Fully Operational - Engineer Source book Announced

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

8 hours ago, Khazadune said:

It doesn’t say that the speed restrictions are specific only to crafting and my mention of assembly was bc I read that you included rolling on that table for its bonuses, which you wouldn’t be able to do with a stock ship.

If they weren't specific to crafted ships then the stock IR-3F in the FAD core and raider corvette in friends like these, and corellian gunship dp something or other couldn't have speed 4 which they do, and it would also mean that the renegade's blood (the consular from mask of the pirate queen) couldn't have had high output turbines added which it did.

Something else I noticed you could use elegant design on an airspeeder to make it sil 1, and add robot legs to make an iron man flight suit that is crazy overpowered

Edited by EliasWindrider
13 minutes ago, EliasWindrider said:

If they weren't specific to crafted ships then the stock IR-3F in the FAD core and raider corvette in friends like these, and corellian gunship dp something or other couldn't have speed 4 which they do, and it would also mean that the renegade's blood (the consular from mask of the pirate queen) couldn't have had high output turbines added which it did.

The Renegade’s Blood has after market additions which wouldn’t be covered by this. As for other ships exceeding the limitations, FFG has a few stock models that defy the restrictions we have, but that’s their perogative. Likely they would explain it away by saying that the company has used hard Points prior to its sale that were leftover from the construction phase. Nothing prevents you from doing the same but you can’t construct beyond the limits set out.

That’s my understanding anyways.

4 hours ago, Khazadune said:

The Renegade’s Blood has after market additions which wouldn’t be covered by this. As for other ships exceeding the limitations, FFG has a few stock models that defy the restrictions we have, but that’s their perogative. Likely they would explain it away by saying that the company has used hard Points prior to its sale that were leftover from the construction phase. Nothing prevents you from doing the same but you can’t construct beyond the limits set out.

That’s my understanding anyways.

In that you are correct but I wasn't "constructing" something "new" beyond the limits, I was "modifying" a stock ship that was ALREADY beyond the limits using RAW attachments that either have nothing to do with the speed (if anything replacing what looks to be a "lightly armored hull" (3 hp) with a "sleek carapace" (2 hp) should make it faster) or by RAW increases speed (high output ion turbines), and has been shown to be able to put modified stock ships past the limits (renegade's blood), the only thing on the renegade's blood that doesn't match RAW elsewhere is the attachment that improves handling, and we can replicate that now by replacing a hull with one with maneuvering fins.

By the way the smuggler:gambler/shipwright/scientist build for whistler gets even crazier if you add droid tech as a 4th spec, another 2 ranks of eye for detail 3 more ranks of speaks binary, improved speaks binary. Why that gets crazy with the Redshift Raven (it's crewed primarily by droids and droid brains, and whistler's roll on the ship is just to direct the droids and use ship Wright talents like push the specs).

Okay, so far I am loving this book as I read through it. However, one thing did catch my eye because it was something I was looking forward to:
Under the Shipwright specialization tree on page 29, the Dockyard Expertise talent states that there is a reduction in time and price of 25% per rank of the talent. However, the full description of the talent lists the reduction as 20%.

Unlike a majority of my group, I actually look at the talents themselves beyond the trees.

I just finished off a comparison of the Droid Specialist and Droid Tech. For a specialization, I was expecting "less" from the Specialist, but it can be an extremely useful combat spec for the droid support specialization. When compared to the Tech, the Specialist is more combat focused.

32 minutes ago, Sarone said:

I just finished off a comparison of the Droid Specialist and Droid Tech. For a specialization, I was expecting "less" from the Specialist, but it can be an extremely useful combat spec for the droid support specialization. When compared to the Tech, the Specialist is more combat focused.

Well, its AoR, where all the specializations are more combat focused than EotE ;-)

2 minutes ago, Azanael said:

Well, its AoR, where all the specializations are more combat focused than EotE ;-)

That is very true. But I didn't expect the two specializations to gel so well. Especially if the group has access to a rival-level Droid or a Droid PC.

I’m compiling a reference document for my players, and my copy of the book is tied up in a pre-order. What are the page references for the species?

The ship templates on page 80 all seem to have the same Silhouette and Hull Threshold even though there descriptions give a different Silhouette and Hull Thresholds. Is this a typo or am I missing something about how the templates work?

2 minutes ago, mcellis said:

The ship templates on page 80 all seem to have the same Silhouette and Hull Threshold even though there descriptions give a different Silhouette and Hull Thresholds. Is this a typo or am I missing something about how the templates work?

Typo use the stats in the right up. There the only ones that make sense for going bigger than a freighter

1 hour ago, OriginalDomingo said:

I’m compiling a reference document for my players, and my copy of the book is tied up in a pre-order. What are the page references for the species?

Pages 18-29 cover the Species

FO arrived in the mail today, and I looked over it expecting to be underwhelmed after reading the spoilers here. It fully met my expectations, but the starship crafting rules are really something else. That "something else" is not intended to be praise; these rules are fully terrible. I'm not a fan of any of FFG's crafting rules, but these are laughably bad if you're trying to recreate almost any existing starship.

37 minutes ago, HappyDaze said:

FO arrived in the mail today, and I looked over it expecting to be underwhelmed after reading the spoilers here. It fully met my expectations, but the starship crafting rules are really something else. That "something else" is not intended to be praise; these rules are fully terrible. I'm not a fan of any of FFG's crafting rules, but these are laughably bad if you're trying to recreate almost any existing starship.

Well, the devs have already said that the crafting rules are not intended to allow you to exactly recreate existing items, so...

5 minutes ago, Tramp Graphics said:

Well, the devs have already said that the crafting rules are not intended to allow you to exactly recreate existing items, so...

So perhaps you should be able to come close? But the devs don't even make coming close something you can count on, so...

6 minutes ago, Tramp Graphics said:

Well, the devs have already said that the crafting rules are not intended to allow you to exactly recreate existing items, so...

As I've already pointed out in detail modding a stock ship (with a new hull) to be what you want it to be is a RAW way to get around the pesky speed restriction. Sensor ranges and the speed restrictions were the only part of the rules i found lacking.

3 minutes ago, HappyDaze said:

So perhaps you should be able to come close? But the devs don't even make coming close something you can count on, so...

Other than speed, crew sizes, and sensors, and starting a sil smaller and using larger design gets around the crew size, ships made by these rules can totally wreck anything in the other books, if you are totally awesome at crafting starships that is, but you have to invest O(1000) xp to do that. But if you want a RAW awesome starship that your PCs' haven't invested enough xp to pull off, you can have an NPC make it for them. But where these rules really shine is when you take a stock ship and replace the hull. It's a way to dramatically improve the stats and maybe get up to 3 extra hp in the process.

The lancer craft pursuit craft/freighter in no disintegrations got a whole lot more attractive because of these rules. Strip of its hull and add a freighter hull with a whole lot of crafting upgrades and you can improve it's encumbrance (by a whole lot), handling (potentially to +3), armor rating (potentially to 6) and gain 2 hp in the proccess (one that you have to use immediately but it doesn't cost any credits iirc). The lancer is no probably my favorite sil 4 ship because of that extra modification potential.

5 hours ago, EliasWindrider said:

Other than speed, crew sizes, and sensors, and starting a sil smaller and using larger design gets around the crew size, ships made by these rules can totally wreck anything in the other books, if you are totally awesome at crafting starships that is, but you have to invest O(1000) xp to do that. But if you want a RAW awesome starship that your PCs' haven't invested enough xp to pull off, you can have an NPC make it for them. But where these rules really shine is when you take a stock ship and replace the hull. It's a way to dramatically improve the stats and maybe get up to 3 extra hp in the process.

I wasn't hoping to use it to min-max as you are; I was hoping that ships roughly equivalent to the ships we see in print were the common outcomes of the ship crafting. I do not believe that the rules give me anything like that. It reinforces my belief that all of the various crafting rules of these lines are utter crap and that I would never allow them in any game I ran nor play in any game that made use of them.

58 minutes ago, HappyDaze said:

I wasn't hoping to use it to min-max as you are; I was hoping that ships roughly equivalent to the ships we see in print were the common outcomes of the ship crafting. I do not believe that the rules give me anything like that. It reinforces my belief that all of the various crafting rules of these lines are utter crap and that I would never allow them in any game I ran nor play in any game that made use of them.

Fair enough, but I think that non exceptional mechanics are capable of making non exceptional ships with these rules, it's only the exceptional ships that they'd have trouble replicating.

But in my defense I am an aerospace/mechanical engineer by training and when I was 4 years old if anyone asked me what I wanted to do when I grew up, my answer was "make planes", so me going gaga extremes over starship crafting rules is what I've spent all of my life preparing to do so it kind of goes without saying that I'm going to push starship crafting rules to their limits.

Let me give you one example of what I mean: Most Sil 4 light freighters have a HTT of 20-30 but, using this system, the base HTT for a freighter is 35(!), which is higher than almost all given Sil 4 ships.

On 30/03/2018 at 12:21 PM, EliasWindrider said:

Something else I noticed you could use elegant design on an airspeeder to make it sil 1, and add robot legs to make an iron man flight suit that is crazy overpowered

And use the combat hull to give it as much at 7 armour!!!!

9 hours ago, EliasWindrider said:

As I've already pointed out in detail modding a stock ship (with a new hull) to be what you want it to be is a RAW way to get around the pesky speed restriction. Sensor ranges and the speed restrictions were the only part of the rules i found lacking.

In regards to RAW speed restrictions, it may be said that even talents like full throttle and supreme are useless in a crafted ship. I find it hard to believe that the devs would totally null and void those talents as well as other modifications that are available throughout this system to increase the speed in a crafted vessel.

And yeah, where are the sensor range increase mechanics?

6 hours ago, jayc007 said:

In regards to RAW speed restrictions, it may be said that even talents like full throttle and supreme are useless in a crafted ship. I find it hard to believe that the devs would totally null and void those talents as well as other modifications that are available throughout this system to increase the speed in a crafted vessel.

And yeah, where are the sensor range increase mechanics?

I highly doubt those RAW are meant to include restrictions against piloting talents, I read that as the top speed for the vessel, the pilots’ skills are then placed on top of that, which is why the cap seems restrictive. It is built with the understanding that whatever speed is given pilots and their mechanics can potentially add +3 speed or handling above that, which is pretty amazing.

Imagine a shipwright/rigger in an ARC Fighter as co-pilot to a Hotshot. With the benefits of Signature Vessel, push the specs, etc and full throttle etc, that Fighter would push in the ballpark of 9 speed, +6 handling...