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Starshp Modifications
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jhilahd
Cadet
Cadet


Joined: 15 Aug 2006
Posts: 17

PostPosted: Sat Dec 09, 2006 5:08 pm    Post subject: Starshp Modifications Reply with quote

I don't have a copy (and can't seem to find one) of the Tramp Freighters Guide with the rules for ship modifications.

Are there sites/forums where some of these rules are posted or a place that might have similar rules for the game?

My group is wanting to mod their ship and I haven't the vaguest idea where or how to start.

Thanks!
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MA-3PO
Lieutenant Commander
Lieutenant Commander


Joined: 17 Apr 2005
Posts: 236
Location: Olathe, Kansas

PostPosted: Sat Dec 09, 2006 6:42 pm    Post subject: Reply with quote

Do you have the 2nd Ed Revised and Expanded book? I think it talks about this in the skills section. Though not anywhere near as interesting as GG6 it will get you by.
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garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14034
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sat Dec 09, 2006 8:33 pm    Post subject: Reply with quote

Just a quick rundown on the mods and prices..
Improvements.
Can me made each game month (or module)

Hull.
To increase the hull rating, you have to multiply the rating desired (rounded down) by 1,000 credits per PIP. Eg going from 3d to 3d+1 is 3,000 credits. EACH pip of increase drops the maneuverability of the ship by 1 pip.
Each pip must be bought separately.


Maneuvering thrusters (lateral)
To increase the maneuverability, you have to add on thrusters.
Pip increase Diff Cost (of original of ship)
+1 Easy 5%
+2 Moderate 10%
+1d Difficult 15%
+1d+1 V. difficult 20%
+1d+2 Heroic 25%

Improved thrust
At the time of installation, the captain can decide to install an ion drive with more thrust and less speed that normal. This has the effect of increasing the Tonnage that the ship can carry (not the space though). Each 1 taken off the Sublight rating, adds 20 tons… This costs 1,000 credits per ‘pip’ lost in modifications.

Move (vehicle)
+5 Moderate 10% (of vehicles cost)
+10 Difficult 15%
+15 V. difficult 20%
+20 Heroic 25%

Move (space ship)
+1 Moderate 10% (of ships cost)
+2 Difficult 15%
+3 V. difficult 20%
+4 Heroic 25%

Hyperdrive
X4 to X3 Moderate 10% of old Hyperdrive
X3 to X2 Difficult 15%
X2 to X1 V. difficult 20%
X1 to X 1/2 Heroic 25%

Shields
+1 Easy 15% (of ship)
+2 Moderate 20%
+1d Difficult 25%
+1d+1 V. difficult 30%
+1d+2 Heroic 35%

Weapons (damage)
+1 Easy 15% (of weapon)
+2 Moderate 20%
+1d Difficult 25%
+1d+1 V. difficult 30%
+1d+2 Heroic 35%

Range of weapon)
+5% Easy 5%
+10% Moderate 10%
+15% Difficult 15%
+20% V. difficult 20%
+25% Heroic 25%
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jhilahd
Cadet
Cadet


Joined: 15 Aug 2006
Posts: 17

PostPosted: Mon Dec 11, 2006 2:30 pm    Post subject: Reply with quote

Wow.

Thanks for the post, and yes... I overlooked the rules in (duh) the rulebook.

I'm still new at GM'ing Star Wars, while I've played the game, this was a situation that never came up. At least, for my character(s).

So... I'm relearning the game and have a big group and vehicle/weapons/armor mod came up.

This was a great post. Thanks garhkal for all that typing. Wow. Thanks.

Jhilahd
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Aardon24689
Sub-Lieutenant
Sub-Lieutenant


Joined: 26 Nov 2006
Posts: 64
Location: Indiana

PostPosted: Mon Dec 11, 2006 3:17 pm    Post subject: Reply with quote

Has anyone tried building a ship from the rules in WEG's D6 Space Ships book? Its not officially Star Wars but its still WEG D6. I have the book but haven't had the opportunity to go through it in extreme detail yet.
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Xynar
Commander
Commander


Joined: 10 Aug 2003
Posts: 282
Location: Northwest Indiana

PostPosted: Mon Dec 11, 2006 8:09 pm    Post subject: Reply with quote

I'm not a big fan of the rule set as far as Star Wars compatability. It works but there is a lot missing. A hybrid SW d20 & D6 Space is being kicked around but I think I'm just going to use old rules I got from Ragnar's Moon Trading Guild a long time ago and the engineering stuff I found on this board.
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garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14034
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Tue Dec 12, 2006 1:59 am    Post subject: Reply with quote

jhilahd wrote:
Wow.

Thanks for the post, and yes... I overlooked the rules in (duh) the rulebook.

I'm still new at GM'ing Star Wars, while I've played the game, this was a situation that never came up. At least, for my character(s).

So... I'm relearning the game and have a big group and vehicle/weapons/armor mod came up.

This was a great post. Thanks garhkal for all that typing. Wow. Thanks.

Jhilahd


I typed it out a long time ago, and kept it in a word doc... even have the rules for putting in NEW stuff.
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