Technology Profile Templates and Guidelines

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The Star Wars RP
Technology Profile Templates and Guidelines


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Thank you for taking the time to read about the template for your own personally created technology. Please note that ALL submissions require approval by an admin before they can be used or referenced in the role-play.

Please be aware that a properly completed template will have all fields filled out. Note as well that, unlike character profiles, a literary form for technology is not an option. The template, as written, must be filled out.

Please also read the Timeline Technology thread for an overview of technology in our role-playing era, and a more in depth discussion on how technology works. Also take a look at the Unified User Created Technology List before creating a Tech Profile. You might find something in there that fits your needs.

Technology approvals will be overseen by Clayton. Please feel free to leave him a Private Message or Visitor Message if you have any questions about technology approvals.
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Table of Contents


Friendly Reminders

Combined Guidelines

Armor

Weapons

Ships and Vehicles

Misc Rules

Faction Tech

Sample Submissions

Technology Templates

Afterword


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1) BROWSE THE APPROVED BOARD.
Before plopping down a blaster rifle or ship, read the stuff other people have written. Look for a piece of gear that suits your needs. Do a quick search in the board using some simple keywords - pistol, freighter, fighter, etc. There's a tremendous amount of gear that's been published in this board. Please make some use of it. I'm finding myself less and less willing to approve different shades of the same basic blaster pistol, so please take the time to read the board. If nothing else, it'll give you insight into what is approved and what is not.

2) Don't post generic gear!
I don't need to know about a featureless holdout blaster of average power and accuracy and middling ammunition capacity. I don't need to know about an ultra-fancy gold-plated folding knife with absolutely no unique features aside from a mind-boggling amount of bling. What I need to know about are things that push the envelope - new or unusual technologies, typical weapons and ships pushed beyond their limits, exotic or well-built body armor, anything with unique or especially useful features.

3) Stick to the Templates.
Deviation from the templates is not allowed - the more you tweak and fiddle with a template to make it look 'shiny', the harder it is for myself to read it and the less likely it is to be approved. (If we don't reject it outright for failing to follow the templates!) So again, please make sure you follow the templates!

4) Listen to your fellow members
Like a few other boards, the Tech Profiles are commonly "self-moderated" by members of the community. While they don't have the same authority as the Admins, a fair number of them have been on the site for a long time and have a good idea of what will get approved and what needs work. You aren't required to heed their word, but please don't be rude to them if they say something might not fly.

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Armor:
  • The more pieces and gadgets your armor has, the heavier it will be. A combat vest might be 2-5kg, but a full suit of heavy armor would be around 30-40kg
  • Keep rare or powerful materials like Phrik, Cortosis, and Ultrachrome sparse. You can have 2 or 3 minor pieces made of those materials, but a full suit comprised entirely of lightsaber-resistant materials is not allowed
  • Keep in mind that when creating armor, you cannot make it so you have pieces that, when put all together, will give you a functional immunity to all damage types.
  • Pure Beskar in armor is not allowed. Beskar Alloy is allowed, but it is inferior to Beskar, lacks its lightsaber-resistant properties, and is only marginally superior to conventional armor materials for defense against projectile weapons. Atop that, it's still heavy, and rather rare.
  • All-Encompassing Personal Shields may block physical OR energy attacks, not both.
  • No armor is invincible to damage.
  • Be sure to describe how your armor holds up against various weapons such as lightsabers, vibroblades, explosives, blaster/slugthrower pistols, rifles, and heavy weapons. Can a piece hold up to a direct strike, multiple ones, or just a glancing blow?


Weapons:
  • Lightsaber-resistant materials such as Phrik and Cortosis are allowed
  • Pure Cortosis is not allowed
  • Disruptor weapons are not allowed in any fashion
  • Pistols may not hold more than 20 shots.
  • Rifles and Carbines may not hold more than 40 shots.
  • Machine Guns and Repeaters may not hold more than 200 shots.
  • Any source of 'regenerating' or 'infinite' ammunition allowed within reason (a survival/hunting rifle may have this feature, but would be impractical in combat, for example).
  • For pistols, a good range is around 50 meters; for rifles, around 200-300 meters; and for sniping weapons, around 500 meters.
  • Bullets travel faster than Blaster bolts and are hard to avoid, but tend to be less damaging.
  • Blaster bolts travel slower than bullets and are easier to avoid, but are more damaging.
  • Lightsaber crystals may be used to add flavor to an RP, but not to provide ill-defined, arbitrary boosts to your 'stats'.
  • Do not feel the need to go out of your way to compare every part of your gun to a real-world example. Detail is fine, but the more real-world and hard physics you get, the less Star Wars-y your tech becomes.



Ships/Vehicles
  • We currently use the Anaxes War College System
  • The more guns/armor/functionality your ship/vehicle has, the slower it will be
  • Having a ship that goes over 200 MGLT is extremely unlikely. Even top-line interceptors struggle to get there. Such a ship would have paper-thin armor, one light laser cannon, and barely any extra doo-dads
  • Fighters and Small Vessels may only use a Ray or Particle shield; they cannot use both simultaneously even if both types of shield are present on the ship.
  • Turbolasers may only be mounted on Capital ships.
  • Player Characters may not own capital ships. Capital craft are owned exclusively by approved factions.
  • Antimatter may be used as a power supply ONLY. Weaponizing antimatter is not allowed.
  • 'True' Cloaking devices (ie, stygium crystal based) are no longer available to anyone. Mass Effect style stealth is allowed.
  • PC's aren't allowed to own capital ships – if your ship is over 150M in any dimension, it might be considered a capital craft! Try to keep the size under 100M if you're designing a ship for your own personal use.
  • If your ship doesn't have it in the description or equipment sections, it doesn't have it. So if there is no mention of escape pods in the profile, your crew is out of luck if the ship goes down.
  • More detail on ship weapons can be found in the Timeline Technology thread


Misc:
  • Personal Cloaking Devices that provide full invisibility and/or immunity to sensors are not allowed
  • Nanite-based weapons are not available [nor allowed] at this time.
  • A broad range of Cybernetic implants are available, but they are expensive.
  • Thermal Detonators/Baradium explosives may have a maximum blast radius of 10M.
  • The smaller your piece of tech has, the less functionality it will have
  • Empion mines or technology similar to them are not allowed.

Faction Tech:
  • ONLY FLs or AFLs may submit Faction Tech
  • Use the Faction Tech thread tag
  • When submitting Faction Tech, a robust Intent section is needed. Answer the following questions in the intent section (doesn't necessarily have to be bullet point answers)
    • Why does your faction need this?
    • For ships, how does it fit into the Faction's fleet? Why did the Faction develop it/feel the need for a ship with those particular specs?
    • Basically you need to prove why the faction is using it as opposed to having a bunch of ships while 99% of battles only involve the same three classes of SD over and over.
  • "For Faction Use" is not an acceptable reason.
  • Tag Clayton in your post so he sees your Faction Tech!
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Sample submissions and the thought process behind them can be found here. I highly recommend anyone making a Technology Profile read these first.

We often see questions about how to make weapons and armor, so we wanted to sum up a few of our thoughts in one spot to make it easier for you to choose armor and weaponry that works for your character. Our retired tech expert, Jiang, wrote these and broken them down into the two spoiler boxes below - one for guns, and one for armor. Feel free to ask the admins if you have any questions about tech submissions and usage.

When designing your character's firearms, the first thing to do is decide what flavor of weapon best fits your character. Is he a smuggler? A soldier? A demolitions expert? A pilot?

What your character does for a living, what his build is, and what his funding is should determine what weapon he gets. For now, let's just assume that you're running a fairly generic human smuggler, average in build with moderate funding.

First, look at his job. He's a smuggler. He needs to be reasonably discrete. Assault rifles and heavy sniping weapons are out. You should look at close range stuff. Sawed-off shotguns, blaster carbines, submachineguns, and pistols rule the day here.

You've narrowed the field, so let's cut it down again. Anything he packs should be light enough and small enough to be used in very close quarters, such as aboard a starship or in a club. It should have enough power to defeat at least light body armor, and enough range, accuracy, and ammo to hold out in a extended firefight. Don't worry about grenades or heavy weapons - if you need them, you're boned anyways.

Now you've decided against shotguns and submachineguns, so let's focus on carbines and pistols. You have another choice to make - ballistic or energy? Do you want a slugthrower, or a blaster, or a railgun, or a gauss gun?

Let's just say you went with blasters, since they're simple enough to work with.

You want three weapons. A carbine he can keep aboard his ship that's tiny enough to be used in CQC, but packs some vicious firepower for its size. A blaster pistol as an exposed carry pistol, something to intimidate but also to pack enough zap to knock most beings flat on their asses. Last, a compact pistol you can tuck into a boot, just in case.

Let's talk designs. Here's the basic tech template.

Affiliation:

Ownership:

Intent:

Model:

Type:

Size:

Composition:

Range:

Ammunition Capacity:

Description:

Let's whip up a pretty basic blaster carbine.

Affiliation: N/A

Ownership: John Doe

Intent: Unique hand-built rifle for John's personal use. Not for retail or for other use.

Model: 'Kassinger' Long Gun

Type: Heavy Blaster Carbine

Size: Carbine

Composition: Wood, Durasteel, Rubberized butt-plate, Electronic Components

Range: 300M

Ammunition Capacity: 10 Shots

Description:

The Kassinger is a rugged, hand-built blaster carbine with a folding stock. Its focusing systems are carefully tuned to give maximum range and accuracy without sacrificing power. Its crimson bolts fairly speedy, though not quite on-par with a proper blaster rifle,
and are more than capable of killing an unarmored man at their longest range. As it is a civilian weapon, it is not designed to defeat armor but it still capable of defeating most pistol and carbine-proof body armors. A simple 3x optic is sometimes fitted over the barrel, but a mounting rail for other optics is available. The Kassinger fires in semi-automatic only, in compliance with civilian arms regulations. For ease of handling and transport, its stock can be removed leaving it little longer than a man's forearm.

There, now you've got a weapon. Just find a ref pic and BAM, you're good. You now know roughly how to build a gun for your character! If you need more help, or want a few basic designs, feel free to PM me. I almost always have some gun designs floating around.

But before you run off, let me point a few things I've noticed on SWRP.

1) Sniper Rifles are Useless.
I've literally never seen a PC killed or even wounded by one. Ditch it. Take a battle rifle with a 4x scope or an assault rifle with a scope instead. You want a good multirole weapon, you never want a weapon purpose-built for a task. Modularity and adaptability are key.

2) Smart Weapons are Dead
Star Wars is, essentially, WWII in space. Throw away that fancy homing rocket launcher and that lightsaber chainsaw. You don't need them. Don't create weapons that are hilariously advanced or that are extremely intelligent. It just won't end well.

3) Ammo, ammo, ammo.
Sometimes, having staying power in a fight matters more than having the firepower to end a duel in a single hit. Find a balance between overwhelming firepower, mobility, and endurance. A good suggestion would be to carry one or two really good weapons and lots of ammunition for it. I'd suggest either a carbine or a rifle and a pistol. Even if you don't have a plate carrier or armored vest, you can still stuff enough ammo into your pockets to have a good 120 rounds for your rifle and at least 50 to 60 for your pistol. With a plate carrier or vest with pouches, that skyrockets to 300-400 rounds for your rifle and a good 120 rounds for your pistol - about 10 mags for each weapon.

[NOTE: As a rule of thumb, the more powerful the gun the less ammo it has.]

4) Don't take a Knife to a Tankfight
Arm yourself appropriately. You can't anticipate every situation out there, but you can prepare yourself so that you won't be helpless if you're stuck in a fight with, say, a super battle droid. This is pretty easy - carry a weapon good against armor. Carry a weapon good against everything else. A good combo is a heavy blaster pistol and a carbine.

The carbine is light, compact, and has lots of ammo, and can chew through most people pretty fast. A heavy blaster pistol has shitloads of stopping power, but isn't much for range or accuracy. Use the heavy blaster against well-armored foes, droids, even power armor or very thin-skinned vehicles; use the carbine against everything else.

Point is, don't grab just a carbine and a stock blaster pistol and expect it to be effective against everything. You will come across chars in power armor, you will come across wookiees, you'll come across.... Well, shit, if it'll ruin your day, you'll probably meet it at some point.

5) Explosives are Counterproductive

Contrary to popular belief, grenades don't win gunfights. Guns win gunfights.

A grenade is a defensive weapon and should be used as such. A grenade's wounding radius should be assumed to always be bigger than your throwing radius - ie, once you throw it you need to duck because you're in its blast range.

Furthermore, most fights on SWRP are CQC, so you're within spitting distance of Baddy McEvil. If you chuck a grenade at him and he spots him, chances are he remembers that funny little button in Modern Warfare that let him throw grenades back at the enemy, and you'll wind up meeting your own frag 'nade face-to-face. Worse still, the grenade will go off and do something unexpected to the environment, giving him an easy out or wrecking your face when a gas main asplodes or some such madness.

Point being, if you want a grenade, stick to the safe[r] ones. Flashbangs, concussion grenades [still kill, just don't have shrapnel to worry about], and smoke grenades. Incendiaries, fragmentation, thermal detonators, anti-tank, and other sorts of grenades may be tempting, but they're usually just not worth the effort. If you want them, though, then by all means carry them! Just keep them in an armored pouch where they can't be easily shot, and tape down the pins or something so some smuck Jedi doesn't just walk past and go 'YOINK', leaving you with a bandoleer of armed frags on your chest. That ends badly.

6) K.I.S.S.
Keep it Simple, Stupid. If your gun could be accurately described as an 'urban survival kit', then it's too complex. Your rifle is not a barbie doll; you do not have to accessorize every last nub and knob on the bloody thing. Here's an easy way to check and see if you're suffering from an overdose of accessories: This is the Annihilator 2000. This is a hilariously bad weapon in every way imaginable, which takes all the good features of the M16 rifle platform and buries it in so many useless accessories that when the protagonist attempts to fire the weapon later in the movie, it takes him a dangerously long period of time just to arm and fire the bloody thing! Axel Foley said it best - "Now who the hell is gonna buy that shit?"

Picking your armor is a little trickier than picking your gun. Your armor will define your character's appearance, and could well be the thing that saves his life in the future. If you're going to put any effort into any of your gear, make all your effort go into your armor. It's the most important thing of all.

First, assess your character's needs. Let's use the smuggler once more.

He needs something modest in price, slim, yet offers good protection. You decide to go with a simple vest, so that he can wear his jacket/coat/flight vest of awesome/whatever over it, so that it doesn't impact his appearance all that much.

Now you need to either find a reference, or describe it well. For full-on suits, you really need to find a reference. It's not -required-, but I strongly suggest you find a picture or art or something. Anything.

With that done, it's time to figure out what you need the vest to do. In the Smuggler's case, it must be inexpensive, lightweight, slim, and must offer protection against knives, pistols, stun weapons, and shrapnel - the biggest threats in his line of work.

Now it's time to design it. You've really only got a literary template to work with, but I've include both a [completed] simple version and a literary version for convenience's sake.

M4929 SuperKitty Vest
RATING: Proof vs Kinetic/Energy Pistols, Knives, Shrapnel
CONSTRUCTION: Armorweave plates inside fire-resistant fabric shell.
WEIGHT: Light
COVERAGE: Torso
COST: 400 Credits

Now, for the literary version!

M-something SuperKitty Vest
The SuperKitty is a low-cost vest utilizing simple armorweave panels contained within a fire-resistant fabric shell. Slim enough to be worn under most clothing and light enough for wearers to continue their day-to-day work while using it, the SuperKitty offers excellent mobility at the cost of armor protection. The vest only defends against pistols, shrapnel, and knives, and is thus left vulnerable to rifles and heavy blaster pistols. Each vest only covers the torso, and has nothing to guard the neck, arms, or groin. Its unit cost is 400 credits.

And there you have it!

Now, a few quick notes...

1) If you want your armor to be good at something, WRITE IT IN. If it's not written down, then your armor CANNOT do it. This goes for anything else in your inventory, be it a gun, starship, or toothpick. [The same does not apply for Force Powers, mind you.]

2) Your character should never have super mega ultra awesome Space Marine armor without a good reason. How s/he acquired expensive armor should always be covered in detail in the bio, or it should be acquired through a RP.

3) Armor isn't invincible...
...And you should never try to make it invincible.
No, seriously.
Don't try to make armor that protects against everything. It needs its weaknesses. If your armor is super good at protecting against blasters, then it's probably weak against ballistics. If it's fantastic at stopping ballistic weapons, then it's probably weak against energy weapons. If it's good against stopping both, then it's just well-balanced. Also, don't try to make armor that is resistant to EMP, lightsabers, -and- ranged weapons. I will eat you if you try.

4) Armor Degrades.
Remember this! As you take hits, your armor gradually weakens and eventually buckles, usually right in the middle of a hostile attack. RP it realistically - if you get stitched across the chest by a submachine gun, then your armor probably won't take another burst in that area unless it's ridiculously beefy, and only power armor is ridiculously beefy.

5) Power Armor isn't cool.
Well, okay, power armor is actually pretty ****ing awesome. Just remember that it HAS to be balanced. It has to have weaknesses. Don't make it resistant to EMP. Set it up so that it might be able to move and see after being hit by an EMP, but it shouldn't be able to fight at full strength. Also, don't make power armor into a walking tank. It's a bad idea - the bigger you are, the more immobile you are, and the more immobile you are, the easier it'll be for Joe Flannigan the Jedi Shmuck to drop a giant brick on you and squish you out of your tin suit.

6) DON'T YOU DARE TOUCH SHIELDS.
Seriously, don't. I'll roll a D20 and give you cancer if you do.
That said, if you insist on having a shield, remember these things: It can only take a few hits before failing. It can only defend against either an energy weapon or a physical weapon, never both. It cannot reactivate instantly after it is disabled.

The only exception to this is magseals, but those are finicky in that you can really only broadcast a 'wall' of energy with them, sorta like the Jackal's shield in the Halo series, or a Tower shield of some sort. You can get pretty damn creative with them, but you can't make a shield that completely encompasses the body, and the bigger a magseal shield the weaker it is and the fewer hits it'll take. A tiny shield, say one that only covers the forearm, will stop a saber - one the size of a tower shield will probably be lucky to stop a few blaster bolts.... Aw, frack it. Just PM an admin if you want to do anything with a Magseal-based shield. Or PM me and get lots of ideas on how to properly use them.

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Fill out the templates in their entirety - partially completed and 'Work In Progress' profiles will not be accepted.

Remember - only use templates approved by the tech admin. Profiles submitted using an unapproved template will not be considered for approval.



Affiliation: (Is your armor made by, or used by, a faction? If so, who? If none, put 'N/A')


Ownership: (Which of your PC's uses this armor? If the armor is for faction use, put 'N/A')


Intent: (Why did you create this? What is its purpose? Is it for personal use? Are you making it for the sake of making it? Do you intend to sell or market it? What makes this different from other similar tech? This will influence any ruling made on your technology, so please explain at length what your intentions are!)


Model: (What is your armor's name or designation? An example: M91 Modular Armor)


Weight: (metric system - remember, big bulky suits with lots of hard armor tend to weigh more, while simple vests or lightly armored suits weigh less! If you're making something as bulky as Stormtrooper armor, it's going to be HEAVY. Think 30-40kg. If you're just making a vest, it might weigh as little as 2-5kg depending on its composition. Don't be afraid to ask if you're not sure what's appropriate!)


Composition: (What is your armor made of? If you're using a lightsaber-resistant material, describe what components are made from that material. Remember to limit your use of saber-resistant materials, such as Phrik and Ultrachrome! Armor that is entirely or mostly saber-proof will NEVER be accepted; don't be afraid to use a saber-resistant helmet and gauntlets, but don't try and mate saber-resistant helmets and gauntlets to saber-resistant chestplates and thigh guards. As a rule of thumb, the less saber-resistant your armor is, the more likely it is to be approved. )


Rating: (What is it resistant to? What is it vulnerable to?)


Description: (Describe your armor in more detail here. What features does it have? Does it have a HUD, or a rebreather, or something like that? Is it modular or have self-repair features? Who was it designed for? What's your armor's purpose? You can only use features you've written down and had approved, so include everything you intend to use.)


*Features: (If the description gives you trouble, you can fill out a list of features instead and omit the description. If you filled out the description, omit this part of the template.)

Affiliation: (Is your weapon made by, or used by, a faction? If so, who? If none, put 'N/A')


Ownership: (Which of your PC's uses this weapon? If it's for faction use, put 'N/A')


Intent: (Why did you create this? What is its purpose? Is it for personal use? Are you making it for the sake of making it? Do you intend to sell or market it? What makes this different from other similar tech? This will influence any ruling made on your technology, so please explain at length what your intentions are!)


Model: (What is your weapon's name or designation? An example: M8A3 Light Rifle)


Type: (Is it a slugthrower? A blaster? Is it a melee weapon, or is it a rocket launcher or some other heavy weapon?)


Size: (Is it a compact pistol, or a large pistol? Is it a short rifle, or a long rifle? Is it a small lightweight carbine, or a long and heavy machine gun? Same for melee weapons – is it long, short, fat, skinny; what's its overall size?)


Composition: (Describe what materials your weapon is made out of.)


Range: (*This is for ranged weapons only! Describe what your weapon's range is – please put its optimal range, that is, the distance at which it is still effective. For pistols, a good range is around 50 meters; for rifles, around 200-300 meters, and for sniping weapons, around 500 meters.


Ammunition Capacity: (*Ranged weapons only! Describe how much ammunition your weapon can carry. No more than 20 rounds for pistols, 40 rounds for rifles and carbines, and 200 rounds for hand-held machine guns and repeating blasters. We do allow recharging power packs {within reason!} and other unusual ammunition supplies, so put whatever's right for your weapon.)


Description: (Describe your weapon in more detail here. What features does it have? Does it have a scope, a folding stock, or a grenade launcher? Is it modular or have self-repair features? Who was it designed for? What's your weapon's purpose? If it's a melee weapon, is it lightsaber resistant, and does it have any unusual properties? You can only use features you've written down and had approved, so include everything you intend to use.) What makes this different from other, similar tech? Basically if you just want a normal blaster that looks cool, it doesn't need to clutter the tech board. It also helps signal in the highlights of the tech of what makes it special


*Features: (If the description gives you trouble, you can fill out a list of features instead and omit the description. If you filled out the description, omit this part of the template.)

Affiliation: (Is your vehicle made by, or used by, a faction? If so, who? If none, put 'N/A')


Ownership: (Which of your PC's uses this vehicle? If the vehicle is for faction use, put 'N/A')


Intent: (Why did you create this? What is its purpose? Is it for personal use? Are you making it for the sake of making it? Do you intend to sell or market it? What makes this different from similar tech? This will influence any ruling made on your technology, so please explain at length what your intentions are!)


Model: (What is your vehicle's name or designation? An example: MAT-75 Steadfast)

Size: (What are its dimensions? Use the metric system, please!)

Weight: (Please use the metric system.)


Armor Rating: (What is your vehicle proof against? Don't worry about numbers - give us examples! Is it resistant to rifle and machine-gun fire, or can it shrug off hits from light laser cannons? Is it tough against ballistic weapons, or well-protected from energy weapons? What is it vulnerable to?)


Shield Rating: (Does your vehicle have shielding of some sort? If so, detail what type of shielding it has. Remember that most ground craft can only manage one shield at a time, so you'll need to choose between a Ray shield [defends against energy] or a Particle shield [defends against projectiles] as you cannot have both.


Propulsion: (What makes your vehicle move? Does it have an old-fashioned combustion engine and tank tracks, or does it rely on a fusion generator and repulsorlifts?)


Armament/Equipment: (What kind of gear does your vehicle carry? Does it have smoke screen generators, air scrubbers, load lifter arms, or a jackhammer attachment? Or is it bristling with repeating blasters and beam cannons? When you're listing your equipment, please give a little detail about them and their capabilities - you don't have to write a novella, just a quick line or two! If you're not sure what's appropriate, don't be afraid to ask!)


Description: (Describe your vehicle in more detail here. What features does it have? Is it meant for front-line combat, or for running around town? Does it have the thickest armor of any vehicle in its weight class, or is it just another load lifter? Is it modular or have self-repair features? What makes it unique? Who was it designed for? What's your armor's purpose? You can only use features you've written down and had approved, so include everything you intend to use!)


*Features: (If the description gives you trouble, you can fill out a list of features instead and omit the description. If you filled out the description, omit this part of the template.)


Affiliation: (Is your ship made by, or used by, a faction? If so, who? If none, put 'N/A')


Ownership: (Which of your PC's uses this ship? If the vessel is for faction use, put 'N/A')

Intent:
(Why did you create this? What is its purpose? Is it for personal use? Are you making it for the sake of making it? Do you intend to sell or market it? What makes this different from other similar tech? This will influence any ruling made on your technology, so please explain at length what your intentions are!)


Model: (What is your ship's name or designation? An example: YT1300 Freighter)


Name: (*Omit this section if your ship is for faction use. What is the name of your character's ship? An example: Millenium Falcon)


Dimensions: (List, in this order, the Length, Width, and Height of your ship. Please use Meters.)


Class: (What type of ship is it? Is it a fighter or a bulk freighter? Is it a cruiser or a carrier? Remember that PC's aren't allowed to own capital ships – if your ship is over 150M in any dimension, it might be considered a capital craft! Try to keep the size under 100M if you're designing a ship for your own personal use. If you're unfamiliar with ship classes, the Anaxes War College System is a handy guide for designations.)


Crew: (How many people do you need to run your ship? The smaller the ship, the smaller the crew. If possible, list crew roles. Example: 1x Pilot, 1x Navigator, 2x Gunners, 1x Engineer )


Complement: (How many craft can your ship carry? IE, shuttles and strike fighters? Wookieepedia is a great resource for figuring out how many fighters and shuttles your ship can carry, so don't be afraid to use it.)


Armament: (What weapons does your ship carry? Remember, smaller ships carry fewer heavy weapons, such as turbolasers and similarly powerful guns.)


Equipment: (Explain what kind of shields your ship carries and what kind of equipment it has. Anything that's not a weapon goes here - from sensors to escape pods, if your ship has it, please list it!


Speed: (Describe your ship's sublight speed using MGLT. A speed of around 30 may be appropriate for a large freighter, and a speed of 110 may be appropriate for a speedy courier. More information on MGLT is available on Wookieepedia.)


Hyperdrive Rating: (How fast is your ship's primary hyperdrive and, if present, its secondary hyperdrive? Hyperdrives with lower ratings are faster, but typically too expensive or difficult to acquire to see anything but military use. 1-2 rated drives are primarily military, but can also found in the hands of smugglers and couriers. 3-4 rated drives are often found on industrial haulers, and class 5 drives and above are primarily used by civilian craft. Secondary hyperdrives are typically much smaller and slower than the main drives; if your ship's main drive is Class 2, then your secondary would likely be Class 8 or worse.)


Maneuverability: (Describe your ship's ability to maneuver. Is it sluggish, or quick to accelerate? Can it climb or dive quickly, or is it slow? How rapidly can it roll or turn? Can it perform any complex, complicated maneuvers, or does it simply plow its way through space?)


Description: (Describe your armor in more detail here. What features does it have? Does it have a HUD, or a rebreather, or something like that? Is it modular or have self-repair features? Who was it designed for? What's your armor's purpose? You can only use features you've written down and had approved, so include everything you intend to use.)


*Features: (If the description gives you trouble, you can fill out a list of features instead and omit the description. If you filled out the description, omit this part of the template.)

Affiliation: (Is your droid made by, or used by, a faction? If so, who? If none, put 'N/A')


Ownership:
(Which of your PC's owns this droid? If it is for faction use, or has no owner, put 'N/A.')


Intent: (Why did you create this? What is its purpose? Is it for personal use? Are you making it for the sake of making it? Do you intend to sell or market it? What makes this different from other similar tech? This will influence any ruling made on your technology, so please explain at length what your intentions are!)


Model/Name: (What is your droid's name or designation? An example: B1 Battle Droid)


Class: (Is it a combat droid? A protocol droid? Is it a laborer, or a medical droid? What is its role?)


Locomotion: (How does your droid move about? Does it walk on two legs, or on four? Does it scurry about on six buglike limbs, or does it roll around on tank treads or hover on repulsorlifts?)


Power Supply: (What kind of power source does your droid have? How long does it last before requiring recharging, replacement, or refueling? Generic power cells and fuel cells are examples of simple power supplies.)


Sensors: (What kind of sensors does your droid have? How does it perceive the world around it? You only need to list exotic or unusual sensors – simple photoreceptors, short-ranged audio pickups, and basic touch sensors don't need to be mentioned, but things like thermal sensors and ultra long-range laser microphones do need to be written down. )


Size: (How tall is it? If does not walk upright, then how long or wide is it? Give us a feel for how big your droid is. Please use the metric system for your measurements.)


Composition: (What kind of metals, polymers, or other materials is your droid made out of? Please not that the same restrictions on armor apply here – you may not have a droid made purely of Saber-resistant material!)


Weapons: (What kind of weapons, if any, does your droid have? Please describe them in some detail. Note that 'Heavy Blaster' or 'Type X Maser' does not provide detail – specify what manner of weapon your droid has, how much ammunition or power it has for that weapon, and what kind of range and fire rate that weapon has, along with any other features worth noting.)


Tools: (Anything non-combative goes here. Things like fusion welders, personal shields, deployable data probes, and other utilitarian things need to be mentioned!)


Description: (Describe your droid in good detail here. Explain its function, the layout of its components, what tools and weapons it has, and anything else that comes to mind. You can only use features you've written down, so include everything you intend to use.)


*Features: (If the description gives you trouble, you can fill out a list of features instead and omit the description. If you filled out the description, omit this part of the template.)

Affiliation: (Is your device made by, or used by, a faction? If so, who? If none, put 'N/A')


Ownership:
(Which of your PC's owns this device? If it is for faction use, or has no owner, put 'N/A.')


Intent: (Why did you create this? What is its purpose? Is it for personal use? Are you making it for the sake of making it? Do you intend to sell or market it? What makes this different from other similar tech? This will influence any ruling made on your technology, so please explain at length what your intentions are!)


Model/Name: (What is your device's model or name?)


Type: (Is it a Computer? A welding tool? A portable reactor? Tell us what kind of device it is.)


Power Supply: (What kind of power source does your device have? How long does it last before requiring recharging, replacement, or refueling? Generic power cells and fuel cells are examples of simple power supplies. Omit this part if it is not necessary for your device – ie, a crowbar doesn't have to have a battery.)


Sensors: (What kind of sensors does your device have? How does it perceive the world around it? Can it be used to gather data about the world around you? If so, then what sensors does it have to gather information with? If it has no sensors of any kind, omit this part.)


Size: (How big is it? Use the metric system if possible. Guesstimates like 'Palm-sized' or 'Head-sized are acceptable, but hard numbers are preferred.)


Composition: (What kind of metals, polymers, or other materials is your device made out of?)


Description: (Describe your device in good detail here. What is its function? What can it do? What can't it do? Who makes it? Put in as much as you can. You can only use features you've written down, so include everything you intend to use.)


*Features: (If the description gives you trouble, you can fill out a list of features instead and omit the description. If you filled out the description, omit this part of the template.)

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First off, I'd like to give special thanks to Lucid for implementing the Text Anchor system that the Table of Contents uses. Without it, the revamped thread would not look nearly as nice, nor would it be as easy to find a particular set of rules/guidelines. I'd also like to thank Saul and Green Ranger for creating two of the beautiful looking alternate tech templates. I've expressed my dislike before for all the bloat, conflicting/unclear rules, and degree of difficulty in finding things. This new formatting is my way of making the Tech Rules simple and easy to navigate. There is no great overhaul of how the system works, do not worry. My only goal for the remainder of the Timeline is to make Tech Profiles simple and easy. I hope this helps. What can also help is for members of the community to let me know if you happen to notice something that is unclear, or conflicts with an existing rule. Please send me a VM or PM if you notice something, and I will make an edit if necessary. There have been some truly amazing Tech Submissions, and I will try my best to keep the backlog of unapproved tech down. With where the current timeline is at the moment, waiting a month or more for a piece of technology to be approved or even reviewed is unacceptable. Please keep the creativity flowing, and I will try my best to review your tech in a timely fashion so that we can all enjoy and contribute to the remainder of the story to the fullest. Thank you.
 
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Clayton

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I am bumping this thread in order to raise attention to it, as I have made some major changes to the main post that should hopefully improve ease of access to the Tech Guidelines, among other things. Cheers.
 
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