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UGLIES GUIDE (Taken from SWRPGNetwork)
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Falcon79
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PostPosted: Fri Jun 05, 2009 12:28 am    Post subject: UGLIES GUIDE (Taken from SWRPGNetwork) Reply with quote

Many Pirate Crews and backwater planetary defense forces make use of ships known as "uglies." An Ugly is pilot slang for a ship cobbled together from the parts of other starfighters sold for salvage. They are often clunky and a definite eyesore, hence their name. They are unreliable, slow, underpowered, and best of all, cheap! Their inexpensive nature is exactly why they are so popular with pirates; after a victory in a space battle, they can tractor-beam the parts to the ship, then cobble together a new starfighter. Below are some basic rules for coming up with stats for a custom Ugly; note that this method is not perfect, and can be modified to fit the specifics of the campaign.

The Basics
First, all the things that will be standard on an ugly when coming up with ship stats. Here's how it's going to look:


Type: Patchwork Starfighter
Scale: Starfighter
Skill: Starfighter piloting: uglies

That's about all that's going to be standard. Everything else is going to vary from design to design. And now, on to the creation.

Choosing a Design

Choosing what your ugly is going to be made of is a pretty simple process. You pick a cockpit style, and then a body/wing style, and voila, it's done. TIE Fighter cockpits are almost always the same, save for the TIE Advanceds, so pairing up a TIE Cockpit with a TIE body is pretty much moot. For the sake of this article, only the following crafts will be used for specific demonstration:

Cockpit:

1. X-Wing
2. Y-Wing
3. B-Wing
4. TIE Fighter
5. TIE Bomber
6. TIE Advanced

Body/Wing:

1. X-Wing S-foils
2. Y-Wing Nacells
3. B-Wing Body
4. TIE Fighter Solar Panels
5. TIE Advanced Solar Panels
6. TIE Interceptor Solar Panels
7. TIE Defender Solar Panels

After you've selected the style you want, you've got to name it. The names are usually clever combinations of the two parent names. For the sake of example, we'll choose the Cockpit of a TIE Fighter, and the body of B-Wing. Since we don't have time to be incredibly clever, we'll call it the B-TIE. The length of the fighter is usually going to be the length of the longer of the two pieces; just take the length of the cockpit craft, and then add to that length if necessary. Crew will be cockit capacity, crew skill will usually vary widely from pirate to pirate. Cargo capacity will be the same as for the cockpit, consumables will be appropriate for whether or not it has hyperdrive.

Cost: For cost, take the average of the two ships, and divide by 5.

Hyperdrive

An ugly has the following hyperdrive options, and only if the ugly contains one of the listed components:

X-Wing Cockpit
Hyperdrive: x2
Nav Computer: No; Uses Astromech

TIE Advanced Cockpit
Hyperdrive: x4
Nav Computer: Limited to 10 Jumps

Y-Wing Nacells
Hyperdrive: x2
Nav Computer: Limited to 2 Jumps

B-Wing Body
Hyperdrive: x3
Nav Computer: Limited to 2 Jumps

TIE Defender Body
Hyperdrive: x3
Nav Computer: Limited to 5 Jumps

Maneuverability

The way to calculate Maneuverability is as follows: take the maneuverability from table one below, then add the modifiers from table 2:

Table 1:
Component Base Maneuverability

X-Wing Cockpit 3D
Y-Wing Cockpit 2D
TIE Fighter Cockpit 2D+2
TIE Bomber Cockpit 1D
TIE Advanced Cockpit 1D+1
B-Wing Cockpit 1D+1

Table 2:
Component Maneuverability Modifier

X-Wing S-foils -1D
Y-Wing Nacells -2D
B-Wing Body -1D+1
TIE Fighter Solar Panels -1D
TIE Advanced Solar Panels -1D+1
TIE Interceptor Solar Panel -0D+1
TIE Defender Solar Panel -0D+2

Speeds & Sensors

Space speed can be determined by taking the speed of the part of the craft from Table 2 above, then multiply all values by 75%. Sensor values are the same as the sensors on the cockpit of the craft.

Hull and Shields

To calculate the hull and shields is very simple. The hull rating will be the same as the standard hull of the items from Table 1 above (except use B-Wing body instead of cockpit), and then subtract 2 pips on it to compensate for age, and shoddy welding together of materials. Shields will be the same as the item from Table 1 (again excepting B-Wing body instead of cockpit), minus 1D for a lack of matching energy production systems.

Weapons

Weapon values are retained almost identically, except damage for energy weapons is typically reduced by 2D due to low power input, or -2D from fire control due to mismatched sensor systems. This effect may be waived for craft that use Solar Panels from a TIE Fighter because they absorb solar power to recharge their weapons. Weapons are listed below

X-Wing Cockpit:
2 Proton Torpedo Launchers

Y-Wing Cockpit:
2 Laser Canons, 2 Proton Torpedo Launchers, 2 Light Ion Cannons

B-Wing Cockpit:
1 Laser Cannon

TIE Bomber Cockpit:
2 Laser Cannons, Concussion Missile Tube

TIE Advanced Cockpit:
2 Blaster Cannons

TIE Fighter Cockpit:
2 Laser Cannons

X-Wing S-foils:
4 Laser Cannons

B-Wing Body:
2 Proton Torpedo Launchers, 2 Medium Ion Cannons, 2 Auto Blasters

TIE Interceptor Solar Panels:
4 Laser Cannons

TIE Defender Solar Panels:
4 Laser Cannons, or 2 Lasers Cannons and Two Light Ion Cannons

So, given our tables above, we can now construct our B-TIE Ugly.

B-TIE Ugly
Type: Patchwork Starfighter
Scale: Starfighter
Length: 17.1 Meters
Skill: Starfighter piloting: uglies
Crew: 1
Crew Skill: Varies Widely
Cargo Capacity: 65 kilograms
Consumables: 1 week
Cost: 3,000
Hyperdrive Multiplier: x3
Nav Computer: Limited to 2 jumps
Maneuverability: 1D+1
Space: 4
Atmosphere: 248, 713 kmh
Hull: 2D+1
Shields: 1D
Sensors:

Passive:20/0D
Scan: 40/1D
Search: 60/2D
Focus: 3/3D

Weapons:

2 Laser Cannons (fire-linked)
Fire Arc: Front
Crew: Pilot
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 1-300/1.2/2.5km
Damage: 3D
2 Proton Torpedo Launchers
Fire Arc: Front
Crew: Pilot
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1/3/7
Atmosphere Range: 30-100/300/700
Damage: 7D
2 Medium Ion Cannons
Fire Arc: Front
Crew: Pilot
Skill: Starship Gunnery
Fire Control: 4D
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6 km
Damage: 2D
2 Auto Blasters
Fire Arc: Front
Crew: Pilot
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-8/25/40
Atmosphere Range: 100-800/2.5/4 km
Damage: 2D

Capsule: The B-TIE Ugly is the ball cockpit from a TIE fighter put in the place of the normal cockpit of a B-Wing. This removes the "rotating cockpit" module from the fighter's repertoire, and at the GM's discretion he may remove 2D of Fire Control from each weapon to compensate for this design mismatch, unless the pilot has specially trained in this fighter.
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schnarre
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Posts: 333

PostPosted: Fri Oct 30, 2009 1:46 am    Post subject: Reply with quote

I'll have to try this method & see how it works for my games.

I recall there was a B-wing Ugly that had a YT-1300 cockpit & a very light weapon (making it little more than flying junk). How would freighter/transport sections be worked in with this?
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