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Star Wars® The Praxeum Saga Edition Starship stats and Conversions
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6 years ago  ::  Jun 06, 2007 - 8:38AM #1
That_Blasted_Somoflange
Date Joined: Jun 15, 2002
Posts: 1,647
Starship Conversion Thread starter please copy this to the first page.

Hit Points: Hit points are determined by the vehicle’s previous Hull Points. The exact formula is determined by the vehicle’s class (starship vs. vehicle) and its previous Hull Points.

Loads of Guns Frigate and cruiser armament has been halved to represent them only bring half weapons to bare in a single round. Broadside attempts would allow them to fire their weapon twice from side arcs.

Reason: its still very possible for a cruiser to bring all its guns to bare in the right situation, disregard this if you dont use facing.

Battery fire has been grouped into multiples of 5. You get +1 for each gun in the battery.

Reason: Battery fire bonus are to high for heroic campaigns.

Hit Points: Hit points are determined by the vehicle’s previous Hull Points. The exact formula is determined by the vehicle’s class (starship vs. vehicle) and its previous Hull Points

Starship with 200 or more Hull Points:
Hit points = Hull Points
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6 years ago  ::  Jun 06, 2007 - 8:44AM #2
peteyrock
Date Joined: Sep 10, 2006
Posts: 886

That Blasted Somoflange wrote:

alot of the stats were referenced from the creature table for size adjustment - one of the joys of the Saga Edition, is that what's good for the goose, is good for the gander so to speak. Meaning a lot of the same rules for making creatures can apply to starship construction


Thank you for answering the question I have asked many times to many different people!

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6 years ago  ::  Jun 07, 2007 - 8:27AM #3
That_Blasted_Somoflange
Date Joined: Jun 15, 2002
Posts: 1,647
Here are the guidelines for converting ships.. all ships I've done happened before these were published and thus my stats are probably.. well.. wrong.

Starship Conversion Thread starter please copy this to the first page.

Hit Points: Hit points are determined by the vehicle’s previous Hull Points. The exact formula is determined by the vehicle’s class (starship vs. vehicle) and its previous Hull Points.

Loads of Guns Frigate and cruiser armament has been halved to represent them only bring half weapons to bare in a single round. Broadside attempts would allow them to fire their weapon twice from side arcs.

Reason: its still very possible for a cruiser to bring all its guns to bare in the right situation, disregard this if you dont use facing.

Battery fire has been grouped into multiples of 5. You get +1 for each gun in the battery.

Reason: Battery fire bonus are to high for heroic campaigns.

Hit Points: Hit points are determined by the vehicle’s previous Hull Points. The exact formula is determined by the vehicle’s class (starship vs. vehicle) and its previous Hull Points

Starship with 200 or more Hull Points:
Hit points = Hull Points
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6 years ago  ::  Jun 07, 2007 - 8:33AM #4
peteyrock
Date Joined: Sep 10, 2006
Posts: 886
That was my first transport ship!
max. velocity is 950 km/h
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6 years ago  ::  Jun 07, 2007 - 10:15AM #5
That_Blasted_Somoflange
Date Joined: Jun 15, 2002
Posts: 1,647
you do that Naboo that you do so well!

Theed Palace Space Vessel Engineering Corps N-1 Royal Starfighter
Gargantuan starfighter
Init +8; Senses +6
===========================================
Defense Ref 19 (flat-footed 12), Fort 25; Armour +7
HP 60 ; DR 10; SR 15 Threshold 45
===========================================
Speed fly 16 squares (max. velocity 1100 km/h), fly 4 squares (starship scale)
Ranged laser cannons +5 or
Ranged Proton torpedo launchers +5
Fighting Space 4x4 or 1 square (starship scale); Cover total (pilot); +5 (astromech)
Base Atk +2; Grp +30
Abilities Str 40, Dex 24, Con --, Int 16
Skills Initiative +8, Mechanics +6 (+13*), Perception +6, Pilot +8, Use Computer +6 (+13*)
============================================
Crew 1; Passengers none
Cargo 65kg ; Consumables 1 week; Carried Craft none
Hyperdrive x1, 10 jump memory (astromech droid)
Payload 10 proton torpedoes
Availability ; Cost
* use these values if the ship has an astromech droid.

Laser cannons (pilot)
Atk +5 (+0 autofire) Dmg 5d10x2
Proton Torpedo
Atk +5 Dmg 9d10x2, 4 square splash
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6 years ago  ::  Jun 07, 2007 - 10:23AM #6
peteyrock
Date Joined: Sep 10, 2006
Posts: 886
When I get off work, I'm gonna try the E-Wing. Don't post it before I do! I want to give this a legitamite try.
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6 years ago  ::  Jun 07, 2007 - 11:24AM #7
That_Blasted_Somoflange
Date Joined: Jun 15, 2002
Posts: 1,647

peteyrock wrote:

When I get off work, I'm gonna try the E-Wing. Don't post it before I do! I want to give this a legitamite try.


Okay, I promise... Besides I'm working on doing some of the more important ships in the RCR, so I can re-pack that box for moving. (sigh.. what I should be doing, I'm not, and what I'm not supposed to be doing, I'm doing lots of) and with that:


IT'S A TRAP!

Mon Calamari MC80 Star Cruiser
Colossal (cruiser) capital ship
Init -1; Senses Perception +6
========================================
Defense Ref 17 (flat-footed 14), Fort 57; Armour +14
HP 1800; DR 20; SR 150** Threshold 257
========================================
Speed fly 3 squares (starship scale)
Ranged 4 Turbo laser batteries +16* (see below) and
2 ion cannon batteries +14* (see below) and
6 tractor beams +6* (see below)
Fighting Space 2x2 (starship scale); Cover total
Base Atk +2; Grp +69
Abilities Str 104, Dex 16, Con --, Int 18
Skills Initiative -1, Mechanics +6, Perception +6, Pilot -1, Use Computer +6
========================================
Crew 1230-5402 (skilled); Passengers 1200 (troops)
Cargo 20,000 tons; Consumables 2years; Carried Craft
Hyperdrive x2 (backup x9), nav computer
Availability Military; Cost Not available for sale
* Apply a -20 penalty on attacks against targets smaller than Colossal size
** Backup shield generators allow a re-roll of any failed mechanics check used to restore shields. The second roll must be taken regardless.

Turbolaser battery (6 gunners)
Atk +16 (-4 against targets smaller than Colossal), Dmg 5d10x5
Ion cannon battery (5 gunners)
Atk +14 (-6 against targets smaller than Colossal), Dmg 3d10x5
Tractor Beam (2 gunners)
Atk +6 (-14 against targets smaller than Colossal), Dmg (grapple +69)


Protect the medical frigate? Why? It's better armed than we are!

Kuat Drive Yards’ Nebulon-B Frigate
Colossal (frigate) capital ship
Init -3; Senses perception +5
=========================================
Defense Ref 16 (flat-footed 14 ), Fort 30; Armour +14
HP 1440; DR 15; SR100; Threshold 130
=========================================
Speed fly 3 squares (starship scale)
Ranged 3 Turbo laser batteries +11* (see below) and
3 point defense laser batteries +11* (see below) and
2 tractor beams +5* (see below)
Fighting Space 2x2 square (starship scale); Cover total
Base Atk +0; Grp +40
Abilities Str 50, Dex 14, Con --, Int 20
Skills Initiative -3, Mechanics +5, Perception +5, Pilot -3 , Use Computer +5
=========================================
Crew 307-920 (normal); Passengers 75 (troops)
Cargo 6000 tons; Consumables 2 years; Carried Craft
Hyperdrive x2 (backup x12), nav computer
Availability military; Cost not available for sale
* Apply a -20 penalty on attacks against targets smaller than Colossal size

Turbo laser battery (4 gunners)
Atk +11 (-9 against targets smaller than Colossal),
Dmg 4d10x5
Point-defense laser battery (4 gunners)
Atk +11, Dmg d210x2
Tractor beam (2 gunners)
Atk +5 (-15 against targets smaller than Colossal),
Dmg -- (grapple +40)

Just as a side note, it seems that vehicles when converted from the RCR stats Colossal (frigate) and (cruiser) got their HP multiplied by four to get the new current value, personally, I think this is a bit much, as a corellian corvette has 700 less HP than an Imperial-I that is 4 times as long. Perhaps Colossal (frigate) should have their HP multiplied by two instead of four - if you agree, the Corellian Corvette would have 600 HP, still good, and the Nebulon-B would have 720. I find both of these values more to my liking, and will probably house rule that.

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6 years ago  ::  Jun 07, 2007 - 4:51PM #8
Graybacca
Date Joined: Jan 9, 2006
Posts: 377
well here's my try at a conversion



Kuat Systems Engineering Firespray-31 Patrol and Attack Craft
Colossal Space Transport
Init -5; Senses +5
======================================== ========
Defense Ref 10 (flat-footed 10), Fort 26; Armour +11
HP 150; DR 10; SR 30; Threshold 76
======================================== ========
Speed fly 18 squares (max. velocity 1050 km/h), fly 5 squares (starship scale)
Ranged laser cannon +2 (see below)
Fighting Space 12x12 or 1 square (starship scale); Cover total
Base Atk +0; Grp +36
Abilities Str 42, Dex 10, Con --, Int 14
Skills Initiative -5, Mechanics +5, Perception +5, Pilot -5, Use Computer +5
======================================== ========
Crew 1 (Skilled); Passengers 6
Cargo 70 tons; Consumables 1 months; Carried Craft none
Hyperdrive x3 (x12 backup), nav computer
Availability licensed; Cost 120,000 ( 30,000 used)

Blaster Cannon (pilot)
Atk: +4 Dmg: 4d10x2

Tractor beam (pilot)
Atk: +2 Dmg: -- (grapple +36)

will this is what i came up using the hutts conversion notes

Kuat Systems Engineering Firespray-31 Patrol and Attack Craft
Colossal Space Transport
Init +2; Senses +5
======================================== ========
Defense Ref 35 (flat-footed 30), Fort 26; Armour +13
HP 150; DR 15; SR 30; Threshold 76
======================================== ========
Speed fly 18 squares (max. velocity 1050 km/h), fly 5 squares (starship scale)
Ranged laser cannon +2 (see below)
Fighting Space 12x12 or 1 square (starship scale); Cover total
Base Atk +2; Grp +68
Abilities Str 46, Dex 14, Con --, Int 14
Skills Initiative +2, Mechanics +5, Perception +5, Pilot +6, Use Computer +5
======================================== ========
Crew 1 (Skilled); Passengers 6
Cargo 70 tons; Consumables 1 months; Carried Craft none
Hyperdrive x3 (x12 backup), nav computer
Availability licensed; Cost 120,000 ( 30,000 used)

Blaster Cannon (pilot)
Atk +4 Dmg: 4d10x2

Tractor beam (pilot)
Atk +2 Dmg: -- (grapple +36)


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6 years ago  ::  Jun 07, 2007 - 5:40PM #9
That_Blasted_Somoflange
Date Joined: Jun 15, 2002
Posts: 1,647
Looks good Graybacca! To be honest, I was going to do this one, but skimmed over it after reading that tractor beams can only be put on Colossal (frigate) or larger ships. I was going to make a special case, that if you roll a one on a grapple check using the tractor beam, you draw too much energy and you burn out the emitter and push the ship -1 persistant level down the condition track - though that may be a bit too harsh, I'm not sure.

I have a question though, I know with some (most) of my conversions, I've tried to rationally decide the attributes of some of the ships, I noticed you used the same as the yt-1300 , Str 42, Dex 10, Int 14 - did you consider changing these at all? Anyways, great job, and I look forward seeing some more!
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6 years ago  ::  Jun 07, 2007 - 6:36PM #10
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
I was wondering if anyone could do Palpatine's Shuttle in end of Episode 3. I have a story plot with it and want it just in case.
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Star Wars® The Praxeum Saga Edition Starship stats and Conversions
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