Post by Darth Reaver on May 6, 2015 1:45:33 GMT
Every character is allowed to own and use their own starships in their journeys across the Galaxy. Apprentices are allowed the use of personal starfighters, shuttles, or a small yacht, transport, or gunship. Knights and Masters are allowed all starships, up to and including a Cruiser, for their personal ship. Starship classes are defined using the Anaxes War College system.
Individual starfighters are a fairly trivial affair, purchased at little-to-no cost from Tanner's Transportation Solutions. However, most starships are not a one-off cost - operating them requires maintainence, refueling, resupply and, in some cases, crews. Larger and more advanced starships require a constant, reliable stream of income - specifically, those provided by the Resources Asset. A character's rank in the Resources Asset determines the size and number of starships they are able to purchase and maintain, and each rank stacks with, rather than replaces, those before it:
Rank 1: A Yacht, Shuttle, or flight of Starfighters, any crew must be provided through other means.
Rank 2: Two Corvettes or a Frigate, each fully crewed.
Rank 3: Two Frigates or a Cruiser, each fully crewed.
These ships can be purchased from a diverse array of sources; how and which is up to you.
Modifications
Naturally, any ship that you acquire can be modified to better suit your tastes. A standard starfighter can accommodate up to three modifications; these can range from an improved hyperdrive to new or extra weapons or even concealed hangars and stealth-field generators.
Some starships, particularly Corellian Engineering Corporation products, are designed to allow for a higher base number of modifications. These ships, and the modifications they can allow, are:
Naturally, skilled starship designers and mechanics are capable of additional modifications. For each rank in ANY of the three starship design skills  - Knowledge (Space Architecture\Draughtsman), Knowledge (Engineering), and Profession (Ship Builder) - you may make an additional modification to your ship.
The extent of each individual modification can vary depending on the size of the vessel and the type of modification. For instance, a single laser cannon installed on a starfighter may cost one modification, whereas that same modification would install an entire battery of laser cannons on a frigate or cruiser; conversely, a stealth field generator on a corvette would cost the same, or perhaps even more, than a stealth field generator on a starfighter.
Consult with the ship mod, Darth Reaver, when determining your ship modifications; he will approve, deny, or modify any modifications you wish to make, and his word is final.
Custom Designs
All further ship rules are centered on information found in the following spreadsheet:
docs.google.com/spreadsheets/d/1V9CYUGgrrKQeY3FuxuMaDRuakje0tGRl3bFOfDmviNc/edit?usp=sharing
Emplacement Points represent a starship design's overall capacity to support systems and components; consequently, the cost of your systems cannot exceed your maximum number of Emplacement Points. Armour and shields are not covered under this system but are assumed to be consistent with the overall combat focus of the rest of the starship. Use of custom starships is restricted to use by you or your personal forces; they may not be made for another player.
To design a starship, you require at least one rank in EACH of the three starship design skills; Knowledge (Space Architecture\Draughtsman), Knowledge (Engineering), and Profession (Ship Builder). Unlike purchasing a pre-made ship, designing a ship yourself incurs heavy Research and Development costs, limiting the size of your design. With Resources Rank 1, you may design any type of starfighter; at Rank 2, anything up to and including a corvette; and at Rank 3, anything up to and including a frigate.
Next, you must determine the class of starship you intend to design; Snub Fighter, Interceptor, Heavy Bomber, Transport, Freighter, Gunship, Corvette, or Frigate. Each of these base classes has their own specifications and Emplacement points; each of the former can be tweaked (within reason), but be aware that drastic reduction of crew size requires the use of slave circuits. The number of Emplacement Points you receive for a ship increases with your starship design skills; for each rank in any of the three design skills, you may increase the total number of Emplacement Points by 10%, rounded up where necessary.
With the class selected, you may begin adding systems to your starship. All ships begin with a laser cannon system, a missile system, and a class 8.0 hyperdrive. Each component added has a cost, which is noted beside the component in the Starship Systems and Prices spreadsheet. Once you have selected your systems and components, you can add what flavour specifications and details you like (including armor and shield strength) to your vessel and submit it to the ship mod for review.
In all cases, both when modifying and designing a starship, the ship moderator has the right to assign different Emplacement Point costs to systems when they judge it necessary. This is especially true for systems not covered in the "Starship Systems and Prices" spreadsheet; the ship moderator may rule, for instance, that a proton beam would carry a cost of 40 Emplacement Points.
The ship moderator's decision is final in all instances.
Individual starfighters are a fairly trivial affair, purchased at little-to-no cost from Tanner's Transportation Solutions. However, most starships are not a one-off cost - operating them requires maintainence, refueling, resupply and, in some cases, crews. Larger and more advanced starships require a constant, reliable stream of income - specifically, those provided by the Resources Asset. A character's rank in the Resources Asset determines the size and number of starships they are able to purchase and maintain, and each rank stacks with, rather than replaces, those before it:
Rank 1: A Yacht, Shuttle, or flight of Starfighters, any crew must be provided through other means.
Rank 2: Two Corvettes or a Frigate, each fully crewed.
Rank 3: Two Frigates or a Cruiser, each fully crewed.
These ships can be purchased from a diverse array of sources; how and which is up to you.
Modifications
Naturally, any ship that you acquire can be modified to better suit your tastes. A standard starfighter can accommodate up to three modifications; these can range from an improved hyperdrive to new or extra weapons or even concealed hangars and stealth-field generators.
Some starships, particularly Corellian Engineering Corporation products, are designed to allow for a higher base number of modifications. These ships, and the modifications they can allow, are:
Blockade Runner | 5 |
Corellian Gunship | 5 |
Consular Cruiser | 5 |
Star Galleon-class Frigate | 4 |
YT-series freighter | 10 |
Any other CEC ship | 5 |
Naturally, skilled starship designers and mechanics are capable of additional modifications. For each rank in ANY of the three starship design skills  - Knowledge (Space Architecture\Draughtsman), Knowledge (Engineering), and Profession (Ship Builder) - you may make an additional modification to your ship.
The extent of each individual modification can vary depending on the size of the vessel and the type of modification. For instance, a single laser cannon installed on a starfighter may cost one modification, whereas that same modification would install an entire battery of laser cannons on a frigate or cruiser; conversely, a stealth field generator on a corvette would cost the same, or perhaps even more, than a stealth field generator on a starfighter.
Consult with the ship mod, Darth Reaver, when determining your ship modifications; he will approve, deny, or modify any modifications you wish to make, and his word is final.
Custom Designs
All further ship rules are centered on information found in the following spreadsheet:
docs.google.com/spreadsheets/d/1V9CYUGgrrKQeY3FuxuMaDRuakje0tGRl3bFOfDmviNc/edit?usp=sharing
Emplacement Points represent a starship design's overall capacity to support systems and components; consequently, the cost of your systems cannot exceed your maximum number of Emplacement Points. Armour and shields are not covered under this system but are assumed to be consistent with the overall combat focus of the rest of the starship. Use of custom starships is restricted to use by you or your personal forces; they may not be made for another player.
To design a starship, you require at least one rank in EACH of the three starship design skills; Knowledge (Space Architecture\Draughtsman), Knowledge (Engineering), and Profession (Ship Builder). Unlike purchasing a pre-made ship, designing a ship yourself incurs heavy Research and Development costs, limiting the size of your design. With Resources Rank 1, you may design any type of starfighter; at Rank 2, anything up to and including a corvette; and at Rank 3, anything up to and including a frigate.
Next, you must determine the class of starship you intend to design; Snub Fighter, Interceptor, Heavy Bomber, Transport, Freighter, Gunship, Corvette, or Frigate. Each of these base classes has their own specifications and Emplacement points; each of the former can be tweaked (within reason), but be aware that drastic reduction of crew size requires the use of slave circuits. The number of Emplacement Points you receive for a ship increases with your starship design skills; for each rank in any of the three design skills, you may increase the total number of Emplacement Points by 10%, rounded up where necessary.
With the class selected, you may begin adding systems to your starship. All ships begin with a laser cannon system, a missile system, and a class 8.0 hyperdrive. Each component added has a cost, which is noted beside the component in the Starship Systems and Prices spreadsheet. Once you have selected your systems and components, you can add what flavour specifications and details you like (including armor and shield strength) to your vessel and submit it to the ship mod for review.
In all cases, both when modifying and designing a starship, the ship moderator has the right to assign different Emplacement Point costs to systems when they judge it necessary. This is especially true for systems not covered in the "Starship Systems and Prices" spreadsheet; the ship moderator may rule, for instance, that a proton beam would carry a cost of 40 Emplacement Points.
The ship moderator's decision is final in all instances.