Two-Seat Fighters

By ZalenRose, in Star Wars: Edge of the Empire RPG

I've only got a couple of the books, but I was wondering if there were any Two-Seat fighters other than the Y-Wing. I think a Cloakshape could concievably be modified to have a rear-arc turret and a gunner, Snowspeeder-Style, but I'm not sure if that should take a modification hardpoint and some encumberance or how that might be modeled.

Any thoughts on small craft that support two or more?

H-Wing, Preybird and TIE Hunter come to mind instantly as two or more crew fighters and I am sure there are more.

Y-wings

Pilot+gunner

The hwk-290 is sil 3 despite been a cargo frieghter, carries 4 while technically unarmed with a whopping 5 hardpoints doubt it would stay that way.

Edited by Plan b

If you modified the Cloakshape this way, it would be extensive. I say give it -1 handling, half its encumbrance capacity, and take at least 1-2 hardpoints if you want the gunner seat.

For existing ships, there's the Preybird in Dangerous Covenants; the H-60 Tempest, H-Wing, TIE Aggressor, and TIE Phantom in Stay on Target; and the Pocket Patrol Boat in Suns of Fortune. Not to mention the HWK-290. Each of these has a Silhouette of 3 and more than one crew member. This is assuming you're not talking about astromechs, because there are several more starfighters that could make the list if we're counting astromech sockets!

No reason that someone couldn't have built a two-seater trainer version. Yes, modifying them after the fact is harder to do than building one from the ground up that way and creates quite a few compromises to the original design, heheh.

I've only got a couple of the books, but I was wondering if there were any Two-Seat fighters other than the Y-Wing. I think a Cloakshape could concievably be modified to have a rear-arc turret and a gunner, Snowspeeder-Style, but I'm not sure if that should take a modification hardpoint and some encumberance or how that might be modeled.

Any thoughts on small craft that support two or more?

Check the list at http://swrpg.viluppo.net/transportation/starships/?order_by=crew&flattened=true

Pick out the ones that require just two crew members, and look for ships that are Sil 3. The list I see is:

A3-Nimbus

Y-Wing

E-Wing

H-60 Heavy Bomber

PPB Pocket Patrol Boat

Preybird

T-65B X-Wing

TIE/AG

TIE/PH

Z-95

I left out a couple of other Sil 3s and all the Sil 4s with just two crew, because I figured they might not meet the desired criteria. But you can see for yourself.

All fantastic answers, it seems the Preybird and HWK-290 might be my best options. My group doesn't want to fly a Freighter, and they really like the idea of being a small Mercenary Squadron in a group of fighters. I'm wary of giving everyone a Z-95 becuase my campaign is set pretty much right after the first Death Star goes boom - about when the book suggests it.

Additionally, if I have 5 characters and they're all in Z-95s, then every 'in-space' encounter has the chance to become an epic dogfight o.o. While that's all well and dandy, I anticipate even as a 'Junior GM' that it could take a lot away from the campaign because fights like that ought to take some time to play out. Not to mention if anyone LOSES a dogfight at the outset of the campaign, there might not be much to recover.

Is there a good way to LET them all have fighters rather than cramming them into Z-95 Trainers and/or Cloakshapes? or is that probably a good road to go down?

Any Freighter would probably come off like a 'boss battle' as it were, but how can I adjust the encounter level and pre-scripted adventures so that every space encounter isn't a cakewalk or a trench run?

Now, to start with, I DO imagine that not every space encounter would involve ALL 5 characters in their starfighters, but two-seaters seemed like a good way to reduce character-threat.

Thoughts?

The 2-seater Y-wing is considered the "starter" fighter since it can do a lot, but is still somewhat forgiving.

Watch yourself though, fighter combat in this system is quick and deadly. None of this Rogue Squadron "I can wipe out an entire star destroyer and it's complement of TIEs by myself" hooey. It's like the movies. You can take 1 maybe 2 hits and then you're removed from play (notice I didn't say dead). So I think you'll find even with all your players in separate fighters, it won't be an "epic dogfight" unless you're also kind enough to attach a squadron of NPCs to each player or something. It'll just go too fast.

The 2-seater Y-wing is considered the "starter" fighter since it can do a lot, but is still somewhat forgiving.

Watch yourself though, fighter combat in this system is quick and deadly. None of this Rogue Squadron "I can wipe out an entire star destroyer and it's complement of TIEs by myself" hooey. It's like the movies. You can take 1 maybe 2 hits and then you're removed from play (notice I didn't say dead). So I think you'll find even with all your players in separate fighters, it won't be an "epic dogfight" unless you're also kind enough to attach a squadron of NPCs to each player or something. It'll just go too fast.

Pretty sure I remember killing like 3 star destroyers in one level in rogue squadron lol.

All Star Wars RPG systems have used two or three good hits knocking out most fighter except for the very fragile ones which went down faster. What FFG did was decrease the odds of evading shots because they wanted it to go even faster for some unknown reason.

If you want it to go longer, add 1 purple to every combat check.

"The 2-seater Y-wing is considered the "starter" fighter since it can do a lot, but is still somewhat forgiving.

Watch yourself though, fighter combat in this system is quick and deadly. None of this Rogue Squadron "I can wipe out an entire star destroyer and it's complement of TIEs by myself" hooey. It's like the movies. You can take 1 maybe 2 hits and then you're removed from play (notice I didn't say dead). So I think you'll find even with all your players in separate fighters, it won't be an "epic dogfight" unless you're also kind enough to attach a squadron of NPCs to each player or something. It'll just go too fast."

This seems to be a consensus. So most of the space conflicts will be over in a hurry with probably a bit of in character bewilderment. Fighter repairs might just be what keeps the group poor or obligated to a larger, more well-off group for a little while. It seems like space combat likely won't be something they want to chase after, but avoid at most-costs and try to stack the odds when they can.

"The 2-seater Y-wing is considered the "starter" fighter since it can do a lot, but is still somewhat forgiving.

Watch yourself though, fighter combat in this system is quick and deadly. None of this Rogue Squadron "I can wipe out an entire star destroyer and it's complement of TIEs by myself" hooey. It's like the movies. You can take 1 maybe 2 hits and then you're removed from play (notice I didn't say dead). So I think you'll find even with all your players in separate fighters, it won't be an "epic dogfight" unless you're also kind enough to attach a squadron of NPCs to each player or something. It'll just go too fast."

This seems to be a consensus. So most of the space conflicts will be over in a hurry with probably a bit of in character bewilderment. Fighter repairs might just be what keeps the group poor or obligated to a larger, more well-off group for a little while. It seems like space combat likely won't be something they want to chase after, but avoid at most-costs and try to stack the odds when they can.

You may want to try something where the players face off against someone in a "friendly" competition in the simulators so they can get spanked without having to pay for the repairs.

Also I suggest you chase down GM Hooly's quick reference sheet extravaganza. Like The Battle, much of starfighter combat is "knowing". Knowing little things like "that TIE fighter isn't taking evasive maneuvers, so I shouldn't Gain the Advantage and instead should just blast the jerk" can mean the difference between life and death.