What does a starship need to function?

By Forresto, in Star Wars: Edge of the Empire RPG

Hi all.

I know Star Wars is its own beast in terms of relative realism in universe with actual world science. My question is leaning more towards hardcore science fiction because I think whenever real science is infused into Star Wars roleplaying, the experience is wholly improved depending on how its done. Nevertheless to the question. I'm trying to problem solve here and would love feedback and peoples ideas and input.

On a space going vessel what are the systems needed for a ship to function and work as an interplanetary system transport while keeping its crew alive? How many auxiliary systems would a vessel have? How would such systems be distributed and organized?

The bare minimum for a ship to function, you need some form of drive system, sensors, life-support and consumables (if it's not fully automated), fuel, power supply, and some form of controls.

The fuel used to power the Ion engines is Rhydonium

6 hours ago, Forresto said:

On a space going vessel what are the systems needed for a ship to function and work as an interplanetary system transport while keeping its crew alive? How many auxiliary systems would a vessel have? How would such systems be distributed and organized?

Interplanetary as in operating within a single system, like travelling from Corellia to Selonia to Drall? Or do you mean traveling from one system to another?

If it's the latter, you'll need a hyperdrive and either a Scomp-link for an astromech or some sort of navicomputer. Otherwise, I could also see:

  • Artificial gravity: more of a comfort than a necessity; usually tied to life support but could be necessary for cargo handling
  • Communication systems: some way to contact port authority and/or traffic control when departing/arriving, may also provide telemetry
  • Some sort of shields: not necessarily rated for weapons, but something for deflecting particles while traveling at near-relativistic velocities
  • Waste disposal: I mean the refresher/head/latrine variety, for trips lasting more than a couple of hours
  • Creature comforts: cabins, bunks, meal preparation & dining facilities, dejarik, etc.
  • There are probably others; I'm away from my books at the moment, but you might find some additional inspiration on the vehicle crit table

So the ship's sublight engines, hyperdrive, and other systems seem to run off of a common power source. UI seems to be a matter of telling the ship to do x from a terminal, usually in the cockpit.

I have to say that, while I usually approve of adding a bit of grit and realism to Star Wars, this system doesn't handle that sort of granularity well. Having additional flavor text is nice when the PCs have to fix something, or a system fails at a key juncture, but getting too far into the weeds really slows things down to a crawl. As a storytelling game, I think the FFG system knocks it out of the park. Start adding too many wrinkles, dice rolls, tables, etc. to a session and it loses entertainment value quickly.

Okay lets see how many I can come up with.

  • Frame
  • Airtight Hull
  • Power Plant
  • Electrical Storage Cells
  • Life Support, filtration, storage, chem balance sensors, etc
  • Ion Drive (in this universe)
  • Fuel Cells for Rydonium (Thanks for the detail Rosco74)
  • Avionics control system (Computer)
  • Systems Control system (A computer)
  • Engineering Control System (Yep, a third computer)
  • Standard Sensors
  • Gravitic Sensors (I'm making this one up so optional if you desire)
  • Communications (Optional?)
  • Navigation systems (Gyroscopes, Gimbals, Nav computers, Sextant, etc)
  • Storage Reservoirs for Fuel, Lubricants, Water, Potable Water, etc.

Yeah, I think that's a pretty good starter list, not thinking about it too hard.

Anything is a starship if you're brave enough!

13 minutes ago, Yaccarus said:

Anything is a starship if you're brave enough!

But only once!

BTW, I forgot shields.

You also didn't include:

  • Hyperdrive Engine
  • Sublight Engine
  • Internal Gravity Generators (Don't know the official name, but they're undeniably a thing based on what we've seen)
  • Internal facilities (ie. beds, kitchen, 'fresher)
  • Landing Gear
  • Boarding Ramp

Optional, but strongly recommended:

  • Holochess Table
  • Smuggling Compartments
  • Weapons
  • Tool Kit with Hydrospanner

A pub...

Escape pods...

Lateral Controls.

Horizontal Boosters.

Alluvial Dampers.

Edited by Vorzakk
9 hours ago, 2P51 said:

A pub...

9 hours ago, Yaccarus said:

Escape pods...

Escape pubs!

A doormat that says, "De wanna wanga," whenever you step on it.

Bare minimum to have any use:

  • Hull integrity (without it, the other parts don't work...)
  • Life Support System (including air, water, bodily waste)
  • Power system

To be a starship

  • Sublight drive
  • Hyperdrive
  • minimal sensors
  • computer

To be a warship

  • As Starship
  • Weapons
  • decent sensors

to be a scoutship

  • AS Starship
  • good sensors
  • landing capabilities (either inherent or carried craft)