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 Post subject: Starship Design
 Post Posted: Fri Jul 06, 2012 10:02 am 
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Youngling

Joined: Tue Jun 19, 2012 7:07 am
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Are there any templates (beyond the 4 in SotG) and stock ships (in SotG) that are out there for use with SWSE that are acceptable to the community at large? I ask because I have several designs in mind that straddle one, or more, of the stock ship types in SotG; and one that could use a template that doesn't exist. Though for the later it could be accomplished by applying both the Prototype & Advanced templates, but that seems a bit excessive for just one design.

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 Post subject: Re: Starship Design
 Post Posted: Mon Jul 09, 2012 7:51 am 
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Jedi Master
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I don't think there is such a template, but do you mind if I ask what the concept is that's so hard to fit into a normal ship design?


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 Post subject: Re: Starship Design
 Post Posted: Mon Jul 09, 2012 7:55 am 
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Youngling

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It might just be that I think it is too hard. It's one that I have that the company uses for a testbed of all their new technologies. So not only would the starfighter have the advanced template but the prototype one as well. I've always been a little gun shy about stacking templates regardless the game setting.

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 Post subject: Re: Starship Design
 Post Posted: Mon Jul 09, 2012 1:06 pm 
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Shadowcall wrote:
It's one that I have that the company uses for a testbed of all their new technologies. So not only would the starfighter have the advanced template but the prototype one as well. I've always been a little gun shy about stacking templates regardless the game setting.

Personally, I'd go with just the Advanced template, and leave the "test design" aspect of the ship as fluff description to identify this starfighter as a "cutting edge" design.

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 Post subject: Re: Starship Design
 Post Posted: Mon Jul 09, 2012 1:20 pm 
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Youngling

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Alright thanks for the input, Donovan. By the way, I love your Donovan Morningfire's Big List of Star Wars Saga Edition NPCs that I found on your blog.

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 Post subject: Re: Starship Design
 Post Posted: Wed Jul 11, 2012 11:20 am 
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Sith Lord
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I wouldn't say there's anything wrong with stacking the Prototype and Advanced templates. They give you different things, and if they're both what you're looking for and you're the GM, just do it!
However, approach this option MUCH more cautiously if you're thinking of handing this design over to the PCs for their own use :)

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 Post subject: Re: Starship Design
 Post Posted: Wed Jul 11, 2012 1:37 pm 
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Youngling

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This particular design wouldn't be given to PC's at all. At least that's not the intent.

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 Post subject: Re: Starship Design
 Post Posted: Wed Jul 11, 2012 1:42 pm 
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Sith Lord
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Shadowcall wrote:
This particular design wouldn't be given to PC's at all. At least that's not the intent.

Cool beans. Yeah, I mean it's completely within the GM's purview to create new stats for any piece of equipment that he likes, so that's why I say not to worry too much about stacking templates.

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 Post subject: Re: Starship Design
 Post Posted: Thu Jul 12, 2012 12:56 pm 
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Shadowcall wrote:
At least that's not the intent.

If they do get their hands on it, feel free to have a piece of the experimental gear go kablooie when they try to use it (or maybe when they try to use it the second time), which leaves it as a merely "advanced" ship. Or just drop it down to one template when they take it.

Or, depending on the circumstances, have them find that the insides are half-disassembled, as if it were getting major maintenance (one template's bits mostly removed) after that last flight, and they have to quickly jury-rig some major systems to get it off the ground.


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 Post subject: Re: Starship Design
 Post Posted: Sat Jul 14, 2012 10:40 am 
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Youngling

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The Test Platform starfighter represents Covenant Arms' testbed for new technologies. It was suggested to me on a message board that I could stack both the prototype, and advanced, templates at once. I decided to not to do so, and have stuck with just the advanced template. I present both the base unmodified starfighter, and the one to which I have applied the advanced template. Covenant Arms is a company that I have created, in many game systems, to play home to some of my creations. I have placed it, within the Star Wars universe, in a region that I call the Dahl'Myr Sector. I'm using this area of space to create my own setting within this world.

Covenant Arms CA-001a Test Platform Starfighter (CL 10)
Gargantuan Starfighter (Bomber)
Init +7; Senses Perception +10
------------------
Defense Ref 17 (flat-footed 13), Fort 28; +8 Armor, Vehicular Combat
hp 150; DR 10; SR 25; Threshold 48
------------------
Speed fly 16 squares (max. velocity 1,400 km/h), fly 3 squares (starship scale)
Ranged Double Heavy Laser Cannons +7 (see below) or
Ranged Double Medium Ion Cannons +7 (see below)
Fighting Space 4x4 or 1 square (starship scale); Cover total
Base Attack +5; Grp +38
Atk Options autofire (Double Heavy Laser Cannons), autofire (Double Medium Ion Cannons)
------------------
Abilities Str 46 (+18), Dex 18 (+4), Con -, Int 14 (+2)
Skills Initiative +7, Mechanics +8, Perception +8, Pilot +7, Use Computer +8
------------------
Crew 2 (Expert)
Cargo 50 kg; Consumables 2 days
Hyperdrive x1, Navicomputer
Other Systems Hypertransceiver, IFF Transponder (Military)
Availability Military; Cost Not available for sale

Double Heavy Laser Cannons (Gunner): Atk +7 (+2 autofire), Dmg 6d10x2
Double Medium Ion Cannons (Gunner): Atk +7 (+2 autofire), Dmg 6d10x2 Ion

Covenant Arms CA-001b Test Platform Starfighter (Advanced) (CL 13)
Gargantuan Starfighter (Bomber)
Init +10; Senses Perception +12
------------------
Defense Ref 21 (flat-footed 13), Fort 31; +8 Armor, Vehicular Combat
hp 187; DR 10; SR 35; Threshold 51
------------------
Speed fly 16 squares (max. velocity 1,400 km/h), fly 3 squares (starship scale)
Ranged Double Heavy Laser Cannons +9 (see below) or
Ranged Double Medium Ion Cannons +9 (see below)
Fighting Space 4x4 or 1 square (starship scale); Cover total
Base Attack +5; Grp +41
Atk Options autofire (Double Heavy Laser Cannons), autofire (Double Medium Ion Cannons)
------------------
Abilities Str 52 (+21), Dex 26 (+8), Con -, Int 18 (+4)
Skills Initiative +10, Mechanics +8, Perception +8, Pilot +10, Use Computer +8
------------------
Crew 2 (Expert)
Cargo 50 kg; Consumables 2 days
Hyperdrive x1, Navicomputer
Other Systems Hypertransceiver, IFF Transponder (Military)
Availability Military; Cost Not available for sale

Double Heavy Laser Cannons (Gunner): Atk +9 (+4 autofire), Dmg 7d10x2
Double Medium Ion Cannons (Gunner): Atk +9 (+4 autofire), Dmg 7d10x2 Ion

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Harold "Shadowcall" Nichols
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 Post subject: Re: Starship Design
 Post Posted: Thu Aug 02, 2012 10:31 pm 
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Sith Apprentice

Joined: Thu Aug 02, 2012 7:08 pm
Posts: 273
I'll just say that when you, as GM, build your own starships you do NOT need to worry about templetes and such and can just write the ship up however you like. Ideally you keep things reasonable (and that ship does look somewhat reasonable) but the tricky parts about building your own starship are figuring out how to price the thing and setting the CL for it.


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 Post subject: Re: Starship Design
 Post Posted: Sat Oct 06, 2012 3:13 pm 
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Sith Warrior
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Posts: 645
Shadowcall wrote:
Are there any templates (beyond the 4 in SotG) and stock ships (in SotG) that are out there for use with SWSE that are acceptable to the community at large? I ask because I have several designs in mind that straddle one, or more, of the stock ship types in SotG; and one that could use a template that doesn't exist. Though for the later it could be accomplished by applying both the Prototype & Advanced templates, but that seems a bit excessive for just one design.


You can always start from any ship in the game and mod that, the stock ships are quite lame

here's an uber by the book gargantuan star fighter

Phantom CL 12
Heavily modified Uulshos Manufacturing Deep-X Explorer (considered to be the prototype of a new class)
Gargantuan starfighter
Init +3+crew modifier, Senses Perception +12+crew modifier
Defenses Ref 13+crew modifier OR 20 (flat footed 12), Fort 25; +7 armor
hp 200, DR 12, SR 45 (Regenerating shields), Threshold 40
Speed 16 squares (max velocity 1300 km/h), fly 6 squares (starship scale), swim 8 squares (max velocity 130 km/h)
Ranged docking gun +7+crew modifier (accurate rifle range) OR
docking gun+7 stun setting (20 square range, character scale)
firelinkedx4 quad medium laser cannons +7+crew modifier OR
2 firelinkedx2 quad medium laser cannons +7+crew modifier OR
4 quad medium laser cannons +7+crew modifier
1 proton torpedo launcher +7+crew modifier
Fighting Space 4x4 or 1 square (starship scale); Cover total
Base Atk +0+crew modifier, GRP +30+base atk
Attack options cannons: autofire, firelinkx2, firelinkx4, docking gun: has optional auto fire and single shot stun setting
Special actions SubLight Accelerator Motor (SLAM: +5 to pilot checks made to increase speed/+10 if using all-out movement), Regenerating shields (recover +10 instead of +5 SR when you recharge shields), Sensor Mask (adds +10 to the DC to be detected by use computer checks while active), Amphibious Seals (it's also a submarine), recall slave circuits (_it_ comes when you call), Transponders Disguised(3)
Abilities STR 40, DEX 26, INT 24
Skills Initiative +3+crew modifier, Perception +12+crew modifier, Pilot +3+crew modifier, Use Computer +7+crew modifier (+17+crew on astrogate checks)
Crew 3: (only 1 required), Passengers 3
Cargo 20 tons; Consumables 6 months, Carried Craft none (actually plan to have it carry
several speeder bikes but this comes out of cargo)
Payload 16 proton torpedoes
Hyperdrive x1 (backup x8), advanced navicomputer
Availability unique, military, Cost not your problem

Systems: advanced navicomputer, amphibious seals, auxiliary generator+4 (you do not lose power when engines are offline), cannon enhancements, cockpit ejection system (cockpit is an escape pod), fuel converters (you never need to worry about running out of gas), hypertransceiver, Maneuvering Jets+6, optional firelinking of 4 quad medium laser cannons (groups of 1, 2 or 4), Regenerating Shields (SR 35 +10 from starship designer), Sensor array computer+6, Sensor enhancement package, sensor mask, Slave circuits (advanced and recall), Smuggler's compartments 800kg, SubLight Accelerator Motor (SLAM), Transponders (IFF, disguised(3)),

Maintenance Requirement: The Phantom manages to maintain its high precision tuning only if it is regularly given good maintenance. It requires 8 hours of maintenance a month and a DC 20 Mechanics check to keep it running smoothly. If the maintenance isn’t kept up, or the Mechanics check for doing so fails, the Phantom takes a -2 penalty to STR, DEX, INT and moves -1 step down its condition track.


Docking gun (BlasTech DLT-20A “Longbarrel” Blaster Rifle with a stun pistol dual geared into it) (pilot or gunner)
Atk +7+crew modifier (autofire +2+crew modier), Range accurate rifle, Dmg 3d10 OR
Atk +7+crew modifier, Range 20 squares character scale, Dmg 3d6 stun

4 Quad medium laser cannons (pilot or gunner)
Atk +7+crew modifier (autofire +2+crew modifier), Dmg 7d10x2
OR
2 firelinkedx2 Quad medium laser cannons (pilot or gunner)
Atk +7+crew modifier (autofire +2+crew modifier), Dmg 8d10x2
OR
1 firelinkedx4 Quad medium laser cannons (pilot or gunner)
Atk +7+crew modifier (autofire +2+crew modifier), Dmg 9d10x2

1 Proton Torpedo Launcher (pilot or gunner)
Atk +7+crew modifier, Dmg 9d10x2


The closest comparable ship are the Millennium Falcon, the J-type star skiff, the Sith Infiltrator, the T65XJ3 X-wing (Yuuzhan Vong era), X-83 TwinTail Starfighter (legacy era), K-Wing Starfighter, StarViper (Viagro), E-Wing, Arc-170 starfighter, and Tie Defender

Starships of the galaxy page 123 (prototype template) 2nd paragraph "…occasionally a ship is so extensively rebuilt that it qualifies as a prototype for a new class of ship” this is one of those occasions
Key steps (order is important)
1) Apply prototype template: +2 STR, +2 DEX, +2 INT, -5 to threshold (for Gargantuan ships), special benefits/drawbacks increased cargo capacity x2, decrease speed twice
2) Remove 2 light laser cannons, and sublight 2 drive for 5 EP
3) Install Auxillary generators +4, together with the prototype template that brings the ships strength score up to 40
4) Starship designer feat: improve hull once, adds 20 hitpoints because STR is 40
5) Superior Tech Feat: device trait (vehicles, weapons, and armor are also considered to be devices, droids are considered to be characters not devices) superior durability: +2 to DR +150% hitpoints
6) At this point you have 4 unspent EP and 100 tons of cargo you can trade for EP at a rate of 2 tons = 1 EP (you trade in 80 of them), you have no, weapons, shields, or engines
7) Install SR 35 shields (which is max), then apply starship designer twice to increase the SR to 45.

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 Post subject: Re: Starship Design
 Post Posted: Sat Oct 06, 2012 3:28 pm 
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Sith Apprentice

Joined: Thu Aug 02, 2012 7:08 pm
Posts: 273
Using the "prototype" template is really a dirty way of getting thing and I generally recommend you stay way from it. The reason I say it is "dirty" is because so often I see it used to boost the good things a ship already has going for it but for some reason the prototype drawbacks always seem to go where they cause the least amount of harm. I'll admit I've used it but never for something I expect the PCs to use in combat or really have used against them in combat.

As EliasWindrider already mentioned there are a number of "official" codex ships that are just plain "broken" if you start comparing them to other ships in their class. Some of them work alright in most situations but watch out for some of them.


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 Post subject: Re: Starship Design
 Post Posted: Sat Oct 06, 2012 11:42 pm 
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Sith Warrior
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StevenO wrote:
Using the "prototype" template is really a dirty way of getting thing and I generally recommend you stay way from it. The reason I say it is "dirty" is because so often I see it used to boost the good things a ship already has going for it but for some reason the prototype drawbacks always seem to go where they cause the least amount of harm. I'll admit I've used it but never for something I expect the PCs to use in combat or really have used against them in combat.

As EliasWindrider already mentioned there are a number of "official" codex ships that are just plain "broken" if you start comparing them to other ships in their class. Some of them work alright in most situations but watch out for some of them.



The advanced ship template has stronger numerical bonuses and no drawbacks other than maintenance.

The prototype template actually has numerical draw backs (like the threshold penalty), smaller numerical bonuses, but the issue with it are the custom bonuses and penalties which are abusable if you're taking the ship as a starting point for modding and you apply the prototype template to one of the broken official ships.

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 Post subject: Re: Starship Design
 Post Posted: Tue Feb 26, 2013 1:45 pm 
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n00b

Joined: Fri Feb 22, 2013 3:44 am
Posts: 9
Could I request a Min/Max CR-90 brought up to Legacy Era Standards? Can you make able to Carry Superiority Fighters? I'm cool with ways other than a hanger.


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