Ship Upgrades
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Ship Upgrades
Upgrades List
Upgrade features will cost you more, and will need to be paid for and approved by me. These are devices that are rp'ly added to your ships, and in some instances even represented physically in your ship via placeable. Purchasing of upgrades does not cause any need to make a 'new' ship.
Ship Performance
High Capacity Power Core - A power core was an energy production facility that provided power for starships. The power core supplies the energy for the shields, weapons, life support systems, gravity, engines, etc etc. A high capacity power core raises the output a ship can sustain by 100%. This upgrade adds 850,000 Credits to the cost of a ship. (Available to any class ship larger than a Fighter)
Kuat Drive R Series Ion Sub-Light Engines - The KDY R-2500 engine was an attempt at Miniaturization that was an excellent Success but proved too costly for common use. The engine produces 5-7 times more power than an engine of comparable size allowing it to produce greater speeds then normally capable of a ship the same size and provide massive amount of spare power. This Engine adds 500,000 Credits extra to ship cost. (Available to all class ships)
Koensayr Hyperdrive - This upgrade will allow a ship to travel at the speed of light using either special engines inside it, or an add on engine attachment. Note- the add on attachment, and hyperdrive engines can be targeted by enemy weapons to try and limit escapes. This Hyperdrive adds 1,000,000 Credits extra to ship cost. (Available to all, even fighters in the form of outside locking mechanism like the jedi starfighters)
Armor & Shields
Ablative Armor Plating - This Military Grade Plating was Designed with Combat in mind the Unique Composition of the Material actually Dispersing Energy that comes in contact with it reducing the Effectiveness of Energy based weapons by nearly half. This Also had the Added effect by scrambling the Signals of Scanners trying to detect the Ship making it more difficult to make out. This Armor plating adds 1,500,000 Credits extra to ship cost. (Available to all classes of ship)
Income Systems Mark VII Shields Military Grade Shields - These Shields are Capable of Absorbing Damage 5 times greater then the Standard shields for a Shield of this Class and Size. This shield upgrade adds 2,000,000 Credits to the ship cost. (Available to all classes of ship)
Weapon Systems
Laser Cannons - An upgraded version of the common blaster cannon that comes standard on so many ships. These fire bolts of concentrated energy to damage their targets. These add 100,000 Credits per cannon to the cost of the ship. (Available to all classes)
Turret Mounted Quad Laser Cannons - Quad Cannons are an upgraded form of the Laser Cannon using a system of four linked Laser cannons firing two at a time. The effects are quite devastating as the Quad Cannons can deal Damage Rivaling that of some of the lower end Turbo Lasers equipped on many Capital Ships. These Weapons add 250,000 Credits per cannon to the cost of the ship. (Available to freighter, barge, yacht, and cruiser class ships)
Concussion Missle Tubes - Fires out heavy pay load bearing missles. These add 300,000 Credits per tube to the cost of the ship. Available to most classes (fighters limited to one tube, while cruisers to three at the most. Freighters are exempt from this upgrade)
Proton Torpedo Tubes - Fires torpedos that when impacting a target detonates a high yield warhead releasing a devastating wave or protons. Proton torpedos bypass deflector shields, but they can be fooled by ECM Suites. These add 500,000 Credits per tube to the cost of the ship (available to barge, yacht, and cruiser class ships only)
Ion Cannons - An ion cannon was a weapon which fired highly ionized particles or highly ionized plasma. These particles seriously interfered with the operation of electronics and computer systems, shorting circuits and often disabling them outright. The actual physical damage would sometimes result in fused joints on machines, due to the heat produced. Large negative-ion pulses were charged in a turbine generator then channeled into a plasma charge or released as a large pulse towards a target. As a result, ion cannons were the weapon of choice for subduing, rather than destroying, enemy starships, vehicles, shields, or droids. This upgrade adds 5,000,000 to the cost of a ship. (Available to Interceptor class ships and larger, as well as the B-wing fighters)
Stealth Systems
High End Sensor Bafflers - The Bafflers Prevent Scanners form detecting the Presence of anything within their Baffling Field Showing only more Ship. -- This upgrade adds 50,000 Credits a piece to the cost of a ship. Available to Freighter class ships only, and a maximum of only two allowed. (these are used to hide secret rooms on a ship, such as those used for smuggling)
Sensor Jammer - This device jams the sensors of nearby ships or stations, causing the ship using it to not appear on an enemy's sensors, but they do appear to the naked eye. This upgrade adds 500,000 Credits to the cost of the ship. Available to all classes of ship. (in RP space situations, only the dm would know the ship using the jammer was there, and those others involved would be allowed spot checks from time to time to chance seeing it out their cockpit window)
Cloaking Device - Cloaking devices generated cloaking fields that completely absorbed all incoming sensor scans while shielding the host ship's emissions and reflected energy, thus rendering the starship invisible to both sensors and the naked eye. The cloaking device's worse drawback, at least for the hibridium models, was perhaps the "double-blind" nature of the cloaking shield, which also blocked the host ship's scanners and communication systems. Crews and passengers on cloaked ships were unable to peer beyond the cloak's shroud. Since visual navigation was impossible, any other form of navigation could only be exercised by preprogramming astrogation routes. The vessel was thus effectively isolated from the rest of the galaxy. Communications, combat operations, and sensor sweeps could only occur when the cloaking field was lowered or disabled. The cloaking device did nothing to impair senses dependent on the Force, however, and trained Force users could detect even cloaked ships in battle with ease. This upgrade adds 15,000,000 Credits to the cost of a ship. (Available to Cruiser Class ships only, due to the size of the device and power supply required to run it. Using this before combat would make a ship a bit low on power, thus a bit weaker than if it hadn't been used first)
Stygium Crystal Cloaking Device - A cloaking device that works simmilarily to the hibridium models, except for two major differences. First it does not suffer from the 'double-blind' issue. Second it is much smaller in size, and thus able to fit in a smaller ship and utilize a smaller power source. This upgrade adds 50,000,000 to the cost of a ship, and is highly regulated. (usable in interceptor class ships, freighters, barges, yachts and cruisers)
Scouting & Intelligence Devices
Imperial Probe Droid Tubes - This is a launch tube (or two) and a compliment of probe droids that can be deployed to search worlds for what ever the controller wishes. Adds a plus 5% chance to find what is being searched for each droid deployed, to a maximum of 8 droids. This upgrade adds 750,000 Credits to the cost of a ship. (Available for Imperial Forces/Sith Order only, and number of tubes/compliment of droids is dependant on size of the ship)
Central Command System Array - This is a highly modified bridge and sensor array that turns a cruiser into a mobile command center for all allied ships within the area. During a space combat this upgrade would constantly send intelligence data to the navicomputers, and targeting systems of nearby ally ships on all things within the immediate area. This system keeps track of all ships ally and enemy alike, tracking tradjectories, and updates all that data to aid the allies in combat. It also couples with a sensor jammer to blind the enemy sensors while keeping the ally sensors informed. (This upgrade adds a plus 1 to the ac and ab of all allies, for the number of ally ships in the area. This includes launched support fighters, regular fighter ships, cruisers, yachts, etc. If there are four other ally ships in the area, then the Command Cruiser's allies would get a +4 to their ac's and ab's until the command ship is disabled) This upgrade adds 2,000,000 Credits to the cost of a ship. (Available to Cruiser class ships only and restricts the weaponry on the cruiser to only one weapon upgrade)
Support Features
ECM Suites Counter Measures - This is a series of systems used to fool a torpedo (especially heat seekers) into detonating early, or losing its target completely. Flares, spare parts, and beacons are used to counter act the torpedos. This upgrade adds 50,000 Credits to the cost of a ship. (Available for Fighter, Interceptor, and Freighter class ships only)
Support Fighters - This upgrade is number of small fighters that can be launched from your ship to aid in space combat situations. This upgrade requires that your ship have a hangar bay, the room for fighters (placeables) in it (and two small cockpits on your ships map with controls so someone can actually be in the fighter...for examples contact me in game when on as a dm and I can show you some). This upgrade adds 5 million Credits to the cost of a ship. (Available to barge, yacht, cruiser, and some freighter class ships)
Astromech Droids - This upgrade is a number of small r-series droids designed to do repairs on ships. The number a ship can have is determined by the size of the ship...fighter 1, shuttle-interceptor 2, freighter-barge 3, and cruiser 4. Each droid will 'repair' one point of shield or armor damage per round (owner's choice). This upgrade costs 100,000 credits per droid. (Available to all classes of ship, X-wing fighters are given one automatically for free)
There is a limit as to how many features one can add to their ship too. For instance one ship can't have the Shields upgrade, Armor upgrade, and a Cloaking Device. That would make for a far too powerful ship, and thus a superiority complex for the player. For questions contact me, but all upgrades will be weighed on a case by case instance.
Special note for Sensor Jammer, Cloaking Device, and Stygium Cloaking System. All three hide your ship's transponder code while active. Firing weapons though will shut down all three systems. (meaning you can't hide yourself, and be offensive at the same time)
Upgrade features will cost you more, and will need to be paid for and approved by me. These are devices that are rp'ly added to your ships, and in some instances even represented physically in your ship via placeable. Purchasing of upgrades does not cause any need to make a 'new' ship.
Ship Performance
High Capacity Power Core - A power core was an energy production facility that provided power for starships. The power core supplies the energy for the shields, weapons, life support systems, gravity, engines, etc etc. A high capacity power core raises the output a ship can sustain by 100%. This upgrade adds 850,000 Credits to the cost of a ship. (Available to any class ship larger than a Fighter)
Kuat Drive R Series Ion Sub-Light Engines - The KDY R-2500 engine was an attempt at Miniaturization that was an excellent Success but proved too costly for common use. The engine produces 5-7 times more power than an engine of comparable size allowing it to produce greater speeds then normally capable of a ship the same size and provide massive amount of spare power. This Engine adds 500,000 Credits extra to ship cost. (Available to all class ships)
Koensayr Hyperdrive - This upgrade will allow a ship to travel at the speed of light using either special engines inside it, or an add on engine attachment. Note- the add on attachment, and hyperdrive engines can be targeted by enemy weapons to try and limit escapes. This Hyperdrive adds 1,000,000 Credits extra to ship cost. (Available to all, even fighters in the form of outside locking mechanism like the jedi starfighters)
Armor & Shields
Ablative Armor Plating - This Military Grade Plating was Designed with Combat in mind the Unique Composition of the Material actually Dispersing Energy that comes in contact with it reducing the Effectiveness of Energy based weapons by nearly half. This Also had the Added effect by scrambling the Signals of Scanners trying to detect the Ship making it more difficult to make out. This Armor plating adds 1,500,000 Credits extra to ship cost. (Available to all classes of ship)
Income Systems Mark VII Shields Military Grade Shields - These Shields are Capable of Absorbing Damage 5 times greater then the Standard shields for a Shield of this Class and Size. This shield upgrade adds 2,000,000 Credits to the ship cost. (Available to all classes of ship)
Weapon Systems
Laser Cannons - An upgraded version of the common blaster cannon that comes standard on so many ships. These fire bolts of concentrated energy to damage their targets. These add 100,000 Credits per cannon to the cost of the ship. (Available to all classes)
Turret Mounted Quad Laser Cannons - Quad Cannons are an upgraded form of the Laser Cannon using a system of four linked Laser cannons firing two at a time. The effects are quite devastating as the Quad Cannons can deal Damage Rivaling that of some of the lower end Turbo Lasers equipped on many Capital Ships. These Weapons add 250,000 Credits per cannon to the cost of the ship. (Available to freighter, barge, yacht, and cruiser class ships)
Concussion Missle Tubes - Fires out heavy pay load bearing missles. These add 300,000 Credits per tube to the cost of the ship. Available to most classes (fighters limited to one tube, while cruisers to three at the most. Freighters are exempt from this upgrade)
Proton Torpedo Tubes - Fires torpedos that when impacting a target detonates a high yield warhead releasing a devastating wave or protons. Proton torpedos bypass deflector shields, but they can be fooled by ECM Suites. These add 500,000 Credits per tube to the cost of the ship (available to barge, yacht, and cruiser class ships only)
Ion Cannons - An ion cannon was a weapon which fired highly ionized particles or highly ionized plasma. These particles seriously interfered with the operation of electronics and computer systems, shorting circuits and often disabling them outright. The actual physical damage would sometimes result in fused joints on machines, due to the heat produced. Large negative-ion pulses were charged in a turbine generator then channeled into a plasma charge or released as a large pulse towards a target. As a result, ion cannons were the weapon of choice for subduing, rather than destroying, enemy starships, vehicles, shields, or droids. This upgrade adds 5,000,000 to the cost of a ship. (Available to Interceptor class ships and larger, as well as the B-wing fighters)
Stealth Systems
High End Sensor Bafflers - The Bafflers Prevent Scanners form detecting the Presence of anything within their Baffling Field Showing only more Ship. -- This upgrade adds 50,000 Credits a piece to the cost of a ship. Available to Freighter class ships only, and a maximum of only two allowed. (these are used to hide secret rooms on a ship, such as those used for smuggling)
Sensor Jammer - This device jams the sensors of nearby ships or stations, causing the ship using it to not appear on an enemy's sensors, but they do appear to the naked eye. This upgrade adds 500,000 Credits to the cost of the ship. Available to all classes of ship. (in RP space situations, only the dm would know the ship using the jammer was there, and those others involved would be allowed spot checks from time to time to chance seeing it out their cockpit window)
Cloaking Device - Cloaking devices generated cloaking fields that completely absorbed all incoming sensor scans while shielding the host ship's emissions and reflected energy, thus rendering the starship invisible to both sensors and the naked eye. The cloaking device's worse drawback, at least for the hibridium models, was perhaps the "double-blind" nature of the cloaking shield, which also blocked the host ship's scanners and communication systems. Crews and passengers on cloaked ships were unable to peer beyond the cloak's shroud. Since visual navigation was impossible, any other form of navigation could only be exercised by preprogramming astrogation routes. The vessel was thus effectively isolated from the rest of the galaxy. Communications, combat operations, and sensor sweeps could only occur when the cloaking field was lowered or disabled. The cloaking device did nothing to impair senses dependent on the Force, however, and trained Force users could detect even cloaked ships in battle with ease. This upgrade adds 15,000,000 Credits to the cost of a ship. (Available to Cruiser Class ships only, due to the size of the device and power supply required to run it. Using this before combat would make a ship a bit low on power, thus a bit weaker than if it hadn't been used first)
Stygium Crystal Cloaking Device - A cloaking device that works simmilarily to the hibridium models, except for two major differences. First it does not suffer from the 'double-blind' issue. Second it is much smaller in size, and thus able to fit in a smaller ship and utilize a smaller power source. This upgrade adds 50,000,000 to the cost of a ship, and is highly regulated. (usable in interceptor class ships, freighters, barges, yachts and cruisers)
Scouting & Intelligence Devices
Imperial Probe Droid Tubes - This is a launch tube (or two) and a compliment of probe droids that can be deployed to search worlds for what ever the controller wishes. Adds a plus 5% chance to find what is being searched for each droid deployed, to a maximum of 8 droids. This upgrade adds 750,000 Credits to the cost of a ship. (Available for Imperial Forces/Sith Order only, and number of tubes/compliment of droids is dependant on size of the ship)
Central Command System Array - This is a highly modified bridge and sensor array that turns a cruiser into a mobile command center for all allied ships within the area. During a space combat this upgrade would constantly send intelligence data to the navicomputers, and targeting systems of nearby ally ships on all things within the immediate area. This system keeps track of all ships ally and enemy alike, tracking tradjectories, and updates all that data to aid the allies in combat. It also couples with a sensor jammer to blind the enemy sensors while keeping the ally sensors informed. (This upgrade adds a plus 1 to the ac and ab of all allies, for the number of ally ships in the area. This includes launched support fighters, regular fighter ships, cruisers, yachts, etc. If there are four other ally ships in the area, then the Command Cruiser's allies would get a +4 to their ac's and ab's until the command ship is disabled) This upgrade adds 2,000,000 Credits to the cost of a ship. (Available to Cruiser class ships only and restricts the weaponry on the cruiser to only one weapon upgrade)
Support Features
ECM Suites Counter Measures - This is a series of systems used to fool a torpedo (especially heat seekers) into detonating early, or losing its target completely. Flares, spare parts, and beacons are used to counter act the torpedos. This upgrade adds 50,000 Credits to the cost of a ship. (Available for Fighter, Interceptor, and Freighter class ships only)
Support Fighters - This upgrade is number of small fighters that can be launched from your ship to aid in space combat situations. This upgrade requires that your ship have a hangar bay, the room for fighters (placeables) in it (and two small cockpits on your ships map with controls so someone can actually be in the fighter...for examples contact me in game when on as a dm and I can show you some). This upgrade adds 5 million Credits to the cost of a ship. (Available to barge, yacht, cruiser, and some freighter class ships)
Astromech Droids - This upgrade is a number of small r-series droids designed to do repairs on ships. The number a ship can have is determined by the size of the ship...fighter 1, shuttle-interceptor 2, freighter-barge 3, and cruiser 4. Each droid will 'repair' one point of shield or armor damage per round (owner's choice). This upgrade costs 100,000 credits per droid. (Available to all classes of ship, X-wing fighters are given one automatically for free)
There is a limit as to how many features one can add to their ship too. For instance one ship can't have the Shields upgrade, Armor upgrade, and a Cloaking Device. That would make for a far too powerful ship, and thus a superiority complex for the player. For questions contact me, but all upgrades will be weighed on a case by case instance.
Special note for Sensor Jammer, Cloaking Device, and Stygium Cloaking System. All three hide your ship's transponder code while active. Firing weapons though will shut down all three systems. (meaning you can't hide yourself, and be offensive at the same time)
Re: Ship Upgrades
For space combat this is what I've come up with, both for ease of use on the players, but also for the dm's. Each ship will have a starting value based on its class. From that value you then add in the corresponding value for the type options your ship has such as standard armor and standard shields, or the upgraded versions. If you have upgraded shields, then you add the value for standard armor...vice versa if you have the upgraded armor you add the standard shields. There are then standard values for the weapons. To disable a ship you must first break down its shields, then put enough damage on the ship's armor (which is its base number plus armor) to bring it down to zero, thus disabling the ship. Another thing to keep in mind, it will be easier to hit a larger class ship due to its size, while harder to hit a smaller ship like a fighter. All damage will also first go to the shields, before reaching the armor...one exception to this is ion cannons.
Base
Fighter Class---------------10
Shuttle Class---------------12
Interceptor Class----------14
Freighter Class-------------16
Barge Class----------------18
Yacht Class-----------------20
Cruiser Class---------------25
Frigate Class---------------30
Capital Class---------------40
Options
Standard Armor------------10
Standard Shields-----------10 *special note 2
Ablative Armor--------------30 *special note 1
Mark VII Shields------------30 *special note 2
Note 1- Ablative Armor Plating will scramble some scanner signal, making it a bit more difficult to make you out
Note 2- Unlike Armor Sheilds can be directed to cover specific areas of the ship for better protection. It can be directed to the front half, or the rear half...note though this may leave one portion of you unprotected and damage will go straight to the armor. Also unlike armor (unless it's specifically directed to cover one area) the points of the shield will be split up between the front half and back half of the ship. If all your enemy's fire is hitting the rear of your shields, the rear shields will fail sooner than the front.
Weapons
Blaster Cannons-------------5
Laser Cannons---------------10
Quad Laser Cannons--------20
Concussion Missles----------15 *special note 3
Proton Torpedos-------------15 *special note 4
Ion Cannons-----------------2.5 to 5 *special note 5
Note 3- Concussion missles will be deflected by shields, so you must knock out the enemy's shields first.
Note 4- Proton torpedos, when impacting a target detonates a high yield warhead releasing a devastating wave or protons. Proton torpedos bypass deflector shields, but they can be fooled by ECM Suites.
Note 5- Ion Cannons, although do less damage, go straight through shields and armor to overload and knock out energy systems. It will take fewer shots with an Ion cannon to disable a ship, but do less damage. Ion cannons take more energy to fire, so they have a longer recharge time (able to fire once every three rounds). Due to the amount of energy they take to fire every shot reduces the power of your shields by 1.
A ship with the R Series Ion Sub-Light Engines will go twice as fast as a ship of the same class with Standard Engines. Also a ship without a Hyperdrive, or Hyperdrive hook up, can not make a light speed jump...so travel will be all Sub-Light Engines, taking far longer to reach a destination.
Base
Fighter Class---------------10
Shuttle Class---------------12
Interceptor Class----------14
Freighter Class-------------16
Barge Class----------------18
Yacht Class-----------------20
Cruiser Class---------------25
Frigate Class---------------30
Capital Class---------------40
Options
Standard Armor------------10
Standard Shields-----------10 *special note 2
Ablative Armor--------------30 *special note 1
Mark VII Shields------------30 *special note 2
Note 1- Ablative Armor Plating will scramble some scanner signal, making it a bit more difficult to make you out
Note 2- Unlike Armor Sheilds can be directed to cover specific areas of the ship for better protection. It can be directed to the front half, or the rear half...note though this may leave one portion of you unprotected and damage will go straight to the armor. Also unlike armor (unless it's specifically directed to cover one area) the points of the shield will be split up between the front half and back half of the ship. If all your enemy's fire is hitting the rear of your shields, the rear shields will fail sooner than the front.
Weapons
Blaster Cannons-------------5
Laser Cannons---------------10
Quad Laser Cannons--------20
Concussion Missles----------15 *special note 3
Proton Torpedos-------------15 *special note 4
Ion Cannons-----------------2.5 to 5 *special note 5
Note 3- Concussion missles will be deflected by shields, so you must knock out the enemy's shields first.
Note 4- Proton torpedos, when impacting a target detonates a high yield warhead releasing a devastating wave or protons. Proton torpedos bypass deflector shields, but they can be fooled by ECM Suites.
Note 5- Ion Cannons, although do less damage, go straight through shields and armor to overload and knock out energy systems. It will take fewer shots with an Ion cannon to disable a ship, but do less damage. Ion cannons take more energy to fire, so they have a longer recharge time (able to fire once every three rounds). Due to the amount of energy they take to fire every shot reduces the power of your shields by 1.
A ship with the R Series Ion Sub-Light Engines will go twice as fast as a ship of the same class with Standard Engines. Also a ship without a Hyperdrive, or Hyperdrive hook up, can not make a light speed jump...so travel will be all Sub-Light Engines, taking far longer to reach a destination.
Re: Ship Upgrades
Space Combat
D-20 rolls will be used for space combat, with corresponding checks made by those involved to add to the results. Each ship class will have a base 'To Hit Score' kind of like an AC. Again, the smaller the ship the harder to hit, while the bigger the ship the easier to hit. The 'Attack Roll' d-20 will be modified by 1 for every five of the targeter's Demolitions skill. This would mean the targeter rolls demolitions, they have a skill of 22 and roll a 6 for a total of 28. Divide 28 by 5 for a result of roughly 5. They then roll a d-20 for the ships attack and get an 11 which they add their 5 to for 16. On the opposite end the targeted ship has it's own ac and can add to it via their own Pilot skill, to try and avoid the fire. Their ship's ac is increased by 1 for every 5 they get on the pilot check. The pilot is in an Interceptor 2 Class ship having an ac of 12, they roll their pilot check having a skill 18 and a roll of 9 for a total of 27. 27 divided by 5 is roughly 5, so their ships ac is 12 +5 for 17. The attackers total roll of 16 was good enough to hit, until the pilot reacted and evaded the laser blast with a total of 17.
Ship AC's by Class
Fighter Class ------------ 16
Shuttle Class ------------ 14
Interceptor Class ------- 14
Freighter Class ---------- 14
Barge Class ------------- 12
Yacht Class -------------- 10
Cruiser Class ------------ 8
Frigate Class ------------- 6
Capital Class ------------- 4
As with any sort of attack a Natural 20 is always a hit, and a Natural 1 is always a miss.
D-20 rolls will be used for space combat, with corresponding checks made by those involved to add to the results. Each ship class will have a base 'To Hit Score' kind of like an AC. Again, the smaller the ship the harder to hit, while the bigger the ship the easier to hit. The 'Attack Roll' d-20 will be modified by 1 for every five of the targeter's Demolitions skill. This would mean the targeter rolls demolitions, they have a skill of 22 and roll a 6 for a total of 28. Divide 28 by 5 for a result of roughly 5. They then roll a d-20 for the ships attack and get an 11 which they add their 5 to for 16. On the opposite end the targeted ship has it's own ac and can add to it via their own Pilot skill, to try and avoid the fire. Their ship's ac is increased by 1 for every 5 they get on the pilot check. The pilot is in an Interceptor 2 Class ship having an ac of 12, they roll their pilot check having a skill 18 and a roll of 9 for a total of 27. 27 divided by 5 is roughly 5, so their ships ac is 12 +5 for 17. The attackers total roll of 16 was good enough to hit, until the pilot reacted and evaded the laser blast with a total of 17.
Ship AC's by Class
Fighter Class ------------ 16
Shuttle Class ------------ 14
Interceptor Class ------- 14
Freighter Class ---------- 14
Barge Class ------------- 12
Yacht Class -------------- 10
Cruiser Class ------------ 8
Frigate Class ------------- 6
Capital Class ------------- 4
As with any sort of attack a Natural 20 is always a hit, and a Natural 1 is always a miss.
Re: Ship Upgrades
A quick explanation for the Base of a ship. This simply refers to the hit points of a ship, with each class having it's own starting base number. Obviously the bigger the ship the more 'hit points' it would have. On top of the Base of the ship, you add in its defensive measures such as shields and armor. Every ship has standard shields and armor, but one can also 'purchase' upgraded versions (only one upgrade though, shields or armor, not both). Here's some examples...
A cruiser class ship has a base of 25, now let's say it has the Mark VII shields that adds 30 (instead of the standard 10) then it adds 10 for standard armor. The hit points for this cruiser would be... 25 + 30 +10 = 65, with 30 of it being shields.
Let's look at a fighter class ship with a base of 10, then let's say it has standard shields adding 10, and the ablative armor upgrade adding 30. The hit points for this fighter would then be... 10 + 10 + 30 = 50, with 10 of it being shields.
The reason I point out how much of the ship's hit points is shields, is because to do damage to a ship, you first must bring down the shields. Therefor the fighter would have to deal 30 damage to the shields, before any damage would then start to be dealt to the ship....while the cruiser only needs to deal 10 to the fighter to drop the shields, and then it starts to deal damage to the little ship.
A cruiser class ship has a base of 25, now let's say it has the Mark VII shields that adds 30 (instead of the standard 10) then it adds 10 for standard armor. The hit points for this cruiser would be... 25 + 30 +10 = 65, with 30 of it being shields.
Let's look at a fighter class ship with a base of 10, then let's say it has standard shields adding 10, and the ablative armor upgrade adding 30. The hit points for this fighter would then be... 10 + 10 + 30 = 50, with 10 of it being shields.
The reason I point out how much of the ship's hit points is shields, is because to do damage to a ship, you first must bring down the shields. Therefor the fighter would have to deal 30 damage to the shields, before any damage would then start to be dealt to the ship....while the cruiser only needs to deal 10 to the fighter to drop the shields, and then it starts to deal damage to the little ship.
Re: Ship Upgrades
A-Wings - Are extremely fast agile ships, but are generally weaker both in armor and weaponry. The A-Wing ships are limited on the upgrades they can get, but do start off right away with Koensayr Hyperdrive, Ion Sub-Light Engines, and High Capacity Power Core. They also get a plus to their ship's 'AC' due to the fact of the ship's speed. So an A-Wing fighter has an ac of 18, rather than 16. A-Wings are also unable to acquire the Ablative Armor upgrade, but can get the Mark VII Shields one. Weaponry on the A-Wing is also limited to just the Laser Cannon upgrade, and Concussion Missle upgrade (with a limit of two missles).
B-Wings - Are extremely customizable ships, and designed for alot of mission types. The B-Wing can have twin Blaster Cannons (able to upgrade to twin Laser Cannons), Concussion Missle launcher (max of six missles per encounter), and can also have an Ion Cannon upgrade (only one of two ships allowed to have all three weapon types). A B-Wing starts with Blaster Cannons and Concussion Missles for free. It was also armored well, and had a shield generator so a player can choose between the upgraded shields or armor for this ship. The B-Wing was also configured later to encorporate room in the cockpit for a gunner, relieving alot of burden from the pilot...as such this is the only fighter type that can have two seats. The B-Wing fighters are essentially a two man fighter ship.
X-Wings - Is a true blend of the A and B wings capabilities. Maneuverable, protected, and a decent weaponry. An X-Wing starts with Laser Cannons for free, and can have Concussion Missle Launchers as an upgrade (max of four per encounter), and also starts with the Koensayr Hyperdrive, Ion Sub-Light Engines, and High Capacity Power Core for free. The last thing an X-Wing gets for free, even though it is a one manned fighter it never came fully alone, and had an Astromech Droid behind the cockpit.
Some Fighters (technically so far only one) doesn't use any of the above models for it's IG representation, and thus gets no bonuses or minuses to it.
B-Wings - Are extremely customizable ships, and designed for alot of mission types. The B-Wing can have twin Blaster Cannons (able to upgrade to twin Laser Cannons), Concussion Missle launcher (max of six missles per encounter), and can also have an Ion Cannon upgrade (only one of two ships allowed to have all three weapon types). A B-Wing starts with Blaster Cannons and Concussion Missles for free. It was also armored well, and had a shield generator so a player can choose between the upgraded shields or armor for this ship. The B-Wing was also configured later to encorporate room in the cockpit for a gunner, relieving alot of burden from the pilot...as such this is the only fighter type that can have two seats. The B-Wing fighters are essentially a two man fighter ship.
X-Wings - Is a true blend of the A and B wings capabilities. Maneuverable, protected, and a decent weaponry. An X-Wing starts with Laser Cannons for free, and can have Concussion Missle Launchers as an upgrade (max of four per encounter), and also starts with the Koensayr Hyperdrive, Ion Sub-Light Engines, and High Capacity Power Core for free. The last thing an X-Wing gets for free, even though it is a one manned fighter it never came fully alone, and had an Astromech Droid behind the cockpit.
Some Fighters (technically so far only one) doesn't use any of the above models for it's IG representation, and thus gets no bonuses or minuses to it.
Re: Ship Upgrades
Tie Fighter - Standard starting Tie...has all standard options to it, no upgrades. This is the starting point for Imperial Pilots. starwars.wikia.com/wiki/File:TIEs_SoG.jpg
Tie Interceptor - Are extremely fast agile ships, but are generally weaker both in armor and weaponry. The Tie Interceptor ships are limited on the upgrades they can get, but do start off right away with Koensayr Hyperdrive, Ion Sub-Light Engines, and High Capacity Power Core. They also get a plus to their ship's 'AC' due to the fact of the ship's speed. So a Tie Interceptor has an ac of 18, rather than 16. Tie Interceptors are also unable to acquire the Ablative Armor upgrade, but can get the Mark VII Shields one. Weaponry on the Tie Interceptor is also limited to just the Laser Cannon upgrade, and Concussion Missle upgrade (with a limit of two missles). starwars.wikia.com/wiki/File:Tieinter2.jpg
Tie Avenger - The TIE Avenger was a descendant of the TIE/Advanced series, which were designed as the next generation to succeed the TIE Fighter. Avengers shared many commonalities with the TIE Advanced x1; notably bent-wing solar arrays, flattened and extended fuselage, and non-standard wing pylons in contrast to other TIE series fighters. Similar to its older cousin, the TIE Interceptor, the Avenger featured the intimidating pointed dagger solar arrays, not only in front but also in the rear. The Avenger's sleek design was credited with significantly reducing its profile, compared to other Advanced prototypes, while still retaining a comparable surface area for collecting energy. The Tie Avenger starts with its cannons upgraded to laser cannons, and also has the concussion missle upgrade (with a compliment of four missles). The Tie Avenger also comes with upgraded shields. starwars.wikia.com/wiki/File:TIEAve...-CCGArtShow.jpg
Tie Defender - Is a high-performance TIE series starfighter developed for the Imperial Navy by Sienar Fleet Systems. Representing a shift in starfighter design from previous TIE models, the ship featured a hyperdrive as well as deflector shields to allow it to operate independent of Imperial capital ships. The ship's speed and agility, combined with its firepower, made it arguably the most advanced starfighter available at the time. The Tie Defender can have twin Blaster Cannons (able to upgrade to twin Laser Cannons), Concussion Missle launcher (max of six missles per encounter), and can also have an Ion Cannon upgrade (only one of two ships allowed to have all three weapon types). A Tie Defender starts with Blaster Cannons and Concussion Missles for free. It was also armored well, and had a shield generator so a player can choose between the upgraded shields or armor for this ship. This ship also comes with upgraded sub-light ion engines, and the Koensayr Hyperdrive. The Tie Defender is only available to those members of the Imperial Specforce Navy. starwars.wikia.com/wiki/File:Defender.jpg
Tie Interceptor - Are extremely fast agile ships, but are generally weaker both in armor and weaponry. The Tie Interceptor ships are limited on the upgrades they can get, but do start off right away with Koensayr Hyperdrive, Ion Sub-Light Engines, and High Capacity Power Core. They also get a plus to their ship's 'AC' due to the fact of the ship's speed. So a Tie Interceptor has an ac of 18, rather than 16. Tie Interceptors are also unable to acquire the Ablative Armor upgrade, but can get the Mark VII Shields one. Weaponry on the Tie Interceptor is also limited to just the Laser Cannon upgrade, and Concussion Missle upgrade (with a limit of two missles). starwars.wikia.com/wiki/File:Tieinter2.jpg
Tie Avenger - The TIE Avenger was a descendant of the TIE/Advanced series, which were designed as the next generation to succeed the TIE Fighter. Avengers shared many commonalities with the TIE Advanced x1; notably bent-wing solar arrays, flattened and extended fuselage, and non-standard wing pylons in contrast to other TIE series fighters. Similar to its older cousin, the TIE Interceptor, the Avenger featured the intimidating pointed dagger solar arrays, not only in front but also in the rear. The Avenger's sleek design was credited with significantly reducing its profile, compared to other Advanced prototypes, while still retaining a comparable surface area for collecting energy. The Tie Avenger starts with its cannons upgraded to laser cannons, and also has the concussion missle upgrade (with a compliment of four missles). The Tie Avenger also comes with upgraded shields. starwars.wikia.com/wiki/File:TIEAve...-CCGArtShow.jpg
Tie Defender - Is a high-performance TIE series starfighter developed for the Imperial Navy by Sienar Fleet Systems. Representing a shift in starfighter design from previous TIE models, the ship featured a hyperdrive as well as deflector shields to allow it to operate independent of Imperial capital ships. The ship's speed and agility, combined with its firepower, made it arguably the most advanced starfighter available at the time. The Tie Defender can have twin Blaster Cannons (able to upgrade to twin Laser Cannons), Concussion Missle launcher (max of six missles per encounter), and can also have an Ion Cannon upgrade (only one of two ships allowed to have all three weapon types). A Tie Defender starts with Blaster Cannons and Concussion Missles for free. It was also armored well, and had a shield generator so a player can choose between the upgraded shields or armor for this ship. This ship also comes with upgraded sub-light ion engines, and the Koensayr Hyperdrive. The Tie Defender is only available to those members of the Imperial Specforce Navy. starwars.wikia.com/wiki/File:Defender.jpg
Re: Ship Upgrades
1. You choose either to have the upgraded shields.....or the upgraded armor...not both, one or the other.
2. You can choose two weapons upgrades ONLY. The only exception to this rule is a B-Wing fighter, and some cruisers (which are dependant on whether or not I think you're powergaming or will abuse it, and will have to pay ALOT). Any other ships can choose only two upgrades...such as upgrading Blaster Cannons to Laser Cannons and then adding on Concussion Missles, or leaving Blaster Cannons and then adding on Concussion Missles and Ion Cannons.
2. You can choose two weapons upgrades ONLY. The only exception to this rule is a B-Wing fighter, and some cruisers (which are dependant on whether or not I think you're powergaming or will abuse it, and will have to pay ALOT). Any other ships can choose only two upgrades...such as upgrading Blaster Cannons to Laser Cannons and then adding on Concussion Missles, or leaving Blaster Cannons and then adding on Concussion Missles and Ion Cannons.
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