Working out Encumbrance on Starfighters

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

Generic Formula

5^S * 1.4

meaning: 5 to the power of Silhouette times 1.4

This results in the following encumbrance values:

  • Silhouette 1 is 7 encumbrance
  • Silhouette 2 is 35 encumbrance
  • Silhouette 3 is 175 encumbrance
  • Silhouette 4 is 875 encumbrance
  • Silhouette 5 is 4375 encumbrance
  • Silhouette 6 is 21875 encumbrance

I think these number serve good approximations. They do a good job of approximating the vehicle-specific formula below (well enough that I am just going to use these numbers).

These number allow the YT-1300 to carry 4 speeder bikes, but not a starfighter. This makes sense to me and honors the Retrofitted Hanger Bay rules.

Vehicle-Specific Formula

(5^S * 1.2) + E + (P * 8)

meaning: 5 to the power of Silhouette times 1.2 plus Encumbrance Capacity plus Total Personnel times 8

Silhouette 2 examples:

  • 51: Military Speeder Bike
  • 56: Airspeeder (small)
  • 61: AT-PT
  • 116: Airspeeder (large)

Silhouette 3 examples:

  • 162: TIE/LN Starfighter
  • 176: Y-Wing
  • 266: Personnel Carrier (cargo)
  • 286: Personnel Carrier (personnel)
  • 366: Trast A-A5 Heavy Speeder Truck (cargo)
  • 386: Trast A-A5 Heavy Speeder Truck (cargo)

Silhouette 4 examples:

  • 796: JM-5000 JumpMaster Long Range Scout
  • 854: Firespray System Patrol Craft
  • 979: YT-1300 Light Freighter
  • 1790: Corellian Mining Corp. Digger Crawler

Core Rules Examples

The silhouette scale is exponential instead of being linear.

Vehicles that have either cargo or personnel imply silhouete 1 is between 8.8 and 10:

  1. Core Rulebook p250, Trast A-A5 implies silhouette 1 is 8.8 encumbrance
  2. Core Rulebook p252, Personnel Carrier implies silhouette 1 is 9 encumbrance
  3. Core Rulebook p257, Lambda-Class implies silhouette 1 is 10 encumbrance)
  4. Core Rulebook p261, GR-75 Medium Transport implies silhouette 1 is 10 encumbrance

Assuming an interpretation of Core Rules p271 to mean that a silhouette 5 starship can replace its cargo capacity with the ability to carry up to 10 total silhouette of craft 3 silhouette in size.

Applied to a GR-75 Medium Transport, this implies a silhouette 3 craft takes up 303 encumbrance.

Applied to a Star Galleon Armed Transport, this implies a silhouette 4 craft takes up 1,600 encumbrance.

The retrofitted hangar bay rules make absolutely no logical sense.

For example, the Victory Class Star Destroyer with a single retrofitted bay should be able to hold 10 silhouette 6 ships. The Quasar Fire-class Escort Carrier is 340m long at silhouette 6, and the Victory is 900m long. How would 10 340m long ships fit inside an 900m long ship? Even more absurd, the Victory can have two such retrofitted bays.

Additionally, the Victory has 6500 cargo capacity. Each Quasar has 5000 cargo capacity, so that would add 50,000 capacity to the Victory if it had 10 Quasars docked. Each Quasar could be equipped with 2 hangar bays, giving 400 silhouette capacity; use that to store 100 Ghtroc 720 Light Freighters (200 each), for additional capacity of 20,000 or a total of 70000 total capacity per hangar bay.

Alternately, store 12 Action VI Bulk Transports to get 120,000 extra storage per hangar bay.

Let's look at smaller ships. The PB-950 Patrol Boat is silhouette 5 and is 37m in length. Throw a hangar bay on it and you can (with maxed mods) fit 3 HWK-290 Light Freighters, each at 29m in length.

Retrofitted hangar bays should be renamed to extradimensional spaces.

Edited by Parslip

Parslip, I can understand finding those rules a bit weird and maybe they don't work out exactly the way we think they might.

Still, I'm curious to what extent does this really interfere with your enjoyment of the game?

Are there specific things you're trying to do that aren't possible or don't make sense, and which it wouldn't be simpler to just hand-wave out of the way? Is the specific number of freighters that a Star Destroyer could carry with this hangar bay attached going to cause some kind of grief during a session or slow things down in a way that couldn't be solved by just saying "It holds however many freighters I think it should be able to hold"?

We've added some common sense into our game. So a Wayfarer has this giant empty pod chilling on the side of it. Nothing is stopping anyone from keeping a fighter in there. Now without it being an actual hanger, all you have is a simple space to park it.

So yeah it's not a full functioning hanger, but nothing is really saying you can't park it. Same with a sil 2 vehicle. I don't need a mechanic shop built in a toy-hauler trailer to be able to move my Camaros around.

Side-note: We have also utilized external docking clamps on our larger ships that should have not problem being utilized in space. Granted that means the fighter pilot is chilling in his cockpit for the trip. Also it brings up some issues in atmospheric flying.

^ This would be alleviated with something akin to your "snub fighter" being a modified HWK-290, where the externally mounted pilot would have a small crew quarters/sleeping area for long hyper space trips.

**Hint hint- Buy a HWK-290 and modify it to be a fighter lol

For 104,050 creds you can have a HWK-290 with:

HO Ion Engines

Durasteel Armor

Quad Long Nosed Laser Cannons

Proton Torpedo Launcher

Sil 3 Speed 5 Hand 0

HT 18 SS 17 Armor 3

That out classes an X-wing and is MUCH more sturdy with actual usable cargo!

If that char is a Rigger you could reach 4 armor 19 HT and +2 handling.

*Yes I love ship building....alot....way too much....*

Edited by vivenvex

Side-note: We have also utilized external docking clamps on our larger ships that should have not problem being utilized in space. Granted that means the fighter pilot is chilling in his cockpit for the trip. Also it brings up some issues in atmospheric flying.

^ This would be alleviated with something akin to your "snub fighter" being a modified HWK-290, where the externally mounted pilot would have a small crew quarters/sleeping area for long hyper space trips.

It doesn’t necessarily have to be that way. You could have mini-airlocks kind of like some escape pods have, except it’s just a way to get into the fighter from the larger ship, without necessarily having to go EVA to do it.

There’s nothing in the rules to prevent that, it’s just between you and your GM.

Of course, you don’t have to use this kind of mechanism if you don’t want to, I’m just saying that there are lots of options available to you, if the two sides can just cooperate for once. ;)

Side-note: We have also utilized external docking clamps on our larger ships that should have not problem being utilized in space. Granted that means the fighter pilot is chilling in his cockpit for the trip. Also it brings up some issues in atmospheric flying.

^ This would be alleviated with something akin to your "snub fighter" being a modified HWK-290, where the externally mounted pilot would have a small crew quarters/sleeping area for long hyper space trips.

It doesn’t necessarily have to be that way. You could have mini-airlocks kind of like some escape pods have, except it’s just a way to get into the fighter from the larger ship, without necessarily having to go EVA to do it.

There’s nothing in the rules to prevent that, it’s just between you and your GM.

Of course, you don’t have to use this kind of mechanism if you don’t want to, I’m just saying that there are lots of options available to you, if the two sides can just cooperate for once. ;)

We have done this once when we attached my Firespray to the airlock of the crew's Gozanti. Granted it's pretty simple for us considering I'm the only one with a "fighter" **Highly modified homebrew heavy fighter, think HWK-290 built specifically for combat at a premium price... Thanks Imperial job payments lol**

...

For 104,050 creds you can have a HWK-290 with:

HO Ion Engines

Durasteel Armor

Quad Long Nosed Laser Cannons

Proton Torpedo Launcher

Sil 3 Speed 5 Hand 0

HT 18 SS 17 Armor 3

...

Ok, I was a little confused at first since it takes a silhouette 4 ship to mount a quad laser cannon. Then I did the math and realized that you have 4 light laser cannons linked (5,500 + 2,750 + 2,750 + 2,750) instead. So it costs more and doesn't have the link quality, but you can put it on a sil 3 ship. All perfectly legit. I have to ask though, is there a limit to how many weapons you can link together? Three, four, or even six?

When purchasing the Long Nosed Lasers **they have the accurate quality** You buy them as a linked package, think X-wing.

This will give you Linked 3. 6 Adv to hit with all.

I'm pretty sure Linked 3, 4 Linked weapons, is the max. At least according to Oggdudes Char gen.

Pic for reference.

10982393_10204072091177713_4376708287129

Edited by vivenvex

There is no limit to how many weapons you can put together with Linked. It's going to be hard enough for many gunners to get much use out of anything past Linked 3, but you can slap a dozen lasers together for Linked 11 if you really want to do it.

Are "long-nosed lasers" a Stay on Target thing? Looking at your reference pic, they do as much damage as Medium Laser Cannons, cost as much as Light Laser Cannons, and have the Accurate 1 quality? I've just never seen them.

Edited by Domingo

Long Nosed Lasers are on page 107 of Suns of Fortune. Looks like it's stock equipment for the A-Type Stiletto Fighter.

If that is not allowed for your game, Quad Medium Lasers would do just fine I'd wager.

Edited by vivenvex

Long Nosed Lasers are on page 107 of Suns of Fortune. Looks like it's stock equipment for the A-Type Stiletto Fighter.

If that is not allowed for your game, Quad Medium Lasers would do just fine I'd wager.

It's not that they're not allowed. I just didn't know they existed. I see them there as part of the A-type, but how much do they cost individually?

At work now so I don't have access to my books. I'm not sure if the actual cost for it is listed though. Just been running of the price that is loaded into Oggdude's Generator.

Personally, I'd say they'd cost between Medium Lasers and Heavies. However, I could be wrong. Some things are just crazy good deals period. From what I've seen there are some ships that vastly outclass the competition for thier price point. The Firespray, the Gozanti, the HWK-290, to name a few.

Still, I'm curious to what extent does this really interfere with your enjoyment of the game?

It doesn't interfere at all. I'm simply pointing out that the rules as written don't make logical sense and easily stretch the bounds of believability. Therefore, people shouldn't rely on them if they care about realism. As you said, the sensible thing to do is to just determine what makes sense on the spot, rather than utlizing the statistics and rules they've given us.

My comment did stem from what I had first written (and then deleted before I posted), which basically tried to answer the question of how much space does a starfighter take up. My attempt to reason it out completely fell apart when I realized a hangar bay can potentially hold a heck of a lot more than a ship's cargo holds could.

I suppose it could have helped if I pointed that out in my first post. As to the original question, I would say that the silhouette rules and the cargo capacity rules don't follow a strict enough guideline to directly interface. Silhouette is a range of sizes and the dimensions of the ship in question would need to be looked at more than the Silhouette of the ship. Plus some ships have multiple smaller cargo bays so you couldn't look at total capacity to determine what sized object it could fit.