How much space is needed and what kind of tools are required for crafting new weapons and droids. I have a droid tech who is wanting to start doing stuff and I wasn't sure there would be enough room on a YT-2400 to things. Does he need some sort of workshop at a base of operations and heavy duty tools for his creations? Thank you in advance for your replies!
Tools and space needed to craft weapons and droids
There are no rules for it, but Anakin made a droid in his bedroom.
A freighter bay is plenty imo. Most DIYers do all manner of great home projects with rollout/benchtop tools.
There are rules for workshops in Special Modifications. But largely it is a narrative endeavor that relies on player imagination and GM imput/approval.
A YT-2400 has plenty of cargo space to give a droid tech room to craft. If you are using a deck plan (there are dozens available with a quick Google search) just designate a corner of a cargo hold. Bins of droid parts, a work bench, and a large crate of tools is all your tech needs.
I think there's a logical solution. The size and equipment involved in crafting will vary so wildly from item to item you can't readily define it in specific terms. Add in "En Spess" and the matter is further complicated. So the GM has to just look at the intent, narrative and how it all makes for a better movie...
Crafting a grenade, essentially a pipe bomb, doesn't require a lot of space, a small desk or tabletop would do, and likewise doesn't need tools beyond what you would find in a normal tool kit.
Crafting a slug thrower also doesn't require much space, but depending upon how you craft it and what from, it might require a press, mill, lathe, and so on. Real world this means a garage sized workshop full of gear (See Special Modifications) but factoring in space gizmos means any one of those items might be as small and common as a power drill set. Heck you might be able to do it all in a fabricator the size of a foot locker...
And then you start talking big stuff. Obviously crafting an air speeder requires the space to accommodate it, but what tools and equipment? And how much of that can be improvised with available gear? Hard to say. You'll probably need a winch to lift and place heavy components, but why would a working freighter not have such a system in the cargo hold already?
Have to agree with @Ghostofman , the space requirement would largely be dependent on what is being crafted. I'd just look at it from a logic standpoint.
Sometimes what I do is allow for people to work between sessions, so if a mission ends and there would be a time skip between plot points (ie, they finished off a bounty and are taking a bit of time to repair and rearm) I'll let them work on the project during this time skip. If the person has the tools and space, then they go right ahead, otherwise I try to just figure out what it would take (renting a hangar space to build a speeder or upgrade the Gang's ship or fees to use the local weaponsmith's materials and tools if none are present).
It ain't quite perfect, but because the game is more narrative based, it works out just as well (or at least has for us)
Thank you all for your responses! I am new at running the narrative style of game as I have been a Rolemaster GM for over 30 years. It is taking some getting used to and I have to change my way of thinking. This really helps me out a lot, thank you!