at a large enough asteroid [OK GMS time to work you house rule magic here!]
Mods: 4 2 +6 Crew to pod
HP: 2
Price: 4000


Sensors:
again these are all ideas off the top of my head and not balanced in any way, I will leave that to the house rules you guys want to enact over your parties. I am not thinking these are perfectly balanced or the end all be all guide to ship crafting. Just ideas thrown at a wall and what sticks yay! What doesn’t ohwell.

Basic Sensors:
Basic system sensors, simple by reliable.
Base: Uses the frame range
Mods: None
Hp: 0
Price: 100

Sweep Sensors:
A new take an Sensors instead of the constant passive or direct active mode this version makes a constant sweep around the ship to detect objects.
Base: Ship sensors are now max frame range +1 but only actively search one facing per 2 rounds and goes around clockwise
Mods: Reduce round time by 1
HP: 1
Price: 300

Hardened Sensors
These Sensors have backups and redundancies, allowed the ship to see in even the most dire of circumstances.
Base: Ship sensors resist being taken offline once per scene
Mods: None
HP: 1
Price: 400

Combat Sensors
These sensors are made for combat and quickly work through friend or foe signatures by combining transponder codes and the ships Silhouette to have a two level check for accuracy.
Basic: Adds 1 difficulty to any deception checks or attempts to fool the sensors identifying friend or foe in combat situations.
Mods: +1 Setback die to any deception checks or attempts to fool the sensors
HP: 1
Price: 700


Comms:
again these are all ideas off the top of my head and not balanced in any way, I will leave that to the house rules you guys want to enact over your parties. I am not thinking these are perfectly balanced or the end all be all guide to ship crafting. Just ideas thrown at a wall and what sticks yay! What doesn’t ohwell.

Upgraded Comms Array
AOE Core Rulebook PG 287
Base: Increase Comms range by 1 range band
Mods: 2 Increase Comms range by 1 range band
HP: 1
Price: 4800

Basic Comms
The ability to communicate is very important
Base: The ship can communicate with anyone in sensors range
Mods: None
HP: 0
Price: 1000

Long Range Comms
When you really need to talk to someone far far away
Base: Long Range Comms allows the ship to communicate up to 1 system jump away.
Mods: 1 Increase range by 1 additional system.
HP: 1
Price: 5000

Encrypted Comms
speak privately at a distance
Base: The out going comms of this ship are kept safe by encoding them anyone listening in cant understand unless they decrypt them with a hard computers check.
Mods: 1 increase the difficulty of the computers check
HP: 1
Price: 6000

Hardened Comms
When your blanket jamming the region you might need to still communicate, this system will allow you to breach jamming you are creating.
Base: If you or an allie are jamming all comms in an area this ship can still send out clear messages to other Hardened Comms in other ships or personal gear.
Mods: 1 Communicate out of a system when being jammed by friendlies
HP: 1
Price: 7000


Hanger bays
again these are all ideas off the top of my head and not balanced in any way, I will leave that to the house rules you guys want to enact over your parties. I am not thinking these are perfectly balanced or the end all be all guide to ship crafting. Just ideas thrown at a wall and what sticks yay! What doesn’t ohwell.

Retrofitted Hanger Bay
AOE Core Rulebook PG 287


Small Hanger Bay
For ships with Silhouette 5
Base: Can carry up to 8 fighters
Mods: 2 +1 fighters to the Hanger Bay
HP: 2
Price: 4000

Medium Hanger Bay
For ships with Silhouette 6 to 7
Base: Can carry up to 12 fighters
Mods: 2 +6 fighters to the Hanger Bay
HP: 2
Price: 8000

Heavy Hanger Bay
For ships with Silhouette 8
Base: Can carry up to 30 fighters
Mods: 3 +10 fighters to the Hanger Bay
HP: 2
Price: 12000

Dropship Bay
This ship is purpose built to get vehicles to and from a planets surface
Base: Can carry up to 10 Vehicles [GM you fiddle with the size and getting more on]
Mods: 2 +4 Vehicles to the Dropship Bay
HP: 2
Price: 5000

Edited by Banditks
1 minute ago, AeroEng42 said:

@EliasWindrider that name for the collective house rules sounds good to me.

As for the hangar rules, why not use the retrofitted hangar bay as a starting point? Forgive me if that's what you did, I don't remember its specs off the top of my head. I would think the actual attachment would be fine for a carrier hull, with maybe an optional increase in difficulty to improve on the base attachment during initial crafting? Also, a dedicated carrier should have a penalty on total hard points to represent limitation on armament because of the logistics of carrying and supporting fighters.

The retrofitted hanger bay attachment does not measure up to purpose built carrier hangers. It also can't be used on any ship smaller than sil 5. The carrier hull would let you make drop ship (sil 4 or 3 ships purpose built to carry planetary vehicles down to the surface). For sil 8... 8*8=64/2=32 and 12x3=36 is needed to carry 1 squadron of tie fighter.

Or maybe a carrier hull can receive the hanger attachment a slumber of times equal to sil-2, gets 1 free copy of the attachment, and candy carry 1 ship of sil-1 (breaks the sil-2 limitation) per hanger attachment. Doing it that way has carriers using up hp for additional carrying capacity, it think all the frames should have their hp increased and weapons should cost the regular hp.

3 minutes ago, EliasWindrider said:

The retrofitted hanger bay attachment does not measure up to purpose built carrier hangers. It also can't be used on any ship smaller than sil 5. The carrier hull would let you make drop ship (sil 4 or 3 ships purpose built to carry planetary vehicles down to the surface). For sil 8... 8*8=64/2=32 and 12x3=36 is needed to carry 1 squadron of tie fighter.

Or maybe a carrier hull can receive the hanger attachment a slumber of times equal to sil-2, gets 1 free copy of the attachment, and candy carry 1 ship of sil-1 (breaks the sil-2 limitation) per hanger attachment. Doing it that way has carriers using up hp for additional carrying capacity, it think all the frames should have their hp increased and weapons should cost the regular hp.

What I meant was the retrofitted Bay is based on silhouette for max carry capacity, if memory serves, correct? So I figured the basic carrier has something similar but remove the silhouette 5+ requirement and replace it with the silhouette-1 limit you were talking about before.

However, any carrier hull should have a penalty in hard points to limit the number of weapons it can mount (or maybe mods to hangar capacity take hardpoints so the base hangar doesn't reduce weapon capacity but adding more fighters does). Think about naval carriers we are used to. They mount point defense systems, and maybe a few missile batteries. They do not have the 40mm cannons or full cruise missile and torpedo batteries of destroyers and cruisers. Their main weapon systems are their fighter squadrons. That's why I think there should be a trade-off if you elect to build a dedicated carrier hull.

1 hour ago, EliasWindrider said:

I don't think that the total sil carried should depend on htt. But square of silhouette 5*5=25. I suggested half of that with mods to increase. Limitting the number of sil-1 craft carried is an awesom idea, it helps on the low end (putting a compact folding speederbike on a sil2 fighter. And a sil 3 dropship carring an air speeder.

My reasoning for the htt was more based on the mauraders compliment and the minstrel class compliment... the only 2 sil5 ships that have a sil4 compliment that I'm aware of.

The maurader has an htt of 65 and holds a compliment of 44 (12 fighters 2 shuttles)... Well over the sil5 E2 (25)

And the minstrel has an htt of 45 with a compliment of 26 (6 fighters 2 shuttles)

Could always make it more compicated and do a base of htt-silE2+mods that would keep it in line with thilose 2 ships nicely... but it'd be maybe too much math for a game. ?

The other reason for using htt is it gives an extra bonus for spending advantage and such to increase htt.

49 minutes ago, AeroEng42 said:

@EliasWindrider that name for the collective house rules sounds good to me.

As for the hangar rules, why not use the retrofitted hangar bay as a starting point? Forgive me if that's what you did, I don't remember its specs off the top of my head. I would think the actual attachment would be fine for a carrier hull, with maybe an optional increase in difficulty to improve on the base attachment during initial crafting? Also, a dedicated carrier should have a penalty on total hard points to represent limitation on armament because of the logistics of carrying and supporting fighters.

For starters the retrofitted hanger is way restrictive and non versatile. It takes up valuable hard points and limits you usage of it so that you can't have a ship with a compliment even approaching those of purpose built ships with built-in hangers.

As has been noted elsewhere in the forums a built in hanger allows you to have a sil-1 ship in the hanger as well as a decent compliment of total silhuette... ie (sil 3 x3 + sil1×1 =10) vs (sil3 ×12 + sil4 ×2 =44)

The first is the best a sil 5 can do with an add on hanger and the second is the maurader class corvette with its built in hanger

@EliasWindrider As for the name... any is better than none. That aside it was your idea so name it what you will. I'll be happy as long as we can improve on the base line unfinished rules that we got.

I have to say I do like the rules and the way they are laid out but man you would think they would be more... complete and polished after being in development for 8 months and at the printers for 4 months. Or whatever it was in reality anyway.

Like I said, I couldn't remember the starting specs off the top of my head, but having looked it up, I agree that is probably not the best approach. However, maybe something based on encumbrance capacity rather than hull trauma? That's just based on a quick look at the EotE core book and comparing the CR90 and Marauder. Stay on Target might be a better reference for carrier designs since it has at least two escort carriers. Dangerous Covenants has a third, assault carrier variant. Those might be the best data points.

51 minutes ago, jayc007 said:

My reasoning for the htt was more based on the mauraders compliment and the minstrel class compliment... the only 2 sil5 ships that have a sil4 compliment that I'm aware of.

The maurader has an htt of 65 and holds a compliment of 44 (12 fighters 2 shuttles)... Well over the sil5 E2 (25)

And the minstrel has an htt of 45 with a compliment of 26 (6 fighters 2 shuttles)

Could always make it more compicated and do a base of htt-silE2+mods that would keep it in line with thilose 2 ships nicely... but it'd be maybe too much math for a game. ?

The other reason for using htt is it gives an extra bonus for spending advantage and such to increase htt.

For starters the retrofitted hanger is way restrictive and non versatile. It takes up valuable hard points and limits you usage of it so that you can't have a ship with a compliment even approaching those of purpose built ships with built-in hangers.

As has been noted elsewhere in the forums a built in hanger allows you to have a sil-1 ship in the hanger as well as a decent compliment of total silhuette... ie (sil 3 x3 + sil1×1 =10) vs (sil3 ×12 + sil4 ×2 =44)

The first is the best a sil 5 can do with an add on hanger and the second is the maurader class corvette with its built in hanger

@EliasWindrider As for the name... any is better than none. That aside it was your idea so name it what you will. I'll be happy as long as we can improve on the base line unfinished rules that we got.

I have to say I do like the rules and the way they are laid out but man you would think they would be more... complete and polished after being in development for 8 months and at the printers for 4 months. Or whatever it was in reality anyway.

The really big purpose built carriers are fairly weak against destroyers... never mind. Read on.

Now I think that all the frames should have more hp and more stuff they need to spend it on. So the marauder, let's say it had a base of sil^2=5*5=25 and then some upgrades. The hanger bay attachment provides 10. So 25+10+10=45 which is right about that 44 number.

Now a sil 8 Imperial star destroyer needs to carry 72 fighters (72x3=216), 8 lambdas (8x4=32), 20 AT-AT (20x?4?=?80?), 30 AT-ST (30x3=90), 15 Imperial Troop Transport (15x3=45), and landing craft, say 4 sil 5's that can each Cary 2 AT-AT or 4 AT-ST or 1 AT-AT and 2 AT-AT (which I would assume is typical) so if they were kept loaded, take out 4 AT-AT and 8 AT-ST. that can deploy walkers, 216+32÷64+66+45+20+5 (the last + 5 is so they can capture a corvette) so carry 403 sil, and that's not counting speeder bikes.

8x8=64 and 64x7=448. So if a dedicated hanger is sil^2 and a carrier hull could have sil-1 dedicated hangers that would be 448 (which seems reasonable)... for a non carrier hull maybe they can have 1 dedicated hanger?

Edited by EliasWindrider

This recent discussion really deserves its own thread. As for the current topic, I hope we get bring it back to a more general line of discussion.

I plan on picking my copy while I am down in Texas this weekend. I love playing techs and engineers so this will be a fine addition.

Sorry. It's moved to the Nubian shipyard discusson.

Frame Starfighter 10,000 credits 3 days

Pick Elegant Design, Extra Hardpoint. Increase crew to make it a two-seater, massive 1 and reinforce it. Cost 1 Triumph, 13 Advantages.

Sil 2
HTT: 11
Crew: One Pilot, Co-Pilot/Gunner
Sensor Range: Closer
Hardpoints: 8

Single Ion Coil 500 credits 1 day

Fine-Tuned Enhance Power to Deflectors 2x
Enhance Output 2x

Cost 10 Advantages


Speed 6
Defense: 2/2
SS 9
Hardpoints: 6

Combat Plating 1500 credits, 8 Days

Armor 8
Handling: -1
Massive 2
HTT 15

Hardpoints: 2
Night Shadow Coating
1x Manevuering Fins (+2 Handling)
2x Layered Plating
Extra Hardpoint

1 Triumph, 12 Advantages


Assembling: 1 Day, 500 credits
Masterful Construction
Distinctive Style
2x Under Budget


12000 credits, 12 days to build
Crazy, use instead of the night shadow coat maybe the drill, add the armor attachment, call it "The Suncrusher Frame" and have fun flying TROUGH Star Destroyers who can't arm you anyway. ;-)
This is downright crazy. I am scared. This will be my droids personal star fighter. So it might as well just add another point of armor for 11 armor overall. May the force be with us.
If you like the idea of flying a ultra-heavy, ultra-fast, hard to control fighter with which reaches a effective sil 0 ... just add oversized heavy-laser-canons for two hard-points. Or downsize the armor if you really want to put Torpedos everywhere on top. Crazy.

And I have not (yet) even started looking into those Sil 4 corvettes. Which might be even more nightmarish as our current Turbolaser C-ROC Gozanti. Though I guess you can create this way a true Conquer-Class style of ships ... not that our GM would not have used that one already to freak us out.

19 hours ago, SEApocalypse said:

Frame Starfighter 10,000 credits 3 days

Pick Elegant Design, Extra Hardpoint. Increase crew to make it a two-seater, massive 1 and reinforce it. Cost 1 Triumph, 13 Advantages.

Sil 2
HTT: 11
Crew: One Pilot, Co-Pilot/Gunner
Sensor Range: Closer
Hardpoints: 8

Single Ion Coil 500 credits 1 day

Fine-Tuned Enhance Power to Deflectors 2x
Enhance Output 2x

Cost 10 Advantages


Speed 6
Defense: 2/2
SS 9
Hardpoints: 6

Combat Plating 1500 credits, 8 Days

Armor 8
Handling: -1
Massive 2
HTT 15

Hardpoints: 2
Night Shadow Coating
1x Manevuering Fins (+2 Handling)
2x Layered Plating
Extra Hardpoint

1 Triumph, 12 Advantages


Assembling: 1 Day, 500 credits
Masterful Construction
Distinctive Style
2x Under Budget


12000 credits, 12 days to build
Crazy, use instead of the night shadow coat maybe the drill, add the armor attachment, call it "The Suncrusher Frame" and have fun flying TROUGH Star Destroyers who can't arm you anyway. ;-)
This is downright crazy. I am scared. This will be my droids personal star fighter. So it might as well just add another point of armor for 11 armor overall. May the force be with us.
If you like the idea of flying a ultra-heavy, ultra-fast, hard to control fighter with which reaches a effective sil 0 ... just add oversized heavy-laser-canons for two hard-points. Or downsize the armor if you really want to put Torpedos everywhere on top. Crazy.

And I have not (yet) even started looking into those Sil 4 corvettes. Which might be even more nightmarish as our current Turbolaser C-ROC Gozanti. Though I guess you can create this way a true Conquer-Class style of ships ... not that our GM would not have used that one already to freak us out.

Yup the rules are a min maxer teenagers' centerfolds hot n sweaty dream come true.

On 4/3/2018 at 7:19 PM, Khazadune said:

It’s labelled Steps 1-3. I think it’s prettg straightforward that the order is step one, then step two, then step three. Anything else is just playing semantics that they didn’t include a description of how numbers are read in descending order.

On 4/3/2018 at 7:35 PM, Ahrimon said:

Except that those are Step 1: Select Template s <-(plural), Step 2: Acquire Materials, and Step 3: Construction. None of them say anything about one before the other.

This book is going to have quite the errata and FAQ I think.

To me, it is pretty clearly spelled out on page 78:

When building a vehicle or starship, the crafter must first construct the three core components: a frame, an engine, and a hull. For each of these core components, the crafter performs Steps 1-3: choosing a template, acquiring the materials, and performing the listed checks over the amount of time specified.

• Frame: A frame is the skeleton of a starship or vehicle. It is treated as a ship or vehicle (albeit one that cannot operate until specific attachments are added during Step 4 : Assembly). The frame provides the craft's base line parameters.
• Engine: An engine is the craft's power source. It is treated as an attachment that can only be attached to a frame that does not already have an engine. It provides vehicle's speed, system strain threshold, and defense.
• Hull: A hull is the body and armor of the vessel. It is treated as an attachment that can only be attached to a frame that does not already have a hull. It provides the vehicle's armor and handling.

Once the crafter completes Step 3: Construction successfully for the selected frame, engine, and hull (by spending the requisite hours and succeeding on the listed check as usual), the character has the elements needed to assemble the starship or vehicle. At this point, the crafter is ready to perform Step 4: Assembly, adding the engine and hull to the frame . Once successfully assembled, the new vehicle or starship is fully operational and ready for a crew to use it against
the Empirel

You could probably choose to build the Hull second and the Engine third, but the Frame is first. It provides the baseline parameters for the other 2 components.

7 hours ago, Dakkar98 said:

The frame provides the craft's base line parameters.
It is treated as an attachment that can only be attached to a frame that does not already have an engine.
It is treated as an attachment that can only be attached to a frame that does not already have a hull.
adding the engine and hull to the frame .

(Addressing the bolded parts.)

The frame is the baseline, but that doesn't mean that it has to be built first. This is a narrative game with space tech and such. There's nothing saying that a frame couldn't be designed for a hull. Also, consider the attachment part. Does a blaster have to be built before a Blaster Actuating Module can be designed? The same BAM in the books works on every single blaster pistol in the game. A character can take one off the blaster of a defeated foe and have it placed onto their blaster if they wanted. The other parts are attachments, but by the book and narratively they are interchangeable. As for adding it, well yes the frame would have to be completed before the ship could be assembled, but I still stand by my reading that nothing prevents the Hull and engines being designed and built before the frame.