Wayfarer Medium Frighter High-Res Deck Plans

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

I like your deckplan. I'm not a fan of most deckplans because they end up being either:

1. Too complex. I don't need tons of little wiries and green and blue crap everywhere. Deck plan alliance stuff is an assault on the eyes.

2. Forget vital things. Like the need to poop. Official deckplans do this ALL THE TIME.

3. Don't seem to understand scale at all. 3 meter wide corridors? On a light freighter? Holy crap.

I do mine with illustrator though. It allows me to do a simple two tone outline format that has enough detail to be useful, while being infinitely scalable. You can see an example of what I'm talking about in the ship I made for a game with my kids:

https://www.dropbox.com/s/h9ticflkg7rw2u6/EmeraldVagabond.pdf

Its not obvious how it looks unless you zoom way in though on the map portion. Looks good printed though. (for scale, the corridor going horizontally across the ship is about 2 meters wide. (this one actually makes sense, as the cargo holds don't have their own ramps, so any cargo has to go down that corridor.))

I LOVE THIS!

Could you please, please, please provide this PDF as a FORM FILABLE blank? I have been looking for a good stock Vehicle PDF BLANK form, similar to the form filable character sheets out there.

http://www.daemonstorm.com/article/2013/07/09/star-wars-edge-empire-other-sheets

Very nice work on the Wayfarer, that'll help me in my game!

I like the map conceptually, though I admit to the fact that it 'throws' me since I'm so used to seeing the Chris West version.

There is one thing I noticed, particular to the 'no container' views. Based on the exterior views I've seen, the port-side 'armature escape pod' actually appears to be on the far end of a massive extending clamping mechanism (like a bar clamp), used to anchor the cargo module in place. When there is no cargo module attached, that clamping mechanism is retracted to be flush with the port side of the actual craft, so there shouldn't be any permanent linkage between that pod and the port side of the ship, and there's no need for a 'walkway' to cross the space the cargo module normally occupies.

As for the walkway across the cargo module, I'd anticipate some form of ladder built into the sides of the containers if the doorways don't line up with 'ground level', but the catwalk isn't a bad solution for a more 'permanent' module, but for a drop & swap sort of arrangement it's less practical, because it makes maneuvering cargo to and from the rear of the module a bit more difficult since there's no room for a load lifter there to get anything that's higher than the catwalk. I'd have just gone with a stairwell or ladder on either side of the cargo module instead of the catwalk, especially given the lack of horizontal clearance between that area and the aft 'bay' with the orange or green crates.

Thanks for the feedback, man!

It's odd that, though I assumed that the armature secured the module in exactly that manner, it never occurred to me that the armature would be fully telescopic. Now, Chris' layout where the module extends all the way to the stern is more functional than before. I think I prefer the look as it is in the illustrations, though. More importantly, this solves the issue of getting in and out of the escape pod when the vessel has no cargo module. The two portals would just couple and I can loose the stupid lift in the escape pod. The now telescopic armature can still have an internal maintenance access walkway though (like the telescopic legs of an offshore platform), so that saves me there.

As for the catwalk in the module, yes. As soon as I had that together, I thought "how the hell are they going to get cargo back to the aft?", which is where it only makes sense to put the heaviest items. The crates you see there are 10' x 10'. They can only barely make it past the stairwell, probably ripping the first aid kit off the wall in the process, but they can't really fit between the segregated bay and the bulkhead.

The issue I'm wrangling here is this: I need unobstructed access to the escape pod, and unobstructed access out of the cargo area (to either side). What if someone is injured? What if they are carrying a handful of tools? I think ladders would be a problem. I'm now thinking lifts that fit flush to the deck would work best. Lifts: The solution to every corner I paint myself into! \o/

As for the clearance, the catwalk is 10 feet above the deck. AFAIK, Binary Load Lifters are 3 meters tall, so that works. I'd be lying if I said I anticipated that, though. I decided on 10 feet because that's the height of my ceiling at home. Which is probably where the guy who made up the stats for the BLL got his height, too. :) When I was laying this out, my first urge was to remove the little "island" cargo bay completely. I don't want to do that unless I have to.

Anyhow, good catch! I let it slide before, but you've convinced me to revise it.

Edited by Zychon

I'll be having a go at the Citadel. It might take a bit longer, because I'm going to develop my own symbol set (that's the furniture, panels, equipment, etc.). I want something a little different than the stock Cosmographer set, and I'll be building on the set for any future deck plans.

Is there anywhere a good description of the citadel cruiser's interior? Or the Nebulon-B for that matter? :ph34r:

Yes, I'll get right on the Nebulon-B. It should be complete around 2059. If you have a small child you wish to donate that can apprentice the project and take over upon my death, please contact me to make shipping arrangements! Child must include clothing/food for 30 years, and instruction manual.

Much nicer than ANYTHING the SWDPA produces, but still busier than I care fore. Nice job on layout of the plan.

To be honest, I'd prefer a grayscale with white floors, and black walls, and gray for inaccessible areas... then again, I also print almost everything I use on a B&W laser printer.

Edited by aramis

I like the map conceptually, though I admit to the fact that it 'throws' me since I'm so used to seeing the Chris West version.

There is one thing I noticed, particular to the 'no container' views. Based on the exterior views I've seen, the port-side 'armature escape pod' actually appears to be on the far end of a massive extending clamping mechanism (like a bar clamp), used to anchor the cargo module in place. When there is no cargo module attached, that clamping mechanism is retracted to be flush with the port side of the actual craft, so there shouldn't be any permanent linkage between that pod and the port side of the ship, and there's no need for a 'walkway' to cross the space the cargo module normally occupies.

As for the walkway across the cargo module, I'd anticipate some form of ladder built into the sides of the containers if the doorways don't line up with 'ground level', but the catwalk isn't a bad solution for a more 'permanent' module, but for a drop & swap sort of arrangement it's less practical, because it makes maneuvering cargo to and from the rear of the module a bit more difficult since there's no room for a load lifter there to get anything that's higher than the catwalk. I'd have just gone with a stairwell or ladder on either side of the cargo module instead of the catwalk, especially given the lack of horizontal clearance between that area and the aft 'bay' with the orange or green crates.

Thanks for the feedback, man!

The issue I'm wrangling here is this: I need unobstructed access to the escape pod, and unobstructed access out of the cargo area (to either side). What if someone is injured? What if they are carrying a handful of tools? I think ladders would be a problem. I'm now thinking lifts that fit flush to the deck would work best. Lifts: The solution to every corner I paint myself into!

It could be that a set of stairs or ramps are built standard into each side of the cargo module. They'd eat up a bit of floor space, but wouldn't impede cargo handling within the container itself. Or maybe the main structural portion of the container is the floor, so the floor more or less lines up with the hatches in the first place? A slightly higher than normal step at most?

You could even leave out stairs or ladders. After all, star wars has safe, reliable ftl travel, so I'm sure having a small turbolift with no redundancy is fine. If you look at the movies and video games you never see someone take the stairs. Heck, a lot of things over bottemless pits don't even have railings.

Safety isnt much of a concern I guess.

Could you do up a YG-4210 light freighter?

You could even leave out stairs or ladders. After all, star wars has safe, reliable ftl travel, so I'm sure having a small turbolift with no redundancy is fine. If you look at the movies and video games you never see someone take the stairs. Heck, a lot of things over bottemless pits don't even have railings.

Safety isnt much of a concern I guess.

Safety third...

You could even leave out stairs or ladders. After all, star wars has safe, reliable ftl travel, so I'm sure having a small turbolift with no redundancy is fine. If you look at the movies and video games you never see someone take the stairs. Heck, a lot of things over bottemless pits don't even have railings.

Safety isnt much of a concern I guess.

That's because physics and probability are slightly different in the Star Wars galaxy way over there and way back then.

The only way to fall down a bottomless shaft, or cliff, or whatever, is to roll a Dispair. And since walking around day-to-day doing your business doesn't require any R dice, it just doesn't ever happen.

Hence no need for railings.

Additional maps have been added with the retracted armature and a revised cargo module.

Additional maps have been added with the retracted armature and a revised cargo module.

Hey there,

I also am a crew member of the sexy Wayfarer. I also own CC3. Could you host the actual file so that I may edit the ship to reflect some of the modding we have done to our ship?