[UnCon!] Starship Design Contest!

As you all may very well know, UnCon (the Wizards of the Coast online convention) is coming soon.

As part of the festivities, I've agreed to host and judge a Saga Edition Starship Design Competition. The winner(s) will receive a Fabulous Prize (TM)*, the recognition of his or her peers, and a general sense of awesomenes.

Starships submitted will be judged on a scale from 0 to 25, with points coming from three categories.

  • Originality (0-5): Statting up an extant, but currently unstatted, ship is worth fewer points than statting up a personalized variant for a particular character, which is worth fewer points than statting up a completely new ship. For a canon example, providing YT-1300 stats is worth less than the stats of the Millennium Falcon, which is worth less than a brand new YQ design of your own making. It should be needless to say, but copying someone else’s stats will result in disqualification.
  • Fluff and Star Wars Appropriateness (0-10): Each entry should describe the ship and its history within the Star Wars setting: who developed it, when, and why. Although novels are certainly not required (!), something more substantial than “CEC designed it” will garner more points here. Additionally, each ship should strive to fit within the Star Wars universe: 0.5x hyperdrives are rare, single-ship installations; the Empire likes cheap, disposable fighters; etc. This is not to say that playing against type will necessarily cost you points, but that it must be done well (see the first part of this category).
  • Balance and Role Fulfillment (0-10): Each entry should clearly state the ship’s intended role in the Galaxy Far, Far Away, and then the ship’s stats should support that role. As an example, a ship described as a stock bulk freighter, but sporting massive turbolaser batteries and hangar space for a squadron of fighters, will score few points in this category. Similarly, each ship should be balanced for inclusion in a normal Star Wars Saga Edition game. A space superiority fighter craft with three times the weapons and twice the HP of an X-wing, costing half as much, will do poorly.


The entry with the most points at the end of the day wins. Tie breakers, if required**, will be the three categories, in order (such that, total score being equal, the most original ship will win, followed by the ship with better fit in the SW universe.)

Check back in this thread for an announcement of the contest start. In the meantime, feel free to ask any clarifying questions you've got, and I'll answer them to the best of my ability.

Contest Timeline:
  • Contest Opens for Submissions: 12:00:00 AM Eastern Time, October 6th
  • Contest Closes to Submissions: 11:59:59 PM Eastern Time, October 12th
  • Winners Announced: October 14th


The Contest Is Now Ended! Congratulations to our 2008 Winner, Gleemaxbug!!!



* Fabulous Prize (TM) to be determined by UnCon staff, and may not actually exist. Still, bragging rights are worth something, right? In fact, we might get more than one prize to award. More information to follow.
** They may not be. More information to follow.


Clarifications

How many times can I enter?

[indent]You can submit as many entries as you'd like. (When the time comes, please separate them into separate posts.) However, when it comes time to determine the winner (and especially if multiple winners are allowed), only your best entry will be used. Each separate ship is a separate entry.[/indent]

What about pictures? Can I include them?

[indent]Pictures of your ship are perfectly acceptable to include in your entry. If the picture is your own work, it will be reflected favorably in the "Fluff" category. Moreover, if it's your own rendition of your own starship design, it'll also be reflected favorably in the "Originality" category. You can certainly use someone else's picture as an inspiration, but due credit to the artist should be given, and you shouldn't expect any bonus points for having one. Pictures of your ship should be considered a nice-to-have and certainly not a requirement.[/indent]

Do I have to use the Starships of the Galaxy ship-building rules? Can I make up my own ship components?

[indent]No, you do not have to use the ship customization rules present in Starships of the Galaxy, though you are certainly welcome to use them if you wish. If you want to create special rules for your ship (analogous to the bonus on Mechanics checks that Junker-template ships get) or new components, feel free to do so - but keep in mind your "Balance" score![/indent]
Patryn of Elvenshae Want a character sheet for your starship? Download! Discuss!
Will a pic of the ship score me extra points? If so what are the rules for using pics?
If you've drawn the picture yourself, including it would be part of the second category.

And, obviously, if it's your own design that will influence the Originality score.

Using someone else's picture as inspiration is fine, of course, but you won't get any bonus points for it.
Patryn of Elvenshae Want a character sheet for your starship? Download! Discuss!
How many submissions can you make?

Do the submissions have to be Star Wars, or just use Saga rules?

Can they use custom equipment, or must the vessel's components come from SotG?
What about adding odd rules to a ship? Something along the lines of "The ship adds +2 to its speed but suffers a -1 on the CT at the end of its turn do to overheating?

Also must we use the shipbuilding charts in SOTG or are we more free to play?
How many submissions can you make?

Do the submissions have to be Star Wars, or just use Saga rules?

Can they use custom equipment, or must the vessel's components come from SotG?

1. I don't see a reason to limit the submissions to 1 per person; however, for purposes of determining (the) winner(s), only your best submission will count.

2. This is a Star Wars Saga Edition contest.

3. Custom equipment is fine, but beware of losing too many points from your "Balance" score.

What about adding odd rules to a ship? Something along the lines of "The ship adds +2 to its speed but suffers a -1 on the CT at the end of its turn do to overheating?

Also must we use the shipbuilding charts in SOTG or are we more free to play?

1. As above, custom equipment and new rules are fine (like those present in the Junker and Mandalian ship templates), but beware submitting an unbalanced ship because of it.

2. You are not required to use the shipbuilding charts in SotG, but may if you wish.
Patryn of Elvenshae Want a character sheet for your starship? Download! Discuss!
Also must we use the shipbuilding charts in SOTG or are we more free to play?

And along those lines, is there any 'official unofficial' errata to the ship templates, like a smaller version of the light freighter? The difference between it and anything smaller is so vast, it's impossible to recreate many starships in the SW Galaxy without deviating massively from the templates.
Good questions, guys.

Carthaginian: Let me know if you still need your question addressed.
Patryn of Elvenshae Want a character sheet for your starship? Download! Discuss!
Would the stock + upgraded model count as one submission?
As in, you want to submit (by example) a YT-1300 and the Millennium Falcon?
Patryn of Elvenshae Want a character sheet for your starship? Download! Discuss!
As in, you want to submit (by example) a YT-1300 and the Millennium Falcon?

pretty much.
That'd be two entries, then. 1 ship = 1 entry.
Patryn of Elvenshae Want a character sheet for your starship? Download! Discuss!
I feel good about what I have so far, so here goes:


When the people of the Mid-Rim planet Copiosus found large precious metal and gemstone deposits scattered across a relatively uninhabited part of the main continent, the general wealth of the planet grew incalculably over a short span of time. Unfortunately, the high-value, low mass nature of the planet's wealth drew scores of thieves and smugglers. The Planetary Council responded by releasing funding for a specialized interceptor spacecraft. One that could adequately deal with fast smuggling vessels without causing the loss of of their precious cargo. Thus the Ghost project was born.

The contract was awarded to NorrHeed Aerospace for their excellent prototype. The System Patrol/Interceptor 290x Ghost is a small, short range, twin engine starfighter that is optimized for engaging rapidly fleeing light and medium transport spacecraft. It's large, forward mounted ion engines provide respectable speed. However, it's the OVERBOOST capability that make the Ghost practically inescapable. One of the drawbacks is Overboost requires its own separate fuel tank, and the tank only holds enough fuel for about 30 seconds of operation. After that, the ship is unable to engage Overboost, and must return to a station or ground base to refuel. Another drawback is that when the Overboost is engaged, the ship looses some maneuverability and isn't nearly as nimble as it normally is. However, it's straightline speed is unmatched. Also of note that these are planetary and in-system fighters. As such, they are not equipped with a hyperdrive and carry very little in the way of consumables.



SP/I-290x Ghost

Huge starfighter
Init +9; [b]Senses[b] Perception +6
---------------------------------------------------
Defense Ref 17 (flat-footed 12), Fort 24; +4 armor
HP 110; DR 10; SR: 15, Threshold 34
---------------------------------------------------
Speed fly 16 squares (max. velocity 1,100 km/h), fly 5 squares (starship scale), Overboost*
Ranged: Fire-linked laser cannons +5
Ranged: Heavy Ion Cannon +5
Fighting Space 3x3 or 1 square (starship scale); Cover total
Base Atk +3; Grp +26
Abilities Str 30, Dex 20, Con --, Int 16
Skills Initiative +9, Mechanics +6, Perception +6, Pilot +9, Use Computer +6
---------------------------------------------------
Crew 1 (skilled); Passengers none
Cargo 25 kg; Consumables 12 hours; Carried Craft none
Hyperdrive: None
Availability Military; Cost 180,000 credits


Fire-Linked Laser Cannons (pilot)
Atk +5 (+0 Autofire), Dmg 4d10x2

Heavy Ion Cannon (pilot)
Atk +5, Dmg 6d10x2 (Ion)

Special: Overboost
Engaging the ship's Overboost is a swift action. While the Overboost is engaged, the ships base speed becomes 9 squares. The pilot may spend a free action at the beginning of each of his/her subsequent turns to maintain the Overboost. If the pilot chooses not to maintain Overboost, the ship reverts to its normal speed. Overboost may be used for a maximum of 5 rounds before its fuel runs out. After that point, it cannot be used again until the ship is able to land/dock and refuel.

While the Overboost is engaged, the Pilot suffers a -3 to Pilot checks, Initiative, Attack rolls, and Ref Defense. It is primarily used for getting into range of fleeing transports, then shut down before the pilot engages.


IMAGE(http://farm4.static.flickr.com/3051/2630477292_299a9bd749_o_d.jpg)
IMAGE(http://farm4.static.flickr.com/3035/2629658437_b3ddb61287_o_d.jpg)
IMAGE(http://farm4.static.flickr.com/3014/2630477140_288b89f12b_o_d.jpg)
IMAGE(http://farm4.static.flickr.com/3116/2630477094_916caae147_o_d.jpg)


I would love to take credit for these awesome lego models, but sadly, I cannot. I found them (and many more great ones) here: http://www.flickr.com/photos/dasnewten/
[/sblock]
Thanks for the early entry!

However, the contest hasn't started yet, so you might want to pull it down until it does. You can use the extra time to polish your entry, if you'd like.

UnCon starts on the 6th of October (Monday) and runs through the 12th. Submissions will be accepted starting on the 6th (there'll be an announcement when things open up) and accepted through 11:59:59 Eastern time on the 10th. Winners will be announced on the 12th.
Patryn of Elvenshae Want a character sheet for your starship? Download! Discuss!
The Contest Is Now Open for Submissions!
Patryn of Elvenshae Want a character sheet for your starship? Download! Discuss!
well here's my first Submission i posted this in another thread a short will ago but i think its a great starter ship for a group of PC. And with out further ado i present.....


Amalgamated Dynamic Industries is a subsidiary company of Galactic Refuse Management Industries, better known a GRM Industries the Galaxies biggest Refuse Recycling Company around.

Amalgamated Dynamic Industries RH-580 Refuse Huller CL 6

Colossal space transport
Init -5; Senses Perception +5

Defense Ref 12 (flat-footed 12), Fort 24; +12 armor
hp 100; DR 15; SR 15; Threshold 74

Speed fly 12 squares (max. velocity 800 km/h), fly 2 squares (starship scale)
Ranged light double blaster cannons +1 (see below) or
Fighting Space 12x12 or 1 (starship scale); Cover total
Base Atk +0; Grp +34

Abilities Str 39, Dex 11, Con --, Int 13
Skills Initiative -5, Mechanics +5, Perception +5, Pilot -5, Use Computer +5

Crew 2 (normal); Passengers 6
Cargo 60 tons; Consumables 3 months; Carried Craft none
Hyperdrive x3, navicomputer
Availability Licensed; Cost 85,000 (32,000 used)
Emplacement Points: 2

Light double blaster cannons (copilot)
Atk +1 (-4 autofire), Dmg 4d10x2
A small isolated world in the mid rim fearing they might be the target of rebal raids commissioned the construction of three frigate patrol ships.
However the costly development was plagued by disaster after disaster and on the eve of the first ships launch massive layoffs were announced.
The ship never made it to its new port and instead was spotted with the new name "Bad Investment" attacking commercial traffic coming into the
cluster.

After months of suffering raids with the empire frustrated with attempt's to track the ship down, the 2nd prototype was still a year from
completion.
With luck a rebel X-wing squadron stumbled on the ship in mid heist. after a intense but short battle the O2 supply was hit by a well
placed torpedo shot right before the ship made its jump to hyperspace. The Bad Investment was never seen after that battle and its assumed all hands died with the ship in the coldness of space.
In another twist of fate the two new ships having almost no use upon completion are slated to be used for scrap.


Pic 1

Pic 2



The Bad Investment
Show
Bad Investment CL 17

Colossal (frigate) capital ship
Init +1; Senses Perception +6

Defense Ref 18 (flat-footed 13), Fort 52; +13 armor
hp 500; DR 15; SR 200*; Threshold 152

Speed fly 3 squares (starship scale)
Ranged 2 turbolaser batteries +15** (see below) and
1 Pursuit Ion cannon +5*** (see below) and
2 Heavy Ion cannon batteries +15** (see below) and
2 point-defense laser cannon batteries +15 (see below) and
1 tractor beam battery +15** (see below
Fighting Space 2x2 (starship scale); Cover total
Base Atk +2; Grp +64

Atk Options autofire,
Abilities Str 94, Dex 20, Con --, Int 16
Skills Initiative +1, Mechanics +6, Perception +6, Pilot +1, Use Computer +6

Crew 300 (skilled); Passengers 100 troops, support crew, slaves
Cargo 500 tons; Consumables 1 month; Carried Craft 4 fighters, 2 shuttles
Hyperdrive x2, navicomputer
Availability Military; Cost Not available for sale
* loses 5 points of SR after every hit; projectile weapons bypass SR
** Apply a -20 penalty on attacks against targets smaller than Colossal size.
*** Pursuit Ion cannon can be the only weapon used this turn; After firing Bad Ivestment can move its speed as a swift action.


2 turbolaser batteries(6 gunners)
Atk +15 (-5 against targets smaller than Colossal) Dmg5d10x5

Pursuit Ion cannon(1 gunner)
Atk +5 (-15 against targets smaller than Colossal) Dmg6d10x5

2 Heavy Ion cannon(6 gunner)
Atk +15 (-5 against targets smaller than Colossal) Dmg3d10x5

2 point-defense laser cannon batteries(6 gunner)
Atk +15 Dmg4d10x2

1 tractor beam battery(6 gunner)
Atk +15 (-5 against targets smaller than Colossal) Dmg N/A (grapple +64)
And here is a modified version of my Amalgamated Dynamic Industries RH-580 Refuse Huller


The Bad Smell

Heavily Modified Amalgamated Dynamic Industries RH-580 Refuse Huller CL 8

Colossal* space transport
Init +0; Senses Perception +8

Defense Ref 14 (flat-footed 12), Fort 24; +12 armor, Vehicular Combat
hp 150; DR 15; SR 35; Threshold 74

Speed fly 14 squares (max. velocity 890 km/h), fly 3 squares (starship scale)
Ranged light quad laser cannons +9 (see below) or
Fighting Space ; Cover total
Base Atk +5; Grp +39

Abilities Str 39, Dex 15, Con --, Int 13
Skills Initiative +0, Mechanics +8, Perception +13, Pilot +0, Use Computer +13

Crew 1 or 2 can coordinate (expert); Passengers 6
Cargo 30 tons; Consumables 2 months; Carried Craft none
Hyperdrive x0.5 (backup x10), navicomputer
Availability Licensed; Cost not available for sale(Estimated at 1 million Credits)
*This ship is treated as a Gargantuan Starfighter for the purposes of being targeted by capital ship weapons, dogfighting, and using starship maneuvers.

Light quad laser cannons (copilot)
Atk +9 (4 autofire), Dmg (7d10+2)x2


The Bad Smell has an Intelligence score of 13, a Perception modifier of +13 and a Use Computer modifier of +13; it can transmit its own identity, no identity or one of 3 fake identities

The Bad Smell has 0ne Droid Repair Team

The Bad Smell has comfortable accommodation requiring 1,000 cr per month

The Bad Smell is treated as Gargantuan for purposes of being targeted by capital ship weapons, can engage in dogfights and perform combat maneuvers
D-Sparro B

The D-Sparro B was an initiative by TranTol Inc (a small subcontractor of Koensayr Manufacturing) to produce a recon-superiority starfighter for battle preparations. In situation where the force of The New Republic would have the opportunity to prepare the battlefield before the battle commenced. The prototype didn’t live up to the high expectations of the designers, so the stock model was toned down, loosing the jamming suit of the prototype and having slower speed, yet still faster than the B-wing and the X-wing, but having drastically shorter range (as was also the problem with the prototype). In addition, both the prototype and the stock model had engine issues, as they were all tuned to max during production, this led to problems when repairing and replacing parts.
The main role of the D-Sparro was to sow the battlefield with mines for strategic purposes, both before and during combat. Not as heavily armed, but faster than a B-wing, it served a role of something between an E-wing and a B-wing, the use for such a fighter was not prevalent, as this is along the lines of the trusted X-wings, in addition it was quite expensive and even the designers were not too happy with it, nonetheless The New Republic ordered a small amount to test, which resulted no more purchases. TranTol Inc then started to offer the fighters to planetary security forces and others, but being pricey it never caught on. A variant model named B2 was created and sold to some private interests, which swapped the mine launcher with a proton torpedo launcher.
Both models was out of production and TranTol was out of business by the start of the Vong invasion.


TranTol Inc D-Sparrow B Space Superiority Rec-Prep Fighter CL 11
Gargantuan Starfighter
Init: +7 Senses: Perception +6
--
Defence: Ref 18 (flat-footed 12), Fort 26; +7 Armour, Vehicular Combat
HP: 120 DR: 10 SR: 20 Threshold: 46
--
Speed: Fly 16 Squares (Max velocity 1,050 km/h); fly 5 squares (Starship scale)
Ranged: +6 (+1 autofire) Double Medium Laser Cannons (6d10x2) or
+6 (+1 autofire) Double Light Ion Cannon (4d10x2)
+6 Advanced Space Mine Launcher (9d10x2)
Fighting Space: 4x4 or 1 square (starship scale) Cover: Total
Base Atk: +2 Grp: +33
Atk Options: Autofire (ion and laser cannons), fire-linked (laser cannons)
--
Abilities: Str 42, Dex 22, Int 14
Skills: Initiative +7, Mechanics +6 (13*), Perception +6(3*), Pilot +7, Use Computer +6 (13*)
--
Crew: 1 plus astromech droid (Skilled)
Cargo: 25 kg Consumables: 2 days
Payload: 6 advanced space mines
Hyperdrive: x1, 2-jump memory (10 jump-memory with astromech droid)
Availability: Military/Restricted/Licensed Cost: 240,000 (new (actual price: 238,150)), 125,00 (used)
*If the ship has an astromech droid, use these modifiers instead
The Demon Sparrow

The Demon Sparrow was a prototype of a new space superiority fighter model designed by TranTol Inc, a small subcontractor of Koensayr Manufacturing. Made for the New Republic, the prototype was introduced shortly before the Black Fleet Crisis. The prototype was meant as a recon-prep fighter, going into an area before a battle, or raid, using stealth to sow certain areas with mines, for strategic advantage, because of high-risk the prototype was also equipped with a jamming suite, for those hasty escapes. Whilst the prototype worked on a few missions, it did not live up to the high expectations the designers had. It did partially work as a go-between of the E-Wing and the B-Wing being a fast and heavily armed ship. Both the prototype and the stock model came with room for a R2 unit, as this had proved to be a success with other ship models made for the New Republic in the past.

TranTol Inc D-Sparro A Space Superiority Rec-Prep Fighter Prototype [template] CL 14
Gargantuan Starfighter
Init: +9 Senses: Perception +8
--
Defence: Ref 19 (flat-footed 12), Fort 27; +7 Armour, Vehicular Combat
HP: 108 DR: 10 SR: 25 Threshold: 45
--
Speed: Fly 16 Squares (Max velocity 1,050 km/h); fly 6 squares (Starhip scale)
Ranged: +10 (+5 autofire) Double Medium Laser Cannons (6d10x2) or
+10 (+5 autofire) Double Light Ion Cannon (4d10x2)
+10 Advanced Space Mine Launcher (9d10x2)
Fighting Space: 4x4 or 1 square (starship scale) Cover: Total
Base Atk: +5 Grp: +3
Atk Options: Autofire (ion and laser cannons), fire-linked (laser cannons), Jamming Suite.
--
Abilities: Str 44, Dex 24, Int 16
Skills: Initiative +10, Mechanics +8 (13*), Perception +8(3*), Pilot +10, Use Computer +8 (13*)
--
Crew: 1 plus astromech droid (Expert)
Cargo: 25 kg Consumables: 2 days
Payload: 6 advanced space mines
Hyperdrive: x1, 2-jump memory (10 jump-memory with astromech droid)
Availability: Unique-ish (only 4 ever made of this model)
Cost: Unavailable for Sale (valued at 249,150)
*If the ship has an astromech droid, use these modifiers instead.
Right, this ship is actually a super-weapon that I made for my Infinities Star Wars campaign after I read the MedStar Duology.
In the second book, one of the characters reveals that his reason for betraying the Republic is that his homeworld was destroyed in a test-firing of a weapon that caused an enormous solar flare that burned all life on the planet.
I figured that the weapon was an early concept model of the Sun Crusher or the Death Star so I figured why not make a ship built around such a weapon?


Ok, that's the ooc background.
Now I present to you the Sun Shaker Star Dreadnaught.


During the Corporate War(1), a number of brilliant Republic scientists were convened for a top secret project intended as an extension of the Rapid Militarisation Program.
This project was intended to create Superweapons for instances when normal fleet operations were not sufficient to overcome an enemy, and took place at the ultra-secret Maw Installation.

Among the many fields these scientists studied was solar activity resonance. They discovered the means to artificially induce an enormous coronal mass ejection (giant solar flare) in any star of such magnitude that it could obliterate all life on an unshielded planet within 300 million kilometres as well as entire fleets of enemy ships that were caught in the path.

Darth Shadus(2) approved, and ordered the creation of a suitable delivery system for such a weapon; a starship that could get close enough to a target star and defend itself while fulfilling its mission.

The final space-frame design was similar to the Victory and Imperial class Star Destroyers though much larger.
The ship, codenamed the Sun Shaker due to the solar resonator cannon at its heart, was over 3km in length.

To protect the ship from attacks, as well as the incredible radiation hazards with combat range of a star (typically 40km from the surface), a total of eight overlapping shield generator globes were installed; two on the bridge tower at the rear of the ship, and the remaining six along the upper surface of the ship; flanking the solar resonator cannon.

In addition to the shields, the Sun Shaker was equipped with a devastating array of turbolasers, ion cannons, and point-defence lasers; 200 turbolasers, 300 laser cannons and 100 ion cannons in total.
It is also capable of carrying twelve squadrons of TIE Interceptors, four squadrons of TIE Bombers, and twelve Lambda class shuttles.

Between its fighter compliment and its own weapons and shields, the Sun Shaker is expected to be able to complete its missions with a minimum of fleet support, though the exact level of support required obviously depends on the forces arrayed against it.

Sun Shaker (CL30)
Colossal (station) Capital Ship
Init +0; Senses Perception +8
Defences Ref 18 (flat-footed 16), Fort 62; armour 16
hp 3000; DR 20; SR 500 (regenerating); Threshold 562
Speed fly 2 squares (starship scale)
Ranged 20 Turbolaser batteries (5 gunners) +18/-2 (6d10x5) and
30 point-defence laser batteries (5 gunners) +18 (5d10x2) and
10 ion cannon batteries (five gunners) +18/-2 (3d10x5 ion) and
Solar Resonator (gunner) +10 (causes solar flares*)
Fighting Space 2 squares x 2 square (starship scale) Cover total;
Base Attack +5; Grapple +77
Abilities Str 114 Dex 14, Con – Int 20
Skills Initiative +0, Mechanics +8, Perception +8, Pilot +0, Use Computer +13 (includes Ships' Int bonus due to Friendly or Helpful computer attitude)
Crew 10000-50000 (expert); Passengers 1500 (troops)
Cargo 85000 tons; Consumables 7 years
Carried Craft 144 TIE Interceptors, 48 TIE Bombers, 12 Lambda Shuttles
Hyperdrive x1 (backup x8), navicomputer
Availability Unique; Cost Not available for sale
* Attack result determines size of solar flare.
16-20: 100 million km flare – 1500 points of damage to every ship caught in the flare (10 square wave-front. Pilot check DC20 for half damage, DC 25 to avoid).
21-25: 200 million km flare – 3000 points of damage to every ship caught in the flare (15 square wave-front. Pilot check DC25 for half damage, DC 30 to avoid).
26-30: 300 million km flare – 4500 points of damage to every ship caught in the flare (20 square wave front. Pilot check DC30 for half damage, DC 35 to avoid).
(Listed DCs apply in combat range. Reduce Pilot check DC by 3 for every 15 million km (approx 1 minute) warning if the ship cannot jump to hyperspace)

Coronal Mass Ejections against planets
If the target planet is within range of the flare (see above) then it will suffer catastrophic surface devastation. The sunward side of the planet will be incinerated and the planet's atmosphere will ignite, rendering the world lifeless in short order.
If planetary shields reduce the flare damage to 200 or less, then the remaining damage is applied to buildings (and exposed people and vehicles) on the surface but the planet is still inhabitable.

(1) The Corporate War replaces the Clone Wars in my campaign history. For official continuity, assume the design process began in the Clone Wars.
(2) Darth Shadus; the Dark Lady of the Sith is the Sith mastermind behind the plans to destroy the Jedi and turn the Republic into the Empire in my campaign history. For official continuity, replace her with Darth Sidious/Palpatine.


(Pictures to follow if my scanner co-operates in time)
It's morphin time! ...Oh wait, wrong universe. Now where did I put my lightsabre? Winner of "You Build the Character 16 - Wedge Antilles" and "You Make the ... Contest 3 - Elite Forces"
Here's something I came up with in a pretty short amount of time. I hope it doesn't contradict anything.

Sluis Van Shipyards Tempest-Class Frigate.

Colossal (Frigate) Capital Ship CL 15
Initiative: -1. Senses Perception +6
Defense Ref 14 (Flatfooted 11), Fort 35; +11 Armour, Vehicular Combat
HP: 690; DR 15; SR 90; Threshold 135
Speed Fly 3 Squares (Starship Scale)
Ranged: 2 Turbolaser batteries +12
3 point-defense laser batteries
1 tractor beam battery
Fighting Space 1 square (Starship Scale); Cover total
Base Atk +2; Grp +47
Atk Options autofire (laser cannons)
Str: 60 Dex: 16 Con: - Int: 14
Skills: Initiative -1, Mechanics +6, Perception +6, Pilot –1, Use Computer +6
Crew 600 (skilled); Passengers 40
Cargo 2000 tons; Consumables: 9 Months; Carried Craft 12 Fighters
Hyperdrive: x2 (Backup x15), navicomputer
Availability: Licenced, Cost –

Light Double Turbolaser Battery (5 Gunners)
Atk +12 (-8 vs targets smaller than colossal), Dmg 4d10x5
Point-Defence laser Cannon battery
(5 Gunners)
Atk +12 (+7 Autofire), Dmg 3d10x2
Tractor beam +4 (-16 vs targets smaller than Colossal)
Dmg – (grapple +47)

Capabilities
The Tempest was designed to be a relatively cheap yet sturdy vessel meant to escort convoys and deter pirate attacks. It did the job well enough for a ship its size. A major drawback was its relatively short range, but the wisdom behind it was that because it was supposed to operate along trade routes, it would have constant access to supplies. It carried a dozen fighters for screening and interception purposes.
Tactical Fire: The Tempest was primarily an anti-fighter vessel. As a standard Action, it can forgo all attacks to provide tactical fire to all adjacent squares. Enemy starfighters of gargantuan size or smaller must make a DC 15 Pilot check or take 3d10x2 damage.

Roughly 100 years prior to the Battle of Yavin, the Trade Federation approached several different major shipyards in order to develop a relatively cheap deterrent to piracy in the Outer Rim Territories. The Sluissi came up with the Tempest, a capable anti-fighter frigate with some decent firepower for dealing with enemy capital ships, and capable of housing a fighter squadron. Contract disputes and complaints of Sluissi inefficiency eventually led to the Trade Federation backing out, but the design was picked up by several other Outer Rim trading corporations, as the ship proved to be a capable vessel, in ways a spiritual precursor to the Nebulon-B Frigate.

As the Trade Federation began solidifying its monopoly, many of these vessels found themselves in the service of the Trade Federation. However, the Trade Federation decided to retrofit their Lucrehulk fleets rather than maintain the Tempests, as the Tempests were combat vessels and therefore were subject to more scrutiny. Furthermore, their relative short range and lack of cargo space made them less than ideal for their purposes. By the time the Clone Wars rolled around, most Trade Federation Tempests had been gutted and sold for parts, with only a few still in service.

However, not all the Tempests were decommissioned. Many of the ships had to be sold off to pay off various debts, while other, less scrupulous members of the Trade Federation sold the ships mostly intact to private owners in back door deals. As a kind of irony, more than a few of these ships found themselves in the service of the very pirate factions they were meant to fight off.
Shadow Hunter

Colossal (Frigate) Capital Ship est. CL 17
Initiative: +0. Senses Perception +6 (+14* sensors)
Defense Ref 16 (Flatfooted 12), Fort 39; +12 Armour, Vehicular Combat
HP: 900; DR 15; SR 115; Threshold 139
Speed Fly 12 squares (max velocity 950 kh/h), Fly 4 Squares (Starship Scale)
Ranged: 1 Point Defense double heavy laser battery +15 with either
1 heavy concussion missile battery +15 or
2 heavy concussion missile batteries +9 or
6 heavy concussion missiles +5
Fighting Space 1 square (Starship Scale); Cover total
Base Atk +2; Grp +56
Atk Options Space Mines, Cloaking Device - hibridium
Str: 68 Dex: 18 Con: - Int: 16
Skills: Initiative -0, Mechanics +6, Perception +6, Pilot 0, Use Computer +6 (+11 with sensors, additional +3 for helpful computer*), Stealth -10 (+10 with cloak)
Crew 85 (skilled); Passengers none
Cargo 250 tons; Consumables: 9 Months; Carried Craft none
Payload 180 Heavy Concussion missiles, 6 heavy space mines
Hyperdrive: x2 (Backup x15), navicomputer
Availability: Military, [b]Cost[B/] – 8.4 million

Point-Defence double heavy laser Cannon battery (6 Gunners)
Atk +15 (+10 Autofire), Dmg 6d10x2
Heavy concussion missilie (battery) (1,3, or 6 Gunners)
[b]Atk +5 & see above (-15 vs targets smaller than colossal), Dmg 9d10x5 4-square spash
Heavy Space Mine (deploy as swift action)
Atk +5 (-15 vs targets smaller than colossal), Dmg 6d10x5 1-square space area

Specials
Cloaking Device: When active it grants Shadow Hunter total concealment (-10 detection, opponents take -5 to attack) and negates the size penalty to stealth. It also grants all opponents total concealment to the Shadow Hunter.

The Shadow Hunter is a class of warship developed by an unknown Deep Core species as a means of protection and retribution while remaining hidden from the Galaxy as a whole. While the location manufacturing shipyard is unknown and probably cloaked as well it is assumed the species has access to larger than normal supplies of hibridium to make these ships economical for them to produce. There are some some reports that this race, and even variations on the ship class, go back to the first Sith Wars with these ships used as catalyst for other actions. During the time of the New Order Palpatine may have had some contact with the manufacturing species and may have aquired some for covert Imperial use although there cost is too high to use often and a Shadow Killer completely goes against the Tarkin Doctrine. The few that get used are normally just to feed fear and open up invitations to the rest of the Imperial Navy.

A Shadow Hunter is a quick strike killer that is used when one wants to develope fear and strike unexpectedly. Commerce ships are a prime target for a Shadow Hunter which can usually just wait very close to a shipping lane letting the target move to it at which time a salvo of six heavy missiles can make short work of many flat-footed ships that get caught with their shields down. While there are six heavy missile systems that can all be fired individually they can also be grouped together in two batteries (port and starboard) or a single battery to deal with hard to hit and/or damage targets. The mine layer can be used to deter pursuit and also to set up problems that can show up away from the ships actual location thus giving the illusion of more ships present than there actually are.

While firing from a Cloaked possition can work the loss of accurace and inability to fine tune (aim) the missile targetting often lead to a slightly different strategy. Perhaps the ideal plan for a Shadow Hunter is to lay in wait or move quietly into place; once it is were it wants to be the cloak is briefly dropping giving the missile gunners time to lock onto target and fire. The next round the cloak operator waits for the gunners to fire a second time before restarting the cloak and then having the ship move to a new position and start again. The weakness with this strategy is that large capital ships can use their weapon batteries to saturate the area with Proximity Fire thus causing damage to the Hunter. To help improve efficiency the Shadow Hunter often works in groups where one will decloak and follow its attack pattern with another popping up after the first has disappeared.

It should be noted that while a Shadow Hunter is great at disrupting commerce it is actually a poor pirate ship. Its primary weapon systems all rely on consumables which could potentially be traced. Secondly, it holds very little cargo which means it needs additional support which hurts its stealth abilities.

The appearance of a Shadow Hunter is rather unspectacular as befits a stealth ship. The most basic description is a cylindrical shaped ship with missiles forward and the mine layer aft and point defense weapons off the sides. They are always dark or neutral colored and have a much smaller visible engine profile than most ships.
Kismet’s Calling
Corellian YT-1930 Transport (Modified, Advanced) CL 10
Colossal* Space Transport
Init +3; Senses Perception +13
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Defense Ref 21 (flat-footed 13), Fort 35; +12 armor
Hp 277; DR 10; SR 90; Threshold 80
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Speed Fly 12 squares (max. velocity 800 km/h), Fly 5 squares (starship scale)
Ranged 2 medium double laser cannons +8 (see below)
2 medium quad laser cannons +8 (see below)
1 heavy quad ion cannon +8 (see below)
1 light concussion missile launcher +8 (see below)
1 proton torpedo launcher +8 (see below)
1 chaff countermeasure system +8 (see below)
1 tractor beam +8 (see below)
1 shieldbuster torpedo launcher +8 (see below)
Fighting Space 12 x 12 or 1 square (starship scale); Cover total
Base Atk +0; Grp +51
Atk Options autofire (laser and ion cannons)
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Abilities Str 62, Dex 26, Con -, Int 26
Skills Initiative +3, Mechanics +13, Perception +13, Pilot +3, Use Computer +13
------------------------------------------------------------------------------------------------------------------------------------------------
Crew 2 (normal); Passengers 8
Cargo 185 metric tons; Consumables 4 months; Carried Craft none, no escape pods
Payload 12 light concussion missiles, 16 proton torpedoes, 8 shieldbuster torpedoes, 12 chaff countermeasures
Hyperdrive x 0.5 (backup x 12); advanced navicomputer
Availability Licensed (Rare); Cost 135,000 credits (base cost), 34,000 credits used (base cost), 3,825,000 credits (for Kismet’s Kurse)
Remaining Emplacement Points 0
Modifications combat thrusters, shields SR 55 (modified to SR 70), 1 smuggler’s compartment, modified X10-D droid brain, additional weapons, modified docking clamp, maneuvering jets (+4), droid repair team, modified hyperdrive, modified sublight drive, basic luxury upgrade, several modifications through starship modification (see below).
------------------------------------------------------------------------------------------------------------------------------------------------
2 medium double laser cannons (pilot, coplilot)
Atk +8 (+3 autofire); Dmg 6d10 x 2
--------------------------------------------------------------------------
1 light concussion missile launcher (pilot or copilot)
Atk +8; Dmg 8d10 x 2
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2 medium quad laser cannons (2 gunners – positions 1 & 2)
Atk +8 (+3 autofire); Dmg 7d10 x 2
--------------------------------------------------------------------------
1 proton torpedo launcher (pilot or copilot)
Atk +8; Dmg 10d10 x 2
--------------------------------------------------------------------------
1 heavy quad ion cannon (gunner - position 3)
Atk +8 (+3 autofire); Dmg 6d10 x 5 (ion)
--------------------------------------------------------------------------
1 tractor beam (gunner - 4)
Atk +8; Dmg – (grapple +51)
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1 Repeating E-Web Blaster (automated docking gun)
Atk +3 (autofire mode only); Dmg 3d12
--------------------------------------------------------------------------
1 shieldbuster torpedo launcher (gunner - position 4 or pilot or copilot)
Atk +8; Dmg 11d10 x 2
--------------------------------------------------------------------------
1 Heavy Repeating Ion Blaster (automated docking gun)
Atk +3 (autofire mode only); Dmg 3d10 (ion)
--------------------------------------------------------------------------
1 chaff countermeasure system (pilot or copilot)
Atk special (+8) [If the countermeasure’s attack roll equals or exceeds the incoming projectile’s attack roll, the incoming projectile has to reroll its attack. The new DC for the projectile’s attack becomes the Reflex Defense of the initial target plus the attack roll of the countermeasure. Success indicates that the countermeasure was unsuccessful and the target is hit.]. Using Chaff Countermeasures is a swift action.
Dmg N/A; instead the countermeasure causes the incoming projectile to reroll its attack (see above).
------------------------------------------------------------------------------------------------------------------------------------------------
* This ship is treated as a Gargantuan starfighter for the purposes of being targeted by capital ship weapons, dogfighting, and using starship maneuvers.
------------------------------------------------------------------------------------------------------------------------------------------------
The YT-1930 was a moderately successful YT series light freighter that was released by the Corellian Engineering Corporation prior to the Battle of Yavin. The design of the YT-1930 was a variant on the successful YT-1300 light freighter, but placed the cockpit along the centerline of the ship, and added two wedge-shaped cargo areas at the rear to double the cargo capacity of its predecessor (200 metric tons). Most came with a single double medium laser cannon turret, a class 2 hyperdrive, a class 3 sublight drive, shields (SR 15), a navicomputer, and a smuggler’s compartment. Though some considered it to be the pinnacle of the YT series, the YT-1930 never gained the following the older freighter design had. However, Kismet’s Calling is hardly a standard model of the YT-1930.

This ship is enhanced by the Advanced Ship Template. The benefits from this template are an increased shield rating (+20), increased hit points (+37), increased Strength (+10), increased Dexterity (+4), increased Intelligence (+4), and improved weapons (all weapons add one extra die to their damage – already factored into stats above). Of course, the template also adds to the cost of the ship initially and the cost to maintain it. One day’s work and a DC 30 mechanics check is required once per week to maintain the ship’s perfection. Failure to do so will result in the ship falling -1 persistent step on the condition tracker until it is repaired.

Kismet’s Calling also has had several of its systems modified. Among those are its hyperdrive (upgraded to class 1.5) and its shields (upgraded to SR 55). Quite a few systems have been added as well, including combat thrusters (allowing the freighter to be effective against starfighter), maneuvering jets (+4), a basic luxury upgrade, it’s numerous weapons systems, a droid repair team consisting of 6 R3 astromech droids (each has magnetic feet and can operate on the external areas of the ship in space), a modified docking clamp (it has a rapid-weld hull-cutting system {a system that allows the Kismet to cut through even the most durable hulls with little effort}, an E-Web repeating blaster docking gun, and a modified heavy repeating blaster docking gun that causes only ion damage installed), and the addition of an X10-D droid computer. Also, all of the escape pods from the ship have been removed.

The X10-D droid computer on Kismet’s Calling has also been modified to the extreme. This particular model has designated itself as X10-D-9FQ. It now contains the distinct personality traits of 2 droids (though more may be present as well). These modifications grant the benefits of an advanced navicomputer and a sensor array computer (+6). It quickly becomes obvious that one of the droid personalities of the computer is an advanced astromech droid. The other seems to have some experience when it comes to dealing on the black market, and any time the computer is consulted on such shady deals, you gain a +3 bonus to any ability or skill checks you have to make in relation to said dealings.

Kismet’s Calling’s weapons systems are incredible. It has 3 gun turrets and a tractor beam / shieldbuster torpedo launcher station that can be operated from the system operators’ positions in the cockpit or from the bucket seats that are attached to them. However, firing from the cockpit reduces the attack bonus to +3 (the grapple bonus of the tractor beam remains unchanged). The pilot and copilot have numerous attack options. The medium double laser cannons allow them to be effective in any dogfighting situations. The light concussion missile launcher, proton torpedo launcher, and shieldbuster torpedo launcher give the pilot and copilot the ability to use this ship to effectively take on capital ships. However, each of the launchers may only be fired once per round. In addition to the starship weapons, the ship’s docking clamp features two docking guns to prevent enemies from boarding (see above).

Additionally, Kismet’s Calling has been influenced by starship design. It has the benefits of added emplacement, improved hull, improved hyperdrive, improved shields, and an improved sublight drive. It can no longer have its hull, shields, or hyperdrive improved in this manner. It also cannot have emplacement points added this way. The sublight drive may be improved one more time through starship design, provided you can find a designer that is qualified. Additionally, the ship has been worked on by a tech specialist to have its speed incresed.

Despite the modifications, Kismet’s Calling is a new vehicle.
Thanks for all the entries so far, guys and gals!

I just wanted to let you know that, due to the issues that the forums have been having, I'm extending the entry deadline. Feel free to take advantage of the extra couple days.
Patryn of Elvenshae Want a character sheet for your starship? Download! Discuss!
Thanks for all the entries so far, guys and gals!

I just wanted to let you know that, due to the issues that the forums have been having, I'm extending the entry deadline. Feel free to take advantage of the extra couple days.

Thanks... LOL... I'm still waiting on permission from Deckplans Alliance to use their parts for my drawing. If I don't make it, oh well, but I had fun making it!
Marauder

Xi-Char 17C Marauder
Gargantuan starfighter
Init +9; Senses Perception +7
------------------------------------------------------------------------------------------------------
Defenses Ref 15 (flat-footed 9), Fort 26; +4 armor
hp 120; DR 10; SR 15; Threshold 46
Immune droid traits
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Speed 16 squares (max. velocity 1300km/h), 4 squares (starship scale)
Ranged 2 Blasters +8 (see below)
Fighting Space 4x4 or 1 (starship scale); Cover none
Base Atk +3; Grp +34
Atk Options autofire (2 Blasters)
------------------------------------------------------------------------------------------------------
Abilities Str 42, Dex 23, Con --, Int 14
Skills Initiative +4, Mechanics +6, Perception +7, Pilot +9, Use Computer +1
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Crew 0 (Droid Brain as Pilot); Passengers none
Cargo 0kg; Consumables 3 days; Carried Craft none
Payload none, Hyperdrive none
Availability Restricted; Cost 40000

2 Blasters (pilot)
Atk
+8 (+3 autofire); Dmg 5d10x2


The Marauder was one of Xi Char’s largest fighters, coming in at 11.81 m long, 1.52 m tall, and 8.38 m wide. It was a droid star fighter developed by Xi Char, as one of the many designs under consideration by the Trade Federation. Xi Char had designed it to be largely independent droid fighter, with a long range, and survivability. In the end however it failed to live down to the Trade Federations standards. While there were number of models built for testing and proving purposes, it never went into large-scale production as the Trade Federation did not like it’s specifications. The Marauder failed to meet the desires of the Trade Fed, it was too independent, having it’s own processor and not requiring to be controlled, it was also too expensive and costly to maintain, due to it’s shielding. It also took up more room than they wanted in the hangers, with fixed wing geometry when they hung from the rafters of the ships in the recharge sockets they took up considerable space. In the end the Trade Fed refused the design, they just had too many problems with it and sent Xi-Char back to the drawing board. The Trade Fed wanted almost disposable ships it could send out in waves, so the designs for the Marauder languished in a computer core, until they were revived near the end of the clone wars, Grievous was interested in commissioning the droid ships as escorts.

CAPABILITES
The ships is largely composed of a broad wing, with a central fuselage, the central fuselage contains the droid brain, engines, power plant and shielding. Each ship has an independent processor, i.e. one that is not tied a droid control ship or other remote processor. The droids processing core was originally designed to be upgradeable, to allow for it to be updated with the best combat programming, and a backup processor for the weapons system slave linked to the main processor to allow for the main processor to handle flying and the other for targeting, almost giving it a gunner. However that endeavor was considered too costly and as a result many things were lost in an effort scale back costs. The processor was cut back to a basic processor, and most armaments were stripped, in the final models produced for testing the fighter only has one weapon type, two independent blaster cannons, mounted under the wings. It never lands having repulsors that it uses to dock with suspended recharging facilities onboard it’s carrier or hanger.


While i built this ship i id not deisgn the card stock model for it, the model is from Ebbles miniatures.
IMAGE(http://i24.photobucket.com/albums/c5/GhengisSka/Maraudar.jpg)
IMAGE(http://i24.photobucket.com/albums/c5/GhengisSka/Maraudar2.jpg)
IMAGE(http://www.ebblesminiatures.com/shop/media/big/2008/marauder_160scale_cover.jpg) used with permission
Some RPG and mini http://members.cox.net/ghenghis_ska/Index.shtml
Ok I'm going to enter a "generic luxury racing yatch" I've been working on for quite some time,

the Stellar Transports Incorporated Flutter-Class Star Yacht

and if I get the time I'll do a tricked out prototype not balanced for the typical party version (that ship is named "The Stellar Wind")

Stellar Transports Incorporated Flutter-Class Star Yacht
colossal space transport with 4th degree droid a.i. Noble 1/ scoundrel 4
Force points: 7
init +12 internal/on-ground or +7 using pilot skill, senses perception +10 internal/on-ground or +12 for sensors via use computer
languages basic, binary, bocce, durese, high galactic, huttese, Shiriiwook, +5 additional languages chosen by original owner +DC 5 translator unit
--------------------------------------------------------------------------
Defenses: Ref 17 (flat footed 12), Fort 28, Will +20; +12 armor
hp 160; DR 15; SR 25; Threshold 78
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Speed fly 12 squares (max velocity 1,200 km/h), fly 5 squares (starship scale)
Ranged (gunners) 2 sets of firelinked x2 light laser cannons +8 (or +5 to passenger Atk) (see below)
Fighting space 26 x 16 squares or 1x1 (starship scale) cover total
Base Atk +3: Grp +41
--------------------------------------------------------------------------
Abilities Str 46, Dex 20, Con --, Int 21, Wis 17, Cha 16
skills Deception +10, Initiative +12 internal/on-ground (or +7 using pilot skill) , Knowledge (Bureaucracy +12, Galactic Lore +12, Technology +12) Mechanics +12 (+14 to diagnose), Pilot +7 (including colossal size modifier), Perception +10 (or +12 through use computers/sensors), Persuasion +10, Treat injury +12, Use Computer +12 (+22 for astrogation)
Feats linguist, point blank shot, skill focus (pilot), vehicular combat, weapon proficiency(pistols, simple), starship tactics x2 (6 maneuvers still need to choose these)
Talents need to choose 1 noble 2 scoundrel
--------------------------------------------------------------------------
Crew 0 (6 synchronized copies of the ship's a.i. running on various droid brains throughout the ship: central core, pilot, systems operator, chief engineer, 2 gunners, +4 additional copies running on the droid repair team i.e. 3 standard R2 chasis, and buttler droid, as such the ship receives one share of XP equal to what is received by any "passenger" participating in an encounter however the ship's 1 share is divided by 10 before being added to the ship's XP total)
Passengers 8+ (max 25) (2 cabins with bunks=+4, 2 cabins with single beds=+2, 1 cabin with king sized bed=+2, plus a variety of couches and chairs throughout the ship, 3 refreshers)
Cargo 110 tons
Consumables 6 months (assuming 8 passengers or less)
Carried Craft full sized landspeeder purchased separately (does not count toward cargo capacity)
Payload none
Hyperdrive x0.75 (x7 backup), advanced navicomputer
Additional Systems advanced slave circuits+recall circuits (prerequisites for the ship's ability to fly itself), diagnostic package, droid repair team (treat as 3 standard R2 chasis with the ship's a.i. programming ship), luxury upgrade extreme, multiple heuristic processors, hypertransceiver, 1 medical bed, sensor array computer +2 (already included in ships Intelligence score above), DC 5 translation Unit.
Availability licensed (rare) Cost 1,000,000 credits (900,000 credits used*)

2 sets firelinkedx2 light laser canons (gunners)
attack bonus: +8 (+9 with point blank shot) when fired by ship's a.i. OR +5 ability modifier to character attack bonus
damage: 4d10x2 OR 4d10+2x2 with point blank shot, also has the autofire option

*since the ship's a.i. and droid repair team handles maintenance the ship does not acquire the "used" descriptor/game-mechanic simply for having previous owners and as such hold their value exceptionally well.

note that the model of butler droid (typically some variety of protocol droid) depends on the preference of original owner, the butler droid cleans, cooks, helps with luggage, etc.

There are luxury grade holo projectors sound system installed throughout the ship, which project a holographic avatar a.l.a. Rommie from Starship Andromeda, similar to Rommie there is a tendency for the multiple copies of the ship's a.i. to have conversations with each other in holographic form. The customer get's to choose whether the a.i.'s personality is male or female.

note that the ship's a.i. slow rate of X.P. gain is a balancing factor, I expect character's who own the ship to either posses higher skill bonus and BaB initially or to obtain them "quickly" through level up (when the ship does not level very quickly) yet let's the party function as if it had a full crew.

this still probably seems a little mary-sue-like... so what do I think the draw is I'm glad you asked, I have pictures, and more specifically a 3D model I designed in MATLAB (which MathWorks advertises as "the language of Technical Computing" and trust me on this if an engineering university isn't teaching MATLAB they're not going to get or keep their accredidation) this ship an example of the kind of thing you get when someone with a degree in aerospace engineering decides to design a fictional starship , so here comes the pics (and she looks mighty fine if I do say so myself, boards member nichendrix has promised to help me upgrade the model to video game quality color tecture that sort of thing)

here are some exterior shots (oh and the distance measurements are in meters not squares, sorry)













I like to call this next one "the defiant view" in honor of a viewing angle typically used for the defiant on star trek deep space 9


now let's take a look at the inside, well there are "2 decks" sort of the deck plan is 3D (it varies in elevation to make the most of the 3D space) but in any one spot there are at most 2 decks (one above the other) here an isometric view of the main deck's elevation


here's a set of elevation contours generated from the 3D model of the main deck, I've started drawing in deck plans (blocking off rooms, adding beds, desks, lockers/closets, benches and such)

now I realize that it may be a little hard to read if you don't know what you're looking at so I've got an older "by hand version" which is definitely not current but there are a lot of similarities so it'll help clarify things

Oh one more thing about the main deck, star wars ships are typically bigger on the inside than they are on the outside, i.e. the movie sets of the inside of the falcon could not possibly fit into the outside that we are shown without being scaled down. I decided to design a ship that could actually and comfortably house real human beings whose height didn't shrink when they entered the ship. Here's a color plot of the vertical space between the main deck and the upper hull


now let's move on to the lower deck, keep in mind that this one isn't quite as finished as the upper deck, aircraft/starship design is an iterative process,


now the elevation contours, sorry but I haven't started drawing the deck plan on this yet


that central square like region has 2.25 meters of vertical space between it and the upper deck as you will see from the next plot

so no wookiees won't bang their heads on the ceiling there (you're welcome chewie I was thinking of the problems you had in the lambda class shuttle in RotJ)

ok the rectangular region in the positive y direction from the ramp leading to the upper deck is the garage. The whole garage is a lift that drops down from beneath the ship, i.e. you drive your speeder onto the lift and it can be raised up into the ship to take with you, I designed the garage to be large enough to comfortably hold a 2008 ford taurus with plenty of room to walk around and get stuff out of the trunk. in the negative y direction from the ramp leading to the upper deck is the cargo hold. ramps leading to the ground outside the ship are in the lower part of the circles you see from the side, you can occupy either ramp when it's in the up position because their won't be enough headroom.

so yeah I know It's probably not done enough to win but I wanted to get my work out, I've been working on this off and on (mostly off) for about 2 years.

When she's done I'll be heading to the second star to the left and straight on till morning (quoting captain kirk quoting peter pan), engage.....

peace love and good gaming
"One should not seek to control the force for it is an ally not a slave, rather one should seek the aid of the force in controlling one's own self." --Elias Windrider quoting his father
Show
According to this quiz: http://quizfarm.com/test.php?q_id=62192 I'm a Storyteller.
You're more inclined toward the role playing side of Method Actor 100%
the equation and less interested in numbers or Butt-Kicker 100%
experience points. You're quick to compromise if you Tactician 100%
can help move the story forward, and get bored when Power Gamer 100%
the game slows down for a long planning session. Storyteller 100%
You want to play out a story that moves like it's Specialist 92%
orchestrated by a skilled novelist or film director. Casual Gamer 42%
Buran Class UD-41 Shuttle

Buran UD-41 Shuttle
Colossal space transport
Init -1; Senses Perception +6

Defenses Ref 11 (flat-footed 8), Fort 25; +8 armor
hp 100; DR 15; SR 15; Threshold 75

Speed 12 squares (max. velocity 900km/h), 1 squares (starship scale)
Fighting Space 9x9 or 1x1 (starship scale); Cover total
Base Atk +2; Grp +37

Abilities Str 40, Dex 16, Con --, Int 12
Skills Initiative -1, Mechanics +6, Perception +6, Pilot -1, Use Computer +6

Crew 2; Passengers 16
Cargo 30 tons; Consumables 1 month; Carried Craft none
Payload none Hyperdrive none
Availability Licensed; Cost 750000 (0 used)

The Buran class UD-41 Shuttle was designed and built by Roe engineering. The UD-41 was built as a dedicated short-range transport along the lines of the Sheathipede- shuttle. With no hyperdrive, it was used used mainly for planetary travel or between the surface and orbiting ships. It was very popular with merchants, and non military capital ships like transport liners for moving passengers or freight, it saw some use by freight haulers as well but. It came out about a decade before the Trade Federation blockade of Naboo and saw good sales until the Clone Wars broke out. During the Clone wars sales of the ship slumped as it had no weapons and in that dangerous time people opted for more offensive capabilities. However it’s sales increased dramatically after the formation of the Empire for this same reason. The Empire looked upon this weaponless ship favorably. The Buran was easy to obtain with no real restrictions on them for the entire lifetime of the Empire. The Empire even purchased a number.
Due it’s shields by the time of the Rebellion some of these craft were upgraded with stronger shields and faster engines and became popular with the Rebellion, as vessels the Empire liked, and even used the UD-41 drew little scrutiny and was able to operate with little hassle. The modified ships were used to make runs of imperial blockades or transport rebel cells, many times with out hassle. Their relatively small size also made them easy to hide.
The statistics presented above are for a skilled pilot when the ship is first introduced.

Capabilities
The Buran UD-41 has no armaments, as it is a dedicated transport. It has decent cargo space for people or goods, around 30 tons worth of cargo and can hold comfortably 16 people. Both goods and people enter through a rear entry ramp that folds down from the back of the craft, and takes up most of the rear of the ship. Two people are required to pilot it, a Pilot and co-pilot, but the cabin seats four It is about 14 meters long, and 12 meters wide the is a small personal shuttle.

While I built this ship I did not deisgn the card stock model for it, the model is from Ebbles miniatures.
IMAGE(http://i24.photobucket.com/albums/c5/GhengisSka/Barun2.jpg)
IMAGE(http://www.ebblesminiatures.com/forum/images/memberalbums/Mel%20Ebbles/395.jpg)
IMAGE(http://www.ebblesminiatures.com/forum/images/memberalbums/Mel%20Ebbles/396.jpg)
Some RPG and mini http://members.cox.net/ghenghis_ska/Index.shtml
Specter Bomber
IMAGE(http://i23.photobucket.com/albums/b360/AubriGryphon/Specter.png)
Trinary Spaceworks R-17-H Specter Tactical Bomber [CL 9]
Gargantuan Starfighter
Init +5; Senses Perception +6

Defenses Ref 17 (flat-footed 13), Fort 28; +8 armor, Vehicular Combat
hp 160; DR 10; SR 20; Threshold 48

Speed fly 16 squares (max. velocity 1,100 km/h), fly 3 squares (starship scale)
Ranged Composite-beam laser cannon +6 and autoblaster +4 or
Ranged Composite-beam laser cannon +6 and concussion missile +4
Fighting Space 4x4 or 1x1 (starship scale); Cover total
Base Atk +2; Grp +35
Attack Options Autofire (autoblaster)
Special Actions Penetration 10 (composite-beam laser cannon)

Abilities Str 47, Dex 18, Con --, Int 14
Skills Initiative +5, Mechanics +6, Perception +6, Pilot +5, Use Computer +6

Crew 2 (skilled); Passengers none
Cargo 150 kg; Consumables 1 week; Carried Craft none
Payload 16 missiles Hyperdrive none
Availability Military; Cost 64,000 credits (40,000 used)

Composite-beam laser cannon (pilot)
Atk +6, Dmg 4d10x2

Autoblaster (gunner)
Atk +4 (-1 autofire), Dmg 3d10x2

Medium concussion missiles (gunner)
Atk +4, Dmg 9d10x2, 4-square splash


Telemetry Coordination: The Specter is immune to friendly Focused Fire as long as both the Specter and the firing capital ship are in Normal state (no conditions) when the Specter ends its turn.

During the Great Sith War, many companies saw an opportunity for great profit in providing the Sith with materiel for their war. Trinary Spaceworks hoped to supplant such giants as CEC and Rendili Stardrive by supporting Exar Kun against the Republic and thus receiving the favor of the new Sith Empire. Trinary was ultimately bankrupted by reparations for its role in aiding Exar Kun, but the Specter bomber became their most enduring legacy. It saw action mainly along the Parlemian Trade Route, where it took part in commerce raids during the early parts of the war, but by the end of the war the new-model Specters had transitioned to a tough, flexible fleet-strike bomber. The most popular version, the H model was created in the latter half of the war and boasts more powerful engines than the G model and the signature "stinger tail" that provides improved traverse angles for the tail gun. The sturdy design has withstood the test of time well; the Specter is still in service, favored as at atmospheric bomber thanks to its streamlined design and powerful fusial thrust engines. Its main drawback lies in its wide-set engines, which make the ship nearly uncontrollable if one engine should be damaged.

The Specter is a fast attack bomber intended to deliver powerful warheads to the hulls of capital ships, but it is also well-suited as a heavy fighter. Its long, rounded nose contains the four emitters for its composite beam laser and cylindrical engines tip its stubby wings just outboard of its underslung ordinance pods. The bombardier sits back-to-back with the pilot, controlling the autoblaster that takes up the rear of the ship as well as the mission ordinance. The Specter's one weakness is its lack of a hyperdrive, so it relies upon capital ships to transport it to the battle. Trinary Spaceworks tried to relieve this shortcoming by including extensive telemetry transmission gear, allowing friendly ships to coordinate their attacks with more precision.

Like many bombers, the Specter is designed with powerful shields and a rear gun to protect itself from both defensive fire and enemy fighters. Its claim to fame, then, comes from its secondary weapon: the composite beam laser. Once its missiles have dismantled the shields of its target, the laser is used to accurately destroy specific pieces of hardware, disabling the ship's defenses, engines, or other systems as necessary. It excels at slicing through even heavy armor plate, allowing any number of unusual tactics. While the Sith normally preferred a more brutal approach, they enjoyed destroying the target ship's weapons and engines, then boarding the helpless ship and fighting the crew hand-to-hand in order to take control. The most famous instance of such a tactic occurred during the Battle of Chazwa, when a Specter vented the bridge of the Hammerhead-class cruiser Inconstant Star to space, allowing the Sith to capture an enormous amount of critical data on the Republic war effort.

Capabilities
The Specter's ordinance pods can be outfitted with any single projectile weapon system (including fire linked systems) up to 5 EP. These pods are designed for ease of removal; swapping a pair of ordinance pods takes mere minutes, and installing a weapon system in a set of pods requires only half the time that it would otherwise require. Other, more outrageous payloads have been experimented with, including secret cargo and even passenger compartments, microfusion generators powering heavy beam weapons, electronic countermeasures, scanning equipment, and single capital-scale warheads.

R-17s with jamming gear loaded in hull-mounted cargo pods -- called Shadow Specters -- frequently accompany attack groups to blind the sensors of defending starfighters. The mass of the cargo pods reduce the Shadow Specter's maneuverability and make it a valuable target, so the rest of the wing must protect it against concerted attacks.

The most common variant of the Specter replaces its wingtip sublight drives with larger, more powerful engines to give it a desperately-needed speed boost. The bracing required by the larger engines dictates extensive modification to the wings, however, so this "Super Specter" retrofit was rarely performed and was available only to the most prestigious units. This variant has no EP remaining.
Stiletto Concealable Interceptor

Core Galaxy Systems Stiletto Concealable Interceptor [CL 7]
Huge Starfighter
Init +11; Senses Perception +6

Defenses Ref 19 (flat-footed 12), Fort 24; +4 armor, Vehicular Combat
hp 90; DR 10; SR 15; Threshold 34

Speed fly 16 squares (max. velocity 1,000 km/h), fly 6 squares (starship scale)
Ranged Quad laser +6 or
Ranged Proton torpedo +6
Fighting Space 3x3 or 1x1 (starship scale); Cover total
Base Atk +2; Grp +26
Attack Options Autofire (quad laser)

Abilities Str 38, Dex 24, Con --, Int 14
Skills Initiative +11, Mechanics +6, Perception +6, Pilot +11, Use Computer +6

Crew 1 (skilled); Passengers none
Cargo 50 kg; Consumables 1 day; Carried Craft none
Payload 3 torpedoes Hyperdrive none
Availability Military; Cost 125,000 credits (60,000 used)

Quad laser cannon (pilot)
Atk +6, Dmg 6d10x2

Proton torpedoes (pilot)
Atk +6, Dmg 9d10x2

The Stiletto was developed by Core Galaxy Systems for use in its Assassin subclass of freighters. The Assassin is externally identical to Core Galaxy Systems' Axon line of heavy freighters, but replaces half of the Axon's cargo space with concealed, automated hangar racks for two squadrons of Stiletto fighters and quarters for their crews. For a time, the Axon enjoyed popularity as the safest freighter in the galaxy; pirates quickly learned that any Axon may be an Assassin in disguise and left them all alone. However, in time they discovered that the long cycle time of the Assassin's concealed hangars created a window of opportunity in which they could overpower the freighter if they caught it in ambush. The Axon's safety evaporated overnight as pirates took to destroying them preferentially for fear of their dangerous twin. The Axon/Assassin's popularity plummeted just as Core Galaxy Systems was gearing up for mass production, leaving them with thousands of ships which were eventually sold at a significant loss. Many of these cheap Assassins, ironically, found their way into the hands of pirates eager to take advantage of their inoffensive facade. Most proceeded to rip out the automation and replace it with a more traditional hangar deck for larger fighters.

The Stiletto is designed to pack densely in the cramped hangar racks and to make use of the Assassin's automated refuel/reload system. The main quad-laser is mounted on the centerline in a shark-mouth position under the nose of the ship, with the pilot and proton torpedo launcher balancing one another on either side. The Stiletto is fast, compact, durable, and heavily armed for a ship its size. However, it is also quite expensive and pays a premium in endurance for these advantages; the Stiletto carries only limited ammunition and barely enough fuel for an hour at combat power. It must then undergo the painfully slow docking process to refuel. Pirates developed tactics to lure Stilettos into extended chases, forcing them to burn off their fuel supplies, then returning to catch them at their most vulnerable when the Stilettos were forced to return to their ship. The Stiletto's airframe is necessarily cramped in order to fit its systems into the space allowed, affording few opportunities for modification. (It has no spare EP.)
For a time, the Axon enjoyed popularity as the safest freighter in the galaxy; pirates quickly learned that any Axon may be an Assassin in disguise and left them all alone. However, in time... the Axon's safety evaporated overnight as pirates took to destroying them preferentially for fear of their dangerous twin.

Interesting side note: As I'm sure the author knows, this actually happened during World War I. The British Royal Navy fielded "Q-ships" as a countermeasure against German U-boats. The Q-ships were designed to look exactly like a merchant vessel, but carried massive guns behind drop-away false panels. The U-boat saw a ship suitable for attacking with the deck gun (rather than an expensive torpedo) and surface, at which point the Q-ship's larger weapons could quickly dispatch it.

But the plan backfired -- fearful of hidden guns, the U-boats started simply torpedoing everything they ran across, which actually increased the loss of life on innocent merchant ships who would otherwise have had time to abandon ship or surrender to the submarine.

Bravo for including real life history in sci-fantasy gaming!
Anyone who ever told you that bulk freighters wasn’t worth it, didn’t want to tell the truth or simply didn’t know it. And perhaps that’s the most true fact about Bulk Freighters that they live a very anonymous life compared to other ships. While it is cost efficient, practical and everyday practice to send the bulk of cargo in the galaxy by huge freighters, they never were the stuff of legend, and not much adventure and tales were spun around them… until one especially enterprising man bought an old Comb-U…

The ship became part of a success story known as: Derlingtons Space Faring Circus

The stock ship Derlington's bought:

Background material

Gallofree Yards Comb- U Bulk Freighter CL8(Stock)
Colossal(Frigate)
Init -5 Senses Perception +5
________________________________________
Defense Ref 13(ff 13) Fort 58; +13 Armor
Hp 440 DR 15 SR 90 TRS 158
________________________________________
Speed 1 sq (starship scale)
Ranged 2 double laser turrets(see below)
Fighting Space 1 sq(Starship Scale)
Base atk +0 Grp +48
________________________________________
Abilities Str 106 Dex 10 Int 12
Skills Initiative –5, Mechanics +6, Perception +5, Pilot –5, Use Computer +6
________________________________________
Crew 15 Passengers 5
Cargo 95.000 Consumables 6 months Carried Craft none
Hyperdrive x4 (Backup x15)
Cost 7.155.000 (3.577.500)

Double Laser Cannon (Gunner) 4d10x2
Point Blank Defense
Atk +3 (-2 Autofire)

Double Laser Cannon (Gunner) 4d10x2
Point Blank Defense
Atk +3 (-2 Autofire)



IMAGE(http://farm4.static.flickr.com/3137/2935365661_407400065d.jpg)

IMAGE(http://farm4.static.flickr.com/3198/2935277649_986c755b11.jpg)

The Comb-U was originally thought as a Ore Transporter, sporting several small(abour 3000 tons) ore hoppers, filled, flown to orbit, and individually attached to the backbone, which is the actual ship.

It combined great versatility and soon it was employed in making pickups at several places along a trade spine. Combining the best of the bulk freighter liner and the light tramp freighter. This soon called for new hoppers, and cooling and livestock hoppers were soon made. A small aftermarket in hoppers also appeared.

Derlington Space Faring Circus being a notable example, where hoppers were living quarters, ticket office, popcorn and burger stands, exotic animal transport as well as conventional storage was made


Derlington’s Circus Train (entry)
After buying the Comb-U Derlington had to make many modifications to realize his dream. Rumors has it that he spend around 7 million credits to add life support and other systems, for the artists and exotic animals. Artists paid some of the expenses to equip their new home. Among other things Derlington also added extra shield to protect his people, which give the circus trains its characteristic two shield projectors on the spine.

When the Circus Train ship arrives in real space and flies to orbit, its escorted by most inbound ships present on the system, as an honor guard. Then the droid lifter detaches, and puts down the hoppers. First the tent and the worker bunks, then the animals and the ticket office. Then the artist homes, popcorn and cotton candy stands.


Derlingtons Space Faring Circus Train CL10
Colossal(Frigate)
Init -4 Senses Perception +6
________________________________________
Defense Ref 13(ff 13) Fort 58; +13 Armor
Hp 440 DR 15 SR 150 TRS 158
________________________________________
Speed 1 sq (starship scale)
Ranged 2 double laser turrets(see below)
Fighting Space 1 sq(Starship Scale)
Base atk +2 Grp +50
________________________________________
Abilities Str 106 Dex 10 Int 12
Skills Initiative –4, Mechanics +7, Perception +6, Pilot –4, Use Computer +7
________________________________________
Crew 15 Passengers 305
Cargo 45.000 tons (20.000 for livestock) Consumables 2 Years(Worth of consumables, but must land once a week) Carried Craft none(Living quarter hoppers can be considered crafts/Escape pods)
Hyperdrive x4 (Backup x15)
Cost 13.197.500 (6.598.750)

______________________
Double Laser Cannon (Gunner) 4d10x2
Point Blank Defense
Atk +3 (-2 Autofire)

______________________
Double Laser Cannon (Gunner) 4d10x2
Point Blank Defense
Atk +3 (-2 Autofire)

________________________

IMAGE(http://farm4.static.flickr.com/3169/2936361594_ba97827df3.jpg)

Plothooks and Adventure ideas

Now having a ship like this, you want to but it in your adventures. Below are some ideas to use the ship – as an active agent or as an set piece.

The most straight forward active space encounter, would be to protect the relatively weak ship. The ship might have come under attack, from space pirate that see it as a opportunity target, possibly loaded with wealth(or maybe they just like pop-corn). It does have some impressive shields, but once they are gone, the Hero’s need to act quick.

It possible for the Hero’s to use the ship as a way of getting off planet, sneaking aboard, or doing the Circus Director a favor, just like it could be used to get unseen onto a planet. Perhaps the heroes has to dress and act as circus artist – either by agreement with Derlington, or to no ones knowledge.

As a hook, the heroes can sell exotic live animals to Derlington’s.

As a set piece, the circus could be used as a back drop for a murder. One person in the circus has infiltrated it, and someone caught a hint of and got killed off… The heroes are hired by Derlington need to find the murderer, and it soon becomes evident, that the murderer is trying to get close to a senator or official that will attend the show. They need to stop him before it becomes a trail of bodies and the senator is done for.
Well, folks - that does it for the entry period for this year's UnCon Starship Design Contest.

We've seen some really, really solid entries this year - thanks to everyone who participated!

So, with that ...

The Contest Is Now Closed for Entries!

Judging has begun, and the results will be posted soon!

Thanks again, everyone! :D
Patryn of Elvenshae Want a character sheet for your starship? Download! Discuss!
Good luck everyone.
Thanks!

I don't want to edit my post after deadline, but I just wanted to add, that al art is by me, so you know I don't go taken other peoples work

I used SketchUp, totally free and totally easy 3D program... look like some of the TFU pics was made with it too. Try it!

...Bug
Thanks!

I don't want to edit my post after deadline, but I just wanted to add, that al art is by me, so you know I don't go taken other peoples work

...Bug

Same here its my pic made with a program called DOGA.
uhuh

generally excited about the result... so? :D

...Bug
Do we get like a category breakdown for our ships?

Even if I don't win, I'd kinda like to know my scores.
It's morphin time! ...Oh wait, wrong universe. Now where did I put my lightsabre? Winner of "You Build the Character 16 - Wedge Antilles" and "You Make the ... Contest 3 - Elite Forces"
Yes, you get a category breakdown for your ships.

Sorry, all - I didn't have the weekend to spend judging like I'd intended (Gleemax issues extending the deadline and prevented me from logging in), so it's taken a bit longer.

I should have them all done later today, though.

Sorry for the delay!
Patryn of Elvenshae Want a character sheet for your starship? Download! Discuss!
[b]Drumroll please![/b]

Ladies and gentlemen, assorted sapients of all stripes, welcome to our little awards ceremony! The 2008 UnCon Star Wars Saga Edition Starship Design Contest (and is that a mouthful!) has drawn to a close: all the entries have been scrutinized, all the ballots have been counted, and all the bribes have been calculated.

But I kid - mostly. :D The results are in, and without further ado, I give you ...

In Third Place, with a score of 20 points, I give you ...

brrrrrmrmmmrrrmmm

StevenO, and his Shadow Hunter!


In Second Place, with a score of 22 points, I give you ...

brrrrrmrmmmrrrmmm

Aubri, and his Stiletto Concealable Interceptor!


And now, the moment we've all been waiting for. In First Place, with a nigh-perfect score of 23, I give you ...

brrrrrmrmmmrrrmmm

Gleemaxbug, and his Derlington's Circus Train!


Congratulations to all of our participants; selecting a winner was certainly an arduous task with so much excellence to sort through.

And now, in a very special announcement, we've got a special prize package from our very own Tao!

Our winner will get an all-expenses-paid trip to the very top of the Saga-Edition.com Databank, where you'll stay for at least 7 days and 7 nights. And that's not all; Tao's offered to provide his artistic services and actually illustrate your ship for you.

This is in addition to any WotC-provided prize packages (details still to be determined, hopefully in the next week or so).

And now, on to the detailed results (and, in advance, I apologize for any bad formatting; it took me much longer to type this up than I intended, so I'll fix the formatting later today ):

TheOneRonin: SP/I-290x Ghost

Originality: 3 Yes, backwater Rim-planet “regional specialty” fighters are a dime-a-dozen, but TOR gives us one that transcends the “It’s a different color X-wing” archetype.

Fluff and Star Wars Appropriateness: 7 As mentioned, the Ghost has a reason for existing beyond taking a familiar craft and slapping another coat of paint on it. Moreover, it does so without being an overgunned monstrosity – the level of weaponry and special doohickeys is well within the established norms for a mass-produced Star Wars ship. More information on when the starship was designed to work would have been welcome, but the backstory is generic enough to apply to any time-frame.

Balance and Role Fulfillment: 6 As a ship designed to prevent smugglers – expected to generally be in light freighters – from escaping, it does its job admirably. It’s got the engines to outpace them, and a primary armament that should, generally speaking, be able to take them out. That being said, the Overboost ability strays a little too far afield for my tastes (especially given the already-high base speed). The -3 penalties break the Saga mold (-1, -2, -5, -10 progression) and make it, while it’s engaged, the fastest starfighter on record. Sure, in a drawn-out chase, it’ll lose to a TIE Defender, but that’s the absolute pinnacle of many, many years of design work by the pre-eminent starship design group in the galaxy. Still, the drawbacks are enough to prevent wanton usage, so it’s doesn’t suffer too much in the balance.

Total: 16 TOR gets recognition for putting together a trim little starfighter with a decent reason for existing and a nice niche in-between the A-wing interceptor and the X-wing superiority fighter, without plainly overpowering either. With one or two tweaks for balance, it’s an easy ship to drop into an ongoing Saga campaign.


Graybacca: Amalgamated Dynamic Industries RH-580 Refuse Huller

Originality: 1 It’s really hard to determine just how original Graybacca’s submission is, given the lack of supporting data. Still, submitting an up-jumped garbage scow is totally worth something to this long-time Space Quest fan.

Fluff and Star Wars Appropriateness: 2 Unfortunately, there just isn’t much fluff here to judge.

Balance and Role Fulfillment: 5 The lack of other data aside, this is a pretty good starter ship, comparing favorably with the stock YT-1300.

Total: 8 While it does compare well, statistically, with the YT-1300, it certainly doesn’t have the flair of that most iconic Star Wars ship. And while I’m a sucker for civilian starships, but even I need a little bit more to sink my teeth into.


Lord_Steel2025: The Bad Investment

Originality: 4 Another Mid-Rim special! However, here we have the first example of artwork done by a contestant for his submission. It really helps you get a good handle on what the ship feels like, and how it’s different from the other system patrol craft out there.

Fluff and Star Wars Appropriateness: 5 Well, having this unique ship’s fate as “lost in hyperspace with all hands” is a bit of a hole to dig yourself out of in terms of how useful it’ll be to the average Star Wars campaign. Additionally, the ship’s got the same overcharged shield systems that the Imperial Assault Shuttle sports, but doesn’t actually explain them. On the other hand, it certainly avoids the temptation to throw more weapons than the Force ever intended onto a hull that couldn’t possibly support them, and in the end it looks like a more combat-focused Corellian Corvette. A description of the shuttles and starfighters carried (at least in general terms, if not in exact models) would have been welcome.

Balance and Role Fulfillment: 6 The interaction of the Pursuit Ion Cannon with the Attack Run option is not particularly clear; can the ship move up to 3x its speed in a round by using only this weapon? Assuming it can, this is an interesting new rule idea – though perhaps tying it to the All-Out Movement action might have worked easier. Furthermore, projectile weapons (a currently undefined category) completely bypass the shields, leading to a case where the ship is very easy to defeat if you’re carrying the right weapon, and devilishly hard to if you aren’t, and that’s a bit more rock-paper-scissors than I like. Lastly, given that the ship is ostensibly designed to prevent raids (and is statted as carrying slaves), it’s weaponry leans more towards ion guns than seems entirely appropriate. That being said, it gets its job accomplished without going overboard, and picking between it and the smaller Corellian Gunship would be a tough choice.

Total: 15 The Bad Investment’s got a decent array of abilities and options, without being terribly overpowered. The fluff puts it in an odd position for general usage in a normal campaign, given the unique nature of the ship.


Graybacca: The Bad Smell

Originality: 0 Unfortunately, there’s no more data to go on this time around than there was before.

Fluff and Star Wars Appropriateness: 2 Ditto. While it’s got a bit more personality than the stock model – upgraded accommodations in an ex-garbage mover – there’s not much here to help a GM add it to his or her campaign.

Balance and Role Fulfillment: 4 It’s a unique, heavily-modified version of a ship we don’t particularly know much about to begin with.

Total: 6 Graybacca’s modified RH-580 is probably not as useful as the unmodified version.


JegerGryte: D-Sparro B

Originality: 4 Setting out to create a mine-laying starfighter – however ineffective the New Republic eventually decided it was – is certainly heading out into new territory.

Fluff and Star Wars Appropriateness: 6 JegerGryte gets points for clearly identifying his entry’s place, both on the battlefield and in the Star Wars timeline. Additionally, he tells us about the ship’s limitations, as well, hinting at a prototype which, though even beefier, still didn’t perform up to spec. That being said, laying mines during combat is a tough tactic to pull off.

Balance and Role Fulfillment: 4 Despite the ship’s designation as a Recon starfighter, it lacks any particular improvements to make it better at this job (such as that given to the T-65BR in SotG). I’d have liked to have seen something about an improved sensor suite, or an ability to be particularly stealthy. Additionally, it’s listed as being prone to engine maintenance issues, but there’s no mechanical effects presented. Something that tied the fluff into the mechanics would have been particularly nice, especially given the ship’s higher than average base speed. Otherwise, its weapon loadout is well-suited to the job of “second-rate B-wing.” [Do note that the mine’s attack roll is usually +10, however.]

Total: 14 A good, original idea which could have benefitted from slightly better mechanical support.


JegerGryte: The Demon Sparrow

Originality: 4 See above.

Fluff and Star Wars Appropriateness: 6 Here we see the prototype from which the Type B was developed. It’s a much better ship (the prototype template alone will see to that), without going beyond the bounds of reasonableness.

Balance and Role Fulfillment: 5 This is good use of the Prototype template from SotG, though the drawbacks and benefits would have been better served by being called out, especially since the template can be removed. That being said, the inclusion of a Jamming Suite gives better mechanical support for the role it’s been designed to fill. Still, though, it lacks an particularly stealthy qualities.

Total: 15 A bit better, mechanically, at supporting its role than the mass-produced version, but still in need of some better mechanics.


Pink_Jedi_Ranger: The Sun Shaker Star Dreadnaught

Originality: 3 Ahah! Our first Imperial Superweapon of the day. No list would be complete without one, though given its similarity to, well, every other Imperial superweapon and Hutt knock-off of the same, full marks for Originality can’t be given out.

Fluff and Star Wars Appropriateness: 7 Imperial superweapons, like them or loathe them, are an indelible part of the Star Wars mythos. You just can’t get away from them. So, I applaud PJR for taking a stab at one and actually doing a pretty decent job of statting what is basically a plot device. Although defaulting to a homebrew Infinities campaign for the background gets a frowny face, tying it back in to established continuity (via the MedStar reference) cancels it out. However, the overall usefulness of superweapons is pretty limited; they can usually only serve as the final “BBEG” of a campaign (either by stopping their construction or by preventing them from being used). At a mere 3km in length, though, it seems a bit … runty … for what it’s been designed to do and the amount of firepower it’s supposed to possess. It’s an Imperial Superweapon – it should be monstrously huge!

Balance and Role Fulfillment: 8 It’s a superweapon; it’s not supposed to be balanced. That being said, placing this into a game should at least be feasible, and PJR did a good job of stealing liberally from the Super Star Destroyer stats to keep it at least sort-of in-line with the rest of the game. The coronal flare itself is a mixed bag; even at its lowest result, it’s very much a “Save or Die” ability (though in this case, it’s “Pilot Check or Die”), and its area of effect is likely more than enough to blanket an entire battlefield. Of course, we can certainly say that at least it’s not as overpowered as the Sun Crusher, but I’m not sure that’ll ever appear on a list of the Top 10 Glowing Recommendations. :D

Total: 18 Despite some misgivings and some areas which could be improved, PJR’s entry is a pretty good example for statting the unstattable.


The_Horc: Sluis Van Shipyards Tempest-class Frigate

Originality: 3 Slightly derivative of the Nebulon-B, The_Horc nonetheless takes advantage of the idea of Tactical Fire presented in SotG and his own tweaks to set the ship apart.

Fluff and Star Wars Appropriateness: 8 This ship’s has a particularly good backstory, and if anything fits well in Star Wars it’s the pirates and the Rebels taking the ships designed to defeat them and turning them to their own purposes. The fact that the ship was in common manufacture and its similar role and armaments to a Nebulon-B-class frigate gives GMs a good reason to sprinkle them in to their adventures in place of the more well-known ship for a nice change of pace (and, potentially, a nice way to keep the players on their toes!).

Balance and Role Fulfillment: 8 As a primarily anti-starfighter ship, the Tactical Fire ability fits perfectly. It even looks well when compared with the Focused Fire ability common to all capital ships using SotG rules: on the one hand, it’s easier to avoid; on the other, it affects a larger area than the starship would be able to with Focused Fire, and affects anything that enters the area instead of only those which end their movement in a particular area. The ship may be a little better at anti-capital ship operations than is warranted (1 turbolaser batter and another point-defense battery might have been more thematic), but that’s largely quibbling over details.

Total: 19 An eminently usable ship, ready for a GM to drop in at a moment’s notice.


StevenO: Shadow Hunter

Originality: 4 This one’s a really nice addition to the SW milieu. See below for why I think so.

Fluff and Star Wars Appropriateness: 9 As we all probably know by now, Star Wars space combat is largely based on World War II combat (and, in fact, some of the scenes we know best are painstaking recreations of scenes in WWII movies). This is one of the reasons it works so well on-screen. One of the major aspects of WWII naval combat which hasn’t really been touched on, to my knowledge, is the role that submarines played. I think, therefore, we should all thank StevenO for statting out a Star Wars version of the U-boat. The description of the boat’s tactics is welcome, giving GMs a solid idea of “How to Use this Enemy.”

Balance and Role Fulfillment: 7 One of the problems with stealth-heavy opponents is that using them in combat is a tricky proposition. If they are too well-made, then it can very easily rob the players of any ability to reasonably respond, and this ship is certainly well-made. It, like PJR’s Sun Crusher Lite, can very easily become a sort of Save-or-Die proposition, with the ship uncloaking near the players’ ship and unloading an about 250 damage average attack on them at +15. I’d also check into some minor math issues in the statblock (such as the Use Computer bonus for sensors). Additionally, SotG hibridium cloaks do not remove the size penalty to Stealth; I’m not certain if this is a special addition or a misreading of an existing rule. Combined with the “alpha strike” ability of this ship, it’s something worth clarifying.

Total: 20 Star Wars U-boats, though potentially troublesome from a player survivability (and therefore general usefulness) perspective, are totally awesome.


Respen: Kismet’s Calling

Originality: 2 Respen’s opening lines are copied almost verbatim from Wookieepedia – which, hey, is okay; just cite your sources! Moving on, it’s an application of a template to a base starship (quite possibly the one listed on Saga-Edition.com by That_Blasted_Samoflange), followed up with modifications. Again, citing sources is encouraged (if any; no additional points were removed for this, since TBS put his stats out to be used, but if you used them a “Thanks” would be appropriate).

Fluff and Star Wars Appropriateness: 3 Remember, earlier, when I talked about things which were not overgunned? This isn’t one of them. The Kismet’s Calling has had so many weapon systems and gyzmos grafted on to its hull that it’s a wonder that there’s room for the crew. This ship has absolutely everything … which is kind of its problem. There’s nowhere else for the PCs, should they ever get a hold of it, to take it. It’s already been redlined in every conceivable fashion. In terms of usefulness in a game, then, it suffers: either the PCs get a ridiculously tricked out ride, at which point they’re basically done dealing with starship-related problems for the rest of the campaign, or the GM has it show up in an NPC’s hands alone, in which case the stats aren’t tremendously useful; it’ll show up anything the PCs have so far received unless they’ve also been in the parts shop since day one. Additionally, apart from a description of the way the ship was modified, there’s not much in the fluff: who did it, why, and what’s up with the shieldbuster torpedoes?

Balance and Role Fulfillment: 4 As a representative of exactly how far you can push the modification rules in SotG, Kismet’s Calling stands head-and-shoulders above the crowd. However, as a set of stats which are useful to an average GM … not so much. The Chaff Countermeasure system is a great idea for a new addition to the SotG rules, and I’d love to see it fleshed out more and brought more in-line with existing mechanics (opposed rolls are good; opposed rolls, adding the result to a Base DC, rolling again, etc., is a little more complicated than Saga tends to run).

Total: 9 An overgunned flying kitchen-sink holder which could benefit from some more personality.


Ghengis_Ska: Marauder

Originality: 3 Good move taking inspiration from Ebble’s stuff (and getting his permission!); he does good work. Ghengis_Ska picked a good thematic match for the maker of the Trade Federation’s Scarab-class and Vulture-class starfighters.

Fluff and Star Wars Appropriateness: 8 Covered a bit above, but Ghengis_Ska did an excellent job of slotting a bit of external inspiration into the Star Wars storyline. Right down the line, the ship is an improvement over the ships that were used en masse by the Separatists, and the price backs that up. Additionally, the reasons given for the ship’s eventual non-adoption by the Seps fit right in with their strategy.

Balance and Role Fulfillment: 7 The Marauder’s larger size certainly supports a beefier frame and shielding compared to the Vultures and Scarabs, and it’s two blaster attacks compare favorably with the other ships deployed by the Separatists. There's nothing outrageous here, but that makes it fit pretty nicely where it needs to.

Total: 18 Let’s face it – this is a nice, solid entry that any GM could drop into a Clone Wars campaign without issue.


EliasWindrider: Stellar Transports Incorporated Flutter-class Star Yacht

[In the interests of full disclosure, I’ve seen the Stellar Wind before, but never the base ship from which it was derived.]

Originality: 4 The Stellar Wind is hardly a new idea, but it’s certainly all Elias.

Fluff and Star Wars Appropriateness: 5 For a stock model, the Stellar Wind … er, Flutter-class Star Yacht is pretty pricey for what you get. That in and of itself isn’t a bad thing, since megamillionaire corporate star empire-tycoons presumably need personal transports, too. That being said, there’s a lot less fluff to this entry than I expected: who designed it, why, who’s purchased them, etc. For a SotG reference, I was expecting something more along the lines of the Baudo-class Star Yacht’s entry. Having said that, the various technical drawings were pretty interesting, and definitely made the point that this is one of the better-looking starships out there. As a toy of the rich and famous, the amenities certainly fit, and the armament is just good enough to hold off determined pirates until the bodyguards arrive.

Balance and Role Fulfillment: 7 I’m a little less enthused about the ship coming with, essentially, 6 NPCs loaded into memory. It’s an interesting idea to allow the ship to fill holes in the party’s roster but, as Elias said, it feels pretty “Mary-Sue.” The ship, explicitly, flies itself. Accordingly, this feels like less of a starship build than an NPC build (who just happens to be a starship). This ship itself, though coming stock with a rather unusual hyperdrive, is otherwise well within the bounds of believability (especially where the armament is concerned)

Total: 16 I like civilian starships, and this one at least has an interesting quirk or two, but more could have been done to help GMs include it in their campaigns.


Ghengis_Ska: Buran-class UD-41 Shuttle

Originality: 4 Another Ebble’s inspiration – which takes Ghengis_Ska in an interesting direction. Additionally, it takes some guts to enter an unarmed civilian skiff into a Star Wars competition.

Fluff and Star Wars Appropriateness: 9 I said it before, and I’ll say it again: I’m a sucker for a well-designed civilian starship. Ghengis_Ska works the unarmed Buran-class into Star Wars history with a deft hand, giving us a ship that, while certainly not the PCs’ first choice for their home-away-from-home, nonetheless could prove useful for clandestine insertions, and could always show up as civilian traffic in a running starfighter fight.

Balance and Role Fulfillment: 6 If anything, the Buran-class may be a bit underpowered. With a payload of only 30 tons, or only room for 16 passengers, it’ll take a lot of trips to load even a small bulk freighter or passenger liner. Additionally, it’s 750,000 credit price tag seems way out of whack. It compares rather unfavorably to the Lambda-class shuttle, which sports a hyperdrive, twice the cargo capacity, a similar number of passengers, and is armed, for about 1/3 of the price. If, instead, this were priced at 75,000 credits, it would still compare less than favorably with YT-1300 (less capacity, less endurance, no hyperdrive, etc.).

Total: 19 An almost perfect design, lacking only some significant tweaks to be exactly where it needs to be.


Aubri: Specter Bomber

Originality: 4 Do mine eyes detect an ME-262? If so, that’s a great place to draw some inspiration from. We also have our only explicitly-KOTOR entry.

Fluff and Star Wars Appropriateness: 9 As mentioned before, SW space combat is heavily influenced by WWII, and this entry shows many of the same hallmarks. I particularly like the suggestions for other weapon loadouts, though the rules text for how long it takes to apply the changes is a bit confusing. The ship’s history, though, including the “notable engagement,” definitely serves to bring the ship to life.

Balance and Role Fulfillment: 8 This is a very solid, without being overpowered, heavy fighter. It compares well against “modern”-era ships like the Y-wing and the X-wing, though the payload – 16 missiles – seems to be a bit high. The Telemetry Coordination ability – though, in all likelihood, unlikely to come up often – is a nice addition, though possibly out-of-flavor for the in-fighting Sith; at any rate, it is a nice tweak to an otherwise solid frame. Although the fluff text describes the ship as being particularly vulnerable to engine damage, there’s no particular mechanical support. While not all aspects of fluff need to be supported, this is one that would have been very welcome to see.

Total: 21 Despite being designated as a KotOR-era ship, this well-designed entry can find a welcome home in any campaign.


Aubri: Stiletto Concealable Interceptor

Originality: 5 It’s about time that Q-ships were brought into the Star Wars galaxy, especially now that they need to balance the U-boats brought in by StevenO.

Fluff and Star Wars Appropriateness: 8 Although Q-ships were out of favor by WWII, and performed abysmally during that war, they’re still an important piece of WWII naval tradition, and as such have every right to hang out in the SW universe. Even better, Aubri’s accounted for the problems inherent in their use, and has written them a history taking this into account. And, per Star Wars lore, any time you can make the pirates and Rebels benefit by taking over the things designed to combat them, well, you’re halfway there.

Balance and Role Fulfillment: 9 The ship itself is more-or-less perfectly suited to its role as a hyper-short-range interceptor, though its price may be a trifling bit too high. Otherwise, there’s basically nothing to complain about here.

Total: 22 Aubri does an excellent job, again, with putting together a ship which feels like it fundamentally belongs in Star Wars.


Gleemaxbug: Derlington’s Circus Train

Originality: 5 It’s, quite literally, a flying circus. If there’s an RPG group that doesn’t quote Monty Python already, this will certainly get them started.

Fluff and Star Wars Appropriateness: 8 As I’ve mentioned several times, I’m a sucker for a well-designed civilian ship, and this takes the cake. It’s an inventive use of an often-overlooked part of the Star Wars setting: the large, unglamorous bulk freighters that ply the starways, carrying the vast majority of interstellar commerce. Yes, the Millenium Falcons of the galaxy are the sexy ones, the FedExes of the GFFA, but the bulk freighters are the ones who actually get things moved. To then take one of those nearly-always background characters and turn it into a walking (flying?) plot-hook is a master stroke. The only thing this entry is missing, and which keeps it from a perfect 10, is a bit better information on what sort of animals and performers Derlington’s circus usually has on-hand.

Balance and Role Fulfillment: 10 If you are looking for a combat vessel, this is the wrong entry. D’sCT is otherwise perfectly suited for its role as a flying adventure generator, aided by Bug’s helpful list of plothooks and adventure ideas. The ship is, as it should be, a target for any dedicated band of thieves or pirates – and Bug tells us this.

Total: 23 This is a ship which a GM struggling for a plothook can drop into an existing campaign to shake things up, and which a canny GM can build an entire campaign around. Bravo!
Patryn of Elvenshae Want a character sheet for your starship? Download! Discuss!
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