Star Wars RPG (FFG) Wiki
Advertisement

Engineers in a military organization may be called to work on much larger projects, setting out to build vehicles and starships. While it may be simpler to buy a vessel outright, this process may allow for a more customized result, in the hands of a skilled mechanic or shipwright.

When building a vehicle or starship, the crafter must first construct three core components: 

  • Frame: Provides the craft's baseline parameters. 
  • Engine: An attachment that provides the craft's speed, system strain threshold, and defense. 
  • Hull: An attachment that provides the craft's armor and handling. 

Perform Steps 1-3 for each core component.  

Step 1: Select Template, the PC chooses what kind of item to make. 

Step 2: Acquire Materials, the PC acquires the supplies to build it.

Step 3: Construction, the PC actually assembles the item with the check. 

If the character succeeds, the component has the profile listed in its template. If the character fails on the check, the product that comes out of the attempt is unusable, and the materials are lost. 

Once all three core components are complete, perform Step 4: Assembly. 

Step 4: Assembly, the PC adds the Engine and Hull to the Frame and makes the listed check based on the Frame's Silhouette.  

If the character succeeds, the craft is brought online after the number of working hours listed in the template under "Time" and paying for any Additional Resources. If the character fails, the only thing lost is the crafter's time. The PC can attempt Step 4: Assembly at the next available opportunity. 

Every Success the character scores on each check beyond the first reduces this time by 2 hours (to a minimum of 1 hour). Other factors can also affect the time required, at the GM's discretion. 

Frame Templates[]

Speeder Bike[]

Price Rarity Check Time
250 1 Average (2 difficulty) Mechanics 12 hours

Silhouette: 2

Hull Trauma Threshold: 3

Maximum Altitude: 15 meters

Sensor Range: Close.

Crew: 1 Pilot.

Encumbrance Capacity: 1

Passenger Capacity: None.

Customization Hard Points: 6

Landspeeder[]

Price Rarity Check Time
500 2 Average (2 difficulty) Mechanics 24 hours

Silhouette: 2

Hull Trauma Threshold: 6

Maximum Altitude: 20 meters

Sensor Range: Close.

Crew: 1 Pilot.

Encumbrance Capacity: 5

Passenger Capacity: 2

Customization Hard Points: 8

Airspeeder[]

Price Rarity Check Time
1000 2 Hard (3 difficulty) Mechanics 24 hours

Silhouette: 2

Hull Trauma Threshold: 5

Maximum Altitude: 100 kilometers

Sensor Range: Close.

Crew: 1 Pilot.

Encumbrance Capacity: 5

Passenger Capacity: 2

Customization Hard Points: 8

Walker[]

Price Rarity Check Time
5000 3 Hard (3 difficulty) Mechanics 3 days

Silhouette: 3

Hull Trauma Threshold: 15

Sensor Range: Close.

Crew: 1 Pilot.

Encumbrance Capacity: 2

Passenger Capacity: None.

Customization Hard Points: 9

Starfighter[]

Price Rarity Check Time
10000 4 Hard (3 difficulty) Mechanics 3 days

Silhouette: 3

Hull Trauma Threshold: 8

Sensor Range: Close.

Crew: 1 Pilot.

Encumbrance Capacity: 2

Passenger Capacity: None.

Customization Hard Points: 7

Freighter[]

Price Rarity Check Time
50000 3 Hard (3 difficulty) Mechanics 10 days

Silhouette: 4

Hull Trauma Threshold: 35

Sensor Range: Close.

Crew: 1 Pilot, 1 Co-pilot.

Encumbrance Capacity: 100

Passenger Capacity: 4

Customization Hard Points: 10

Shuttle[]

Price Rarity Check Time
75000 3 Hard (3 difficulty) Mechanics 10 days

Silhouette: 4

Hull Trauma Threshold: 25

Sensor Range: Short.

Crew: 1 Pilot, 1 Co-pilot.

Encumbrance Capacity: 50

Passenger Capacity: 10

Customization Hard Points: 10

Corvette[]

Price Rarity Check Time
500000 4 Daunting (4 difficulty) Mechanics 20 days

Silhouette: 5

Hull Trauma Threshold: 45

Sensor Range: Medium.

Crew: 100 Officers, pilots and crew.

Encumbrance Capacity: 500

Passenger Capacity: 200

Customization Hard Points: 12

Frigate[]

Price Rarity Check Time
(R) 1000000 4 Daunting (4 difficulty) Mechanics 20 days

Silhouette: 6

Hull Trauma Threshold: 80

Sensor Range: Long.

Crew: 500 Officers, pilots and crew.

Encumbrance Capacity: 1000

Passenger Capacity: 250

Customization Hard Points: 15

Heavy Cruiser[]

Price Rarity Check Time
(R) 2500000 5 Daunting (4 difficulty) Mechanics 50 days

Silhouette: 7

Hull Trauma Threshold: 95

Sensor Range: Long.

Crew: 2000 Officers, pilots and crew.

Encumbrance Capacity: 5000

Passenger Capacity: 200

Customization Hard Points: 16

Destroyer[]

Price Rarity Check Time
(R) 10000000 6 Formidable (5 difficulty) Mechanics 50 days

Silhouette: 8

Hull Trauma Threshold: 125

Sensor Range: Long.

Crew: 30000 Officers, pilots and crew.

Encumbrance Capacity: 10000

Passenger Capacity: 5000

Customization Hard Points: 17

Space Station[]

Price Rarity Check Time
50000000 5 Formidable (5 difficulty) Mechanics 100 days

Silhouette: 8

Hull Trauma Threshold: 150

Sensor Range: Long.

Crew: 60000 Officers, pilots and crew.

Encumbrance Capacity: 100000

Passenger Capacity: 40000

Customization Hard Points: 50

Frame Integration[]

Integrating results into construction. First, the PC can use Advantages and Triumphs to make improvements to the item. Then, the GM can spend Threats and Despair to add flaws. Unless a limit is specified, an option may be selected any number of times, and its effects stack.

1 Advantage or 1 Triumph

  • Larger Scope: Increase the craft's silhouette by one (Limit 1)
  • Lessons Learned: Gain a Boost Die on the next check they make with the same skill before the end of the session.

2 Advantages or 1 Triumph

  • Customizable: +1 Hard Point (Limit 1).
  • Integrated Improvement: Increase or decrease the crew or passenger capacity by half, rounded up (Limit 1).
  • Reinforced Construction: Increase the craft's hull trauma threshold by one.

3 Advantages or 1 Triumph

  • Hard Work Recognized: Increase the crafter's Duty by two.
  • Efficient Construction: The character retains supplies worth 50% of the Material Price needed to craft the item (Limit 1).
  • Elegant Design: Reduce the craft's silhouette by one (Limit 1).

1 Triumph

  • Too Big to Hurt: Add the Massive 1 special rule to the craft or increase the value of this rule by one (Limit 1).
  • Schematic: Create a schematic that permanently reduces the difficulty of creating frames of this template by one (to a minimum of Simple).
  • Modifiable: Reduce the difficulty of checks to modify attachments on the vehicle by one (to a minimum of Easy).

1 Threat or 1 Despair

  • This is a Tough One: Upon completing Assembly, the character suffers 5 strain.

2 Threats or 1 Despair

  • Difficult to Integrate: When a character attempts Step 4: Assembly using this core component, upgrade the difficulty of the Mechanics check once.

3 Threats or 1 Despair

  • Difficult to Repair: Increase the difficulty of checks to repair this item by 1.

1 Despair

  • Faulty Wiring: The GM may spend 3 Threats or 1 Despair that a character generates on a Piloting check with this craft to have it suffer the "Major System Failure" Critical Hit result.

Engine Templates[]

There are speed limitations to vessels depending on their size, so despite what the modifications may say, there's an upper limit to the speed of the vehicle or starship depending on silhouette;

Silhouette Max Speed
0 3
1 4
2 5
3 6
4 4
5-7 3
8+ 2

Single Ion Coil[]

Price Rarity Check Time
500 2 Easy (1 difficulty) Mechanics 24 hours

HP Required: 2

Speed: 1

Defense: 0/0/0/0

System Strain Threshold: 3 x Silhouette

Modification Options: 3x "Speed +1", 3x "System Strain Threshold +1 x Silhouette"

Electron Baffled Engine[]

Price Rarity Check Time
1000 3 Average (2 difficulty) Mechanics 2 days

HP Required: 4

Speed: 2

Defense: 0/0/0/2

System Strain Threshold: 5 x Silhouette

Modification Options: 2x " Speed +2", 2x "System Strain Threshold +1 x Silhouette", 2x "Aft Defense +1"

Ion Turbine Engine[]

Price Rarity Check Time
2000 2 Average (2 difficulty) Mechanics 2 days

HP Required: 3

Speed: 1

Defense: 1/0/0/0

System Strain Threshold: 10 x Silhouette

Modification Options: 1x " Speed +1", 5x "System Strain Threshold +1 x Silhouette", 2x "Fore Defense +1"

Fusial Thrust Engine[]

Price Rarity Check Time
2500 4 Hard (3 difficulty) Mechanics 2.5 days

HP Required: 3

Speed: 3

Defense: 1/0/0/0

System Strain Threshold: 4 x Silhouette

Modification Options: 2x " Speed +1", 2x "Aft Defense +1"

High-Performance Repulsor Cluster[]

*cannot be mounted on starships

Price Rarity Check Time
3000 4 Hard (3 difficulty) Mechanics 5 days

HP Required: 4

Speed: 4

Defense: 1/1/1/1

System Strain Threshold: 5 x Silhouette

Modification Options: 1x " Speed +1"

Ion Drive Array[]

Price Rarity Check Time
5250 5 Daunting (4 difficulty) Mechanics 5 days

HP Required: 4

Speed: 4

Defense: 0/0/0/0

System Strain Threshold: 2 x Silhouette

Modification Options: 2x " Speed +1", 1x "System Strain Threshold +1 x Silhouette", 1x "Fore Defense +1", 1x "Aft Defense +1"

Engine Integration[]

Integrating results into construction. First, the PC can use Advantages and Triumphs to make improvements to the item. Then, the GM can spend Threats and Despair to add flaws. Unless a limit is specified, an option may be selected any number of times, and its effects stack.

1 Advantage or 1 Triumph

  • Lessons Learned: Gain a Boost Die on the next check they make with the same skill before the end of the session.

2 Advantages or 1 Triumph

  • Enhanced Output: Increase the craft's speed by 1 (to a maximum of 6).
  • Fine-Tuned Circuits: Increase the craft's system strain threshold by 1.

3 Advantages or 1 Triumph

  • Efficient Construction: The character retains supplies worth 50% of the Material Price needed to craft the item (Limit 1).
  • Enhance Power to Deflectors: Increase each vehicle defense zone's rating by one or one zone's defense rating by two (Limit 1).
  • Easy to Repair: Reduce the difficulty of checks to repair Critical Hits this craft is suffering by one (to a minimum of Simple).

1 Triumph

  • Fine-Tuned: Remove 1 Setback die from Piloting checks caused by navigation hazards and difficult terrain (Limit 1).
  • Schematic: Create a schematic that permanently reduces the difficulty of creating engines of this template by one (to a minimum of Simple).

1 Threat or 1 Despair

  • This is a Tough One: Upon completing Assembly, the character suffers 5 strain.

2 Threats or 1 Despair

  • Difficult to Integrate: When a character attempts Step 4: Assembly using this core component, upgrade the difficulty of the Mechanics check once.
  • Treacherous to Repair: Upgrade the difficulty of checks to repair Critical Hits this craft is suffering once (Limit 1).

3 Threats or 1 Despair

  • Unreliable Output: The GM may spend 3 Threats or 1 Despair that a character generates on a Piloting check with this craft to have it suffer the "Power Fluctuations" Critical Hit result (Limit 1).

1 Despair

  • Prone to Failure: The GM may spend 1 Despair that a character generates on a Piloting check with this craft to have it suffer the "Engines Down" Critical Hit result (Limit 1).
  • Fuel Hog: Whenever this vehicle suffers 1 or more system strain, it suffers that amount plus 1 instead.

Hyperdrive Templates[]

*optional

Hyperdrive Module (Class 8)[]

Price Rarity
3000 3

Modification Options: 4x "Rating -1 (minimum of 0.5)", 1x "Class 14 backup hyperdrive", 4x "Backup rating -1"

HP Required: 1

Hyperdrive Module (Class 4)[]

Price Rarity
6000 4

Modification Options: 4x "Rating -1 (minimum of 0.5)", 1x "Class 14 backup hyperdrive", 4x "Backup rating -1"

HP Required: 1

Hull Templates[]

Sleek Carapace[]

Price Rarity Check Time
450 3 Average (2 difficulty) Mechanics 24 hours /silhouette

HP Required: 2

Armor: 0

Handling: +2

Modification Options: 1x "Armor +1", 1x "Aft Defense +1", 1x "Handling +1"

Expanded-Capacity Holds[]

Price Rarity Check Time
500 2 Average (2 difficulty) Mechanics 24 hours /silhouette

HP Required: 4

Armor: 1

Handling: -2

Encumbrance Capacity: +25

Passenger Capacity: +25

Modification Options: 2x "Armor +1", 10x "Encumbrance Capacity +1 x Silhouette", 8x "Passenger Capacity +1 x Silhouette"

Lightly Armored Hull[]

Price Rarity Check Time
500 4 Average (2 difficulty) Mechanics 2 days /silhouette

HP Required: 3

Armor: 1

Handling: -1

Modification Options: 2x "Armor +1", 1x "Encumbrance Capacity +1 x Silhouette", 2x "Passenger Capacity +1", 1x "Handling +1"

Deflective Plating[]

Price Rarity Check Time
700 5 Hard (3 difficulty) Mechanics 3 days /silhouette

HP Required: 4

Armor: 2

Handling: -2

Modification Options: 2x "Armor +1", 1x "Fore Defense +1", 1x "Hull Trauma Threshold +1 x Silhouette"

Combat Plating[]

Price Rarity Check Time
1500 7 Hard (3 difficulty) Mechanics 4 days /silhouette

HP Required: 5

Armor: 3

Handling: -3

Modification Options: 3x "Armor +1", 1x "Additional Rule: Massive +1", 2x "Hull Trauma Threshold +1 x Silhouette"

Hull Integration[]

Integrating results into construction. First, the PC can use Advantages and Triumphs to make improvements to the item. Then, the GM can spend Threats and Despair to add flaws. Unless a limit is specified, an option may be selected any number of times, and its effects stack.

1 Advantage or 1 Triumph

  • Lessons Learned: Gain a Boost Die on the next check they make with the same skill before the end of the session.
  • Cargo Pods: Increase the craft's encumbrance capacity by its silhouette. If the vehicle is a freighter, increase its encumbrance by twice its silhouette (if spending a Triumph this increase is doubled to four times the silhouette).

2 Advantages or 1 Triumph

  • Extra Hard Point: +1 Hard Point (Limit 1).
  • Layered Plating: Increase the craft's armor by one (can be selected a number of times up the craft's silhouette).

3 Advantages or 1 Triumph

  • Efficient Construction: The character retains supplies worth 50% of the Material Price needed to craft the item (Limit 1).
  • Maneuvering Fins: Increase the craft's handling by one (to a maximum of +3).

1 Triumph

  • Integrated System: +1 Hard Point to the craft, then install one applicable vehicle attachment that requires 1 or fewer hard points. No check is required to obtain this attachment, and it costs zero credits.
  • Schematic: Create a schematic that permanently reduces the difficulty of creating hulls of this template by one (to a minimum of Simple).
  • Too Big to Hurt: Add the Massive 1 special rule to the craft or increase the value of this rule by one (Limit 1).

1 Threat or 1 Despair

  • This is a Tough One: Upon completing Assembly, the character suffers 5 strain.

2 Threats or 1 Despair

  • Difficult to Integrate: When a character attempts Step 4: Assembly using this core component, upgrade the difficulty of the Mechanics check once.

3 Threats or 1 Despair

  • Tight Quarters: Add 1 Setback die to all checks except Piloting and Gunnery made while aboard this vehicle (Limit 1).

1 Despair

  • Loose Plating: The GM may spend 2 Despair that a character generates on a Piloting check with this craft to have it suffer the "Destabilized" Critical Hit result (Limit 1).

Assembly[]

Once all the parts have been constructed, there still remains the need to assemble them into a functioning vessel.

Silhouette Check Time Additional Resources
0-1 Average (2 difficulty) Mechanics 24 hours -
2 Hard (3 difficulty) Mechanics 2 days 1000 credits
3 Hard (3 difficulty) Mechanics 5 days 10000 credits
4 Daunting (4 difficulty) Mechanics 10 days 25000 credits & team of 5
5-6 Daunting (4 difficulty) Mechanics 50 days 100000 credits & team of 100
7-9 Formidable (5 difficulty) Mechanics 100 days 2000000 credits & team of 5000

Assembly Integration[]

Integrating results into construction. First, the PC can use Advantages and Triumphs to make improvements to the item. Then, the GM can spend Threats and Despair to add flaws. Unless a limit is specified, an option may be selected any number of times, and its effects stack.

1 Advantage or 1 Triumph

  • Lessons Learned: Gain a Boost Die on the next check they make with the same skill before the end of the session.
  • Improved Safety Features: Whenever a character in this vehicle would suffer wounds or strain from a Critical Hit the vehicle suffers, as a result of working on the vehicle, or other similar occurrences, the character suffers two fewer wounds or strain, to a minimum of 1. This does not apply to strain or wounds suffered voluntarily (Limit 1)

2 Advantages or 1 Triumph

  • Customized Controls: Choose a pilot; that character adds a Boost Die to Piloting checks made with this craft (Limit 1).
  • Under Budget: The character retains supplies worth 25% of the credit cost in the Additional Resource Needed column during Step 4: Assembly (to a maximum of 50% of the credit cost).

3 Advantages or 1 Triumph

  • Distinctive Style: Crew of the craft add a Boost Die to Charm, Coercion, and Negotiation checks make in the presence of the vessel (Limit 1).
  • Ahead of Schedule: Reduce the time required for Step 4: Assembly by 25% (to a minimum of one hour).

1 Triumph

  • Masterful Construction: If this craft ever suffers the "Vaporized" Critical Hit result or should otherwise be instantaneously destroyed, it suffers the "Breaking Up" Critical hit result instead.
  • Assembly Plans: Create a manual that permanently reduces the difficulty of assembling craft of this silhouette by one (to a minimum of Simple).

1 Threat or 1 Despair

  • This is a Tough One: Upon completing Assembly, the character suffers 5 strain.

2 Threats or 1 Despair

  • Doesn't Look Like Much: Decrease the price that any buyer is willing to pay for this craft by 50% (Limit 1).
  • Finicky Interface: Increase the difficulty of checks to modify attachments to this craft by one (Limit 1).

3 Threats or 1 Despair

  • Complex Construction: Increase the difficulty of checks to repair this craft once (Limit 1).
  • Specialized: The crafter chooses one environment of operation (such as space, low atmosphere, or high atmosphere). Outside of this environment, the pilot adds 1 Setback Die to Piloting Checks made with this craft (Limit 1).

1 Despair

  • Defective Seals: The GM may spend 2 Despair that a character generates on a Piloting check with this craft to have it suffer the "Major Hull Breach" Critical Hit result (Limit 1).
Advertisement