The Nubian design collective's whole vehicle crafting handbook

By EliasWindrider, in Star Wars: Age of Rebellion RPG

13 hours ago, salamar_dree said:

So, the Drall's next project: An Auxillary Carrier for those Sil 2 Stinger-1 Fighters.

In the end, the design turned into a full Strike Carrier.

Shuttle Frame: 5S, 1Thr (3S, 2A): +2 Passenger Quarters, Convert 4 to Crew . Sil 4, HTt 25, Pilot & Co-pilot, 2 Gunners, 2 Engineers, 8 Passengers, 20 Enc, HP 20

Fusial Thrust Engine: 2S, 4A (1S, 5A): Enhanced Output, Enhanced Power to Deflectors (+1/+1)

Mod: Def 0/+1: 3S (1S, 2A)

Mod: Def 0/+1: 4S (2S, 2A)

Spd 4, Def 2/3, SSt 16

Carrier Hull: 3S, 2A (1S, 4A): Extra Hardpoint , Layered Plating

Mod: Def +1/+1: 3S, 1A, 1Tri (1S, 3A, 1Tri)

Mod: Dedicated Repair Bay: 7S, 2A (5S, 4A)

Mod: Armor +1: 1S, 6A

Armor 3, Def 3/4, Handling -2, 35 Enc, Carry +2 Stinger-1's, HP 21

Assembly: 4S, 10A: Improved Safety Features, Ahead of Schedule, Under Budget ×2

Hyperdrive Module (Class 4) (1 HP)

Mod: Add Backup Hyperdrive (Class 14): 2S, 3A (1S, 4A)

Mod: Reduce Primary to Class 3: 7S, 1A (5S, 3A)

Mod: Reduce Primary to Class 2: Fail, 6A

Hyperdrive: Primary Class 3, Backup Class 14

Life Support Systems (15 days) (1 HP)

Mod: +15 days: 4S, 5A

Mod: +15 days: 3S, 5A

Mod: +15 days: 5S, 1A (3S, 3A)

Navicomputer (1 HP)

Sensors: Short range (1 HP)

Mod: +1 range: 4S, 5A

Mod: +1 range: 4S, 6A

Mod: +1 range: 5S, 4A

Sensors: Extreme Range

2× Turret-mounted Quad Heavy Laser Cannons (2 HP)

Dedicated Hangar Bays ×12 (12 HP)

84 × Stinger-1's (+2 in Repair Bay) Customization Hardpoints Remaining: 3

Up you'd be spending 4 hp on the weapons... the turrets each take a hp.

The first mod on any attachment faces 3 purple, the second faces 4, the third faces 5... the number of success and advantage on your mods is suspicious. Core components function differently.

2 hours ago, EliasWindrider said:

Up you'd be spending 4 hp on the weapons... the turrets each take a hp.

The first mod on any attachment faces 3 purple, the second faces 4, the third faces 5... the number of success and advantage on your mods is suspicious. Core components function differently.

Just curious: Where is this +1 HP for a turret come from?

Second, I was using his Eye for Detail 2 to switch success for advantage. I was using up to 4 advantage on Mod rolls for Boost dice. Again, that isn't very clear. I could instead use 1 adv. for +1 Boost to next roll and 3 adv. for +2 Boost and cap it there.

I rolled everything using the Discord dicebot.

Mods on core components should still have a use for adv. and Triumphs. Boosts for adv. and Upgrades for Triumphs.

I'm just trying to help you test it. If there are specific requirements to rolling that you'd prefer me use, I'll be happy to comply.

Btw: I'm using the "Out-of-the-gate" build which any player could create.

I'd be more than willing to use my 395XP Sentinel Artisan / Armorer with his YYYYBB pool that adds an Automatic success and removes a setback. Plus gets to roll his FR 2 to add adv. or success.

Oh, and Master Artisan to reduce the Difficulty of all Mechanics checks by one.

Edited by salamar_dree
On 6/25/2018 at 11:06 AM, salamar_dree said:

Just curious: Where is this +1 HP for a turret come from?

Second, I was using his Eye for Detail 2 to switch success for advantage. I was using up to 4 advantage on Mod rolls for Boost dice. Again, that isn't very clear. I could instead use 1 adv. for +1 Boost to next roll and 3 adv. for +2 Boost and cap it there.

I rolled everything using the Discord dicebot.

Mods on core components should still have a use for adv. and Triumphs. Boosts for adv. and Upgrades for Triumphs.

I'm just trying to help you test it. If there are specific requirements to rolling that you'd prefer me use, I'll be happy to comply.

Btw: I'm using the "Out-of-the-gate" build which any player could create.

I'd be more than willing to use my 395XP Sentinel Artisan / Armorer with his YYYYBB pool that adds an Automatic success and removes a setback. Plus gets to roll his FR 2 to add adv. or success.

Oh, and Master Artisan to reduce the Difficulty of all Mechanics checks by one.

sorry if I sounded snooty/defensive, it wasn't my intent, just a rushed post.

My understanding is that mods to core components are not crafting checks they are modification checks and thus do not get to use the lessons learned to roll over (the crafting check of the core component can use lessons learned to roll over to the first modification check though). Otherwise it normally costs 2 advantage to pass one boost to yourself.

I'm having difficulty finding the turrets cost 1 hp text in a book at the moment but I've seen it on these forums and I'm pretty sure that what's in Ogg Dude's generator, so I'm guessing that it's somewhere in the dev answered questions thread, and it's what I've been using for my own builds so I might as well add it to the nubian design collective to make it clear.

can you try building

the starbolt assault carrier page 70 of dangerous covenants

the quasar fire escort carrier page 61 of stay on target

the ton falk class escort carrier page 61 of stay on target

and the secutor class battle carrier page 62 of stay on target (I haven't recently looked at any stats of these 3 ships besides silhouette and crew, this one would need a ship of the line crew to get a reasonable approximation of crew size)

assuming they get VSL + 10 hp and that both the carrier frame and carrier hull decrease the hp cost of dedicated hanger bays by 1 cumulative (from 3) and that the carrier frame has the new special can receive the "larger scope" frame crafting upgrade twice in place of the current double the silhouette of carried craft, and that the base crew is 1200, not sure what passengers would need to be.

The only reference I can find at the moment is the Arakyd Missile Pack and Mini-Pack (Dangerous Covenants pg. 60). It mentions in the text that a Turret version costs an extra HP. But then it kind of contradicts itself in the stats, it has 1 change fire-arc to "All" mod...same thing as a turret. ?

@EliasWindrider

Thank you for clarifying. I apologize as well for getting snarky.

Okay, I'll only use Lessons Learned as you describe, and then on Mods, I'll use 2A for each Boost.

I'll see what I can do!

Btw: Is there an updated pdf?

:)

Edited by salamar_dree
1 hour ago, salamar_dree said:

@EliasWindrider

Thank you for clarifying. I apologize as well for getting snarky.

Okay, I'll only use Lessons Learned as you describe, and then on Mods, I'll use 2A for each Boost.

I'll see what I can do!

Btw: Is there an updated pdf?

:)

While I admit to being at fault, I don't think that you need to apologize for anything. But apology accepted any way.

I haven't made the changes yet. My inlays are visiting for 5 weeks (starting 2 weeks ago, and I've been short on time since then. We're taking a road trip this weekend)

No worries!

When you do update it, can you include the links to your original post, to make it easier to find?

Thank you!

14 hours ago, salamar_dree said:

No worries!

When you do update it, can you include the links to your original post, to make it easier to find?

Thank you!

Sure thing

Here are the latest and greatest, reflecting all the changes promised in this thread since my last update, and a few more for consistency, and I merged the carrier and transport hulls (eliminating the "carrier" hull), there are some formatting issues to be dealt with later and I haven't given it a thorough read through to be sure there aren't errors but I wanted to get this to you today (I will be posting these links in the first post as well)

http://www.mediafire.com/file/2w9oicv7s63dhmg/TheNubianDesignCollectivesWholeVehicleCraftingHandbook.pdf

http://www.mediafire.com/file/ybl46t4cq4wmhs4/TheNubianDesignCollectivesWholeVehicleCraftingHandbook.pptx

Okay, my Drall Shipwright (right out of University) did his best to recreate the Starbolt Assault Carrier .

Carrier Frame: Extra Hardpoint, Integrated Improvement (Reduce Crew from 1200 to 800), Reinforced Construction.

NOTE: The Starbolt has a Crew of 800 and Passengers of 250.

Electron Baffled Engine: Enhanced Power to Deflectors; Mods: Speed +1 (caps at 3), Increase SSt x2.

Transport Hull: Layered Plating x3; Mods: Armor x2, (Failed the Handling Mod, necessary for build, just bad luck).

Assembly: Success with Advantages adding Boosts to 1st Hyperdrive Mod.

Hyperdrive: Failed to get Backup Hyperdrive Mod. Second Hyperdrive Succeeded in matching specs.

NOTE: It requires 7 Mods to match the Starbolt Assault Carrier. I did Upgrade Difficulty after PPPPP (i.e.: RPPPP for the fourth Mod, etc.).

Navicomputer: Basic (no Mods needed).

Life Support: Despair on a Mod for 1st one ruined the Attachment. End result was 5 Life Support Attachments with a

combined total of 16 Mods across those Attachments.

Auxiliary Generators x4: Needed 8 Hardpoints to meet SSt requirement.

Reinforced Frame x2: This brought HHt to 78 (three higher than the Starbolt).

Sensors: with 2 range Mods

Military Grade Shield Generator: with 1 Mod.

NOTE: This Attachment should have a Restriction of Silhouette 5+. Also, needs to have the option of "or increase one Defense Zone by +2" for both the base and the Mod. I had to use these options to get the 2/2/2/2 Def of the Starbolt.

Weapons: 14 Hardpoints (4 weapons are in turrets).

Dedicated Cargo Bays x3: Adds +2,190 Encumbrance.

NOTE: Base Encumbrance for the Carrier Frame should be about 2,000. (The Starbolt has Enc. Cap. of 4,000.)

Dedicated Hangar Bays x2: Adds 140 Silhouette's worth of craft.

NOTE: The Starbolt carries 116 Silhouette's worth of craft. Perhaps reduce the Hangar Bay Capacity.

Special Note: The cost (including scrapping and replacing several Attachments) is only 1,297,500 credits vs. 10,000,000 credits for the Starbolt. The 10 million is market price, so I would expect the build price to be about 3-5 million credits.

NOTE: Perhaps add a Scaling cost for Engines by Silhouette (I know that this diverges from Fully Operational, but it makes sense).

NOTE: The Dedicated Bays have no Cost associated with them. I would also make it scale with Silhouette.

OVERVIEW: Except for the Price point and a few minor issues (pointed out above), the crafting rules that you have written does a good job of allowing the Starbolt to be recreated.

An additional restriction to the rules might be in order: How about a Silhouette-based limit on the number of Dedicated Bays that can be added to any ship? As written, this Silhouette 6 Carrier only had 3 Hardpoints devoted to Cargo, and only 2 (two!) hardpoints devoted to Hangars. Maybe a combined total equal to Silhouette? The Starbolt would have only used 5 of it's potential 6 Dedicated Bays. Just a suggestion.

Cheers!

2 hours ago, salamar_dree said:

Okay, my Drall Shipwright (right out of University) did his best to recreate the Starbolt Assault Carrier .

Carrier Frame: Extra Hardpoint, Integrated Improvement (Reduce Crew from 1200 to 800), Reinforced Construction.

NOTE: The Starbolt has a Crew of 800 and Passengers of 250.

Electron Baffled Engine: Enhanced Power to Deflectors; Mods: Speed +1 (caps at 3), Increase SSt x2.

Transport Hull: Layered Plating x3; Mods: Armor x2, (Failed the Handling Mod, necessary for build, just bad luck).

Assembly: Success with Advantages adding Boosts to 1st Hyperdrive Mod.

Hyperdrive: Failed to get Backup Hyperdrive Mod. Second Hyperdrive Succeeded in matching specs.

NOTE: It requires 7 Mods to match the Starbolt Assault Carrier. I did Upgrade Difficulty after PPPPP (i.e.: RPPPP for the fourth Mod, etc.).

Navicomputer: Basic (no Mods needed).

Life Support: Despair on a Mod for 1st one ruined the Attachment. End result was 5 Life Support Attachments with a

combined total of 16 Mods across those Attachments.

Auxiliary Generators x4: Needed 8 Hardpoints to meet SSt requirement.

Reinforced Frame x2: This brought HHt to 78 (three higher than the Starbolt).

Sensors: with 2 range Mods

Military Grade Shield Generator: with 1 Mod.

NOTE: This Attachment should have a Restriction of Silhouette 5+. Also, needs to have the option of "or increase one Defense Zone by +2" for both the base and the Mod. I had to use these options to get the 2/2/2/2 Def of the Starbolt.

Weapons: 14 Hardpoints (4 weapons are in turrets).

Dedicated Cargo Bays x3: Adds +2,190 Encumbrance.

NOTE: Base Encumbrance for the Carrier Frame should be about 2,000. (The Starbolt has Enc. Cap. of 4,000.)

Dedicated Hangar Bays x2: Adds 140 Silhouette's worth of craft.

NOTE: The Starbolt carries 116 Silhouette's worth of craft. Perhaps reduce the Hangar Bay Capacity.

Special Note: The cost (including scrapping and replacing several Attachments) is only 1,297,500 credits vs. 10,000,000 credits for the Starbolt. The 10 million is market price, so I would expect the build price to be about 3-5 million credits.

NOTE: Perhaps add a Scaling cost for Engines by Silhouette (I know that this diverges from Fully Operational, but it makes sense).

NOTE: The Dedicated Bays have no Cost associated with them. I would also make it scale with Silhouette.

OVERVIEW: Except for the Price point and a few minor issues (pointed out above), the crafting rules that you have written does a good job of allowing the Starbolt to be recreated.

An additional restriction to the rules might be in order: How about a Silhouette-based limit on the number of Dedicated Bays that can be added to any ship? As written, this Silhouette 6 Carrier only had 3 Hardpoints devoted to Cargo, and only 2 (two!) hardpoints devoted to Hangars. Maybe a combined total equal to Silhouette? The Starbolt would have only used 5 of it's potential 6 Dedicated Bays. Just a suggestion.

Cheers!

Thanks so much for this... it seems suitably difficult to me.

Question: How many hp did it have left at the end of this (that could be the limiting factor instead of restricting the number of dedicated bays)? The interceptor ?iv? (Flatline and brilliance) from friends like these need 9 dedicated cargo bays as does the action ?v? transport to get to 10K enc, so restricting #of dedicated bays to silhouette would rule out replicating them.

I have a silly question when determining component mod cost?

Each mod also costs an additional 1,000 credits credits beyond the base cost.

Does this mean 1st mod is 1000, 2nd is 2000, 3rd is 3000 etc.

or as per mod in the book

1st mod is 100 (base cost) +1000, 2nd is 200+1000, 3rd is 300 + 1000

@EliasWindrider It had the correct amount of Hardpoints left over for customization (I was surprised that it came out right).

I probably should've used the Ion Turbine Engine for the build (probably would have had more HP left over).

Maybe a different limit on Dedicated Bays? (Sil +X)

Whatever you feel is necessary, and the limit can be different for certain Frames/Hulls for certain Bays. Maybe +X Cargo Bays for Freighters. Just a thought.

I was looking over the Ton-Falk Carrier:

The frame requires 4 Adv. and a Triumph (for Too Big to Hurt). Not likely to achieve that without rolling a lot of Proficiency dice. Hard for an individual, but doable for a team of engineers. (With my test character, the dice were not cooperating. It took 5 tries to get a Triumph. 5 million credits in frames, which is more than the Ton-Falk costs). This is just an observation. I don't think this needs any adjustment.

There is no provision for the -3 Handling. Maybe set the default for the Transport Hull to -3, and add an additional Increase Handling Mod. (Or just change it to -3 and not worry about an extra Mod. After all, there is the Maneuvering Fins).

Interesting note about the Ton-Falk (Sil 7). The fluff states that it's the smallest ship that can carry a 72 Tie fighters. (Yet it also carries "numerous" shuttles, landing craft, and utility vehicles.)

I don't know if it's relevant, and I wish that they gave exact numbers instead if "numerous").

I also I checked quite a few big ships. I would suggest putting a note under Ship of the Line: Sil 9+ ships gain +1 Massive Mod option.

It does seem too easy to increase Defense, but I'm not sure how to correct it.

Edited by salamar_dree

@Buddha Fett

For Vehicles/Ships: 1000 credits per Mod. (i.e: 1st Mod +1000cr, 2nd Mod +1000cr, etc.)

Personal gear is 100 per Mod.

The Gearhead talent will halve this cost.

Note: The Base cost of the Attachment is listed under each item.

The price of the Mod is not affected by the Base cost.

Edited by salamar_dree

Thanks Salamar, if I understand you correctly 1st is 1000, 2nd 2000, 3rd 3000 etc. So if you have a engine with 3 mods its base + 3000 and not 6000 is this correct?

@EliasWindrider

the Freighter Cargo table is far to generous. For a single hard point you can have a dedicated cargo bay that holds more than any YT Freighter. The highest being the YT-2000 at 140 enc. For 1 point you get a 255 enc. and you can spend more than any Sil 4 ship should rightly have as you may spend as many of your Hp as you like.

I am in favor of adding in a Transport Frame, and removing Transport Hull Template to be replaced by a attachment that allows you to trade passenger capacity for encumbrance like to the way Reinforce Frame is used. When designing a Shuttle with Freighter Hull or Freighter with Transport Hull there is to much redundancy your better off choosing something else.

Why not add Base Consumables to the Frames as well for the sake of completeness, since Life Support is included as an attachment.

I would also love to see some examples of what kind of popular ships use what kinds of engines, in the engine component listing for design reference.

VSL figures are a little too generous.

Edited by Buddha Fett

6000 total for 3 mods to 1 attachment, 3000 for 1 mod to each of 3 different attachments.

Yt series are freighter frames with transport hulls not freighter hulls. I built several ships from the series several pages back. They weren't perfect matches but they were close. And the enc of dedicated cargo bays needs to be what it is to duplicate the big ships

2 hours ago, salamar_dree said:

@EliasWindrider It had the correct amount of Hardpoints left over for customization (I was surprised that it came out right).

I probably should've used the Ion Turbine Engine for the build (probably would have had more HP left over).

Maybe a different limit on Dedicated Bays? (Sil +X)

Whatever you feel is necessary, and the limit can be different for certain Frames/Hulls for certain Bays. Maybe +X Cargo Bays for Freighters. Just a thought.

I was looking over the Ton-Falk Carrier:

The frame requires 4 Adv. and a Triumph (for Too Big to Hurt). Not likely to achieve that without rolling a lot of Proficiency dice. Hard for an individual, but doable for a team of engineers. (With my test character, the dice were not cooperating. It took 5 tries to get a Triumph. 5 million credits in frames, which is more than the Ton-Falk costs). This is just an observation. I don't think this needs any adjustment.

There is no provision for the -3 Handling. Maybe set the default for the Transport Hull to -3, and add an additional Increase Handling Mod. (Or just change it to -3 and not worry about an extra Mod. After all, there is the Maneuvering Fins).

Interesting note about the Ton-Falk (Sil 7). The fluff states that it's the smallest ship that can carry a 72 Tie fighters. (Yet it also carries "numerous" shuttles, landing craft, and utility vehicles.)

I don't know if it's relevant, and I wish that they gave exact numbers instead if "numerous").

I also I checked quite a few big ships. I would suggest putting a note under Ship of the Line: Sil 9+ ships gain +1 Massive Mod option.

It does seem too easy to increase Defense, but I'm not sure how to correct it.

I'm not sure I want to give 2000 enc for free to someone who decides to elegant design a carrier frame, so maybe a few more dedicated cargo bays and some cargo pods (up to 3, hull crafting upgrade) which means a few more hp 2 of which can be obtained from crafting upgrades... but we'll fidget with the hp after you've built all the carriers so we have a better idea of how the current hp works across them

Yeah. I don't know about that Encumbrance either. I'll try to get to the others soon.

@Buddha Fett

Yes. The total cost for Mods to a ship Attachment is a flat 1000 credits per Mod. The 1st would be 1000 credits, the 2nd would be 1000 credits, and the 3rd would be 1000 credits for a total of 3000 credits over the cost of buying the Attachment.

@EliasWindrider

Actually, Sam Stewart answered the question about the Cost of Mods.

It's a flat 100 credits per Mod for personal scale.

x10 for ship scale per Mod (i.e.: 1000 credits each).

It's in the Edge of the Empire Forums for Developer Answered Questions:

Cost     of Mods

Question asked by Dakkar98 :

The wording concerning mods changed slightly from EotE to AoR. In EotE page 187, Section   Installing Mods, paragraph 3, it says ... cost an additional 100 credits beyond the base cost. In AoR  , page 199, same Section, Same paragra  ph, it simply states ... cost an additional 100 credits. I am of the belief that if you install, say an augmented spin barrel, and successfully activate all 4 mods that the total cost would  be 2,150 credits, the attachment cost of 1,750 plus  400 for the 4 mods (4 x 100). The odd wording in EotE has raised the question as to whether  the cost scales with each additional  mod.  Some interpret it that the cost for that   attachment with all 4 mods would be 2,750, the attachment cost of 1,750 plus 1,000 for the 4 mods (1st mod 100, 2nd mod 200, 3rd mod 300, 4th mod 400). Which interpretation is accurate?

Answered by Sam Stewart:

Every mod you install costs 100 credits to do so. I agree that it could be worded slightly clearer, and apologize for the  co     nfusion    .

Edited by salamar_dree
10 hours ago, salamar_dree said:

Yeah. I don't know about that Encumbrance either. I'll try to get to the others soon.

Thanks for that, and the correction about how I was figuring the cost of mods.

No problem! :)

On 7/4/2018 at 7:20 PM, EliasWindrider said:

6000 total for 3 mods to 1 attachment, 3000 for 1 mod to each of 3 different attachments.

Yt series are freighter frames with transport hulls not freighter hulls. I built several ships from the series several pages back. They weren't perfect matches but they were close. And the enc of dedicated cargo bays needs to be what it is to duplicate the big ships

That how I made mine the way it written the Frame allows unlimited Bays. Maybe limit the number of Cargo Bays and other types by Silhouette then? Because as it stands I can make YT (Sil 4) with incredible amounts of cargo encumbrance. Any thought on my other criticisms. Dont get me wrong. I really like what your doing with this!

Edited by Buddha Fett
9 hours ago, Buddha Fett said:

That how I made mine the way it written the Frame allows unlimited Bays. Maybe limit the number of Cargo Bays and other types by Silhouette then? Because as it stands I can make YT (Sil 4) with incredible amounts of cargo encumbrance. Any thought on my other criticisms. Dont get me wrong. I really like what your doing with this!

Now if this sounds defensive/argumentative it's not intended to be, I'm trying to communicate the degree of variety that a simple ruleset has to represent while still maintaining balance.

I don't see a problem with allowing a sil 4 ship to hall more enc than a yt as there are offical ships that do (e.g. ghtroc I always spell that wrong, and there are other sil 4 ships that carry more) as long as the rules also allow you to make close facsimiles of the official ships and they do. It's a generalist vs. Specialist argument. Yt series freighters are highly modifiable generalist ships in the lore allowing crafted ships to exceed them in some areas without being too much better at everything is a goal (and yt's or even sil 4's are only a very small part of the design space I need to replicate)

Transport hulls are needed (e.g. to combine with freighter frames to make yt facsimiles, to combine with carrier frames to make dedicated carriers, to combine with space station frames to make trading post/commercial space stations), I think we have enough frames as it is that we don't need any/many more.

A large part of the reason for having life support systems the way they are is to use up hp to make the VSL based amount of hp work better, if there was base consumables that would free up hp that shouldn't be freed up. The other big part of the reason was to allow variable amounts of consumables and that would still be a requirement even if ships had base consumables.

Most ships uses ion turbine engines, but there are a bunch of examples several pages back, including some that don't.

The VSL figures are actually highly appropriate (see the example builds) more so than I initially thought they'd be.

There is a huge amount of variation in official ships and the current house rules have been tweaked many times to expand them to include specific outlier ships, when putting additional restrictions/decreasing the allowable ranges you have to be very careful to not exclude outlier ships. The design goal for these rules is to enable them to reproduce 95% matches of 95% of official ships. Achieving that means the rules will be able to make new ships with new combinations of strengths and weaknesses. The other crafting rules allow you to make gear that is "better" than official options, as long as the "better" ships aren't too overpowered and I can get the 95% similarity on 95% of ships then I will have succeeded at making a SUFFICIENTLY general but still balanced rule set.

The official rules in FO are neither sufficiently general nor balanced (e.g. can't get the range of enc, carried craft, weapons, consumables, speed... but armor numbers are through the roof)

How you can help me the most is to identify outlier ships that the current house rules CAN'T replicate reasonably closely.

On 7/4/2018 at 5:34 PM, salamar_dree said:

@EliasWindrider It had the correct amount of Hardpoints left over for customization (I was surprised that it came out right).

I probably should've used the Ion Turbine Engine for the build (probably would have had more HP left over).

Maybe a different limit on Dedicated Bays? (Sil +X)

Whatever you feel is necessary, and the limit can be different for certain Frames/Hulls for certain Bays. Maybe +X Cargo Bays for Freighters. Just a thought.

I was looking over the Ton-Falk Carrier:

The frame requires 4 Adv. and a Triumph (for Too Big to Hurt). Not likely to achieve that without rolling a lot of Proficiency dice. Hard for an individual, but doable for a team of engineers. (With my test character, the dice were not cooperating. It took 5 tries to get a Triumph. 5 million credits in frames, which is more than the Ton-Falk costs). This is just an observation. I don't think this needs any adjustment.

There is no provision for the -3 Handling. Maybe set the default for the Transport Hull to -3, and add an additional Increase Handling Mod. (Or just change it to -3 and not worry about an extra Mod. After all, there is the Maneuvering Fins).

Interesting note about the Ton-Falk (Sil 7). The fluff states that it's the smallest ship that can carry a 72 Tie fighters. (Yet it also carries "numerous" shuttles, landing craft, and utility vehicles.)

I don't know if it's relevant, and I wish that they gave exact numbers instead if "numerous").

I also I checked quite a few big ships. I would suggest putting a note under Ship of the Line: Sil 9+ ships gain +1 Massive Mod option.

It does seem too easy to increase Defense, but I'm not sure how to correct it.

I will do the +1 to all arcs or +2 to one arc on the military grade shield generators and will see what else I can do to fidget with defense... btw install military grade shield generators might give a ship a restricted rating (haven't decided)

I'm considering a linear in silhouette limit on hanger bays but not other bays (that may change)

In the existing ruleset I believe I removed the double the VSL silhouette per hanger bay from the carrier frame description but forgot to remove it from the dedicated hanger bays table. Did you use it for the ton fall and other carriers. Might be able to just add a few hp to the carrier frame and call it a day.

Large Ship of the line gaining massive is a good idea, might start at sil 8 though, I'd have to look at official ships to decide.

In this context "Numerous" seems to me like "at least 3 sil 4 shuttles with room for 2 more" 2 sil 5 or sil4 (not sure which) landing craft and 15 sil 2 speeders/speeder-bikes and 2 at-st's

Edited by EliasWindrider

Cool. I haven't had the time to work up the Ton-Falk or the other Stay on Target ships yet. Hopefully this weekend.