Modifying a YT-2400

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

Hey guys, we are looking at modifying our YT-2400 and for both of these I am not looking to have a modification that costs hardpoints. I am looking at a pure credit cost.

Separateable Cockpit

We would like to have a separateable cockpit that can fly on its own which could function as its own light shuttle and command escape pod. It should possibly has a retractable laser cannon that is only usable once it is detached, and a small hyperdrive of its own.

What do you think that would cost and what would its stats be?

Escape Pod

Plus, I am kinda looking at having the escape pod be a little more useful as a really light shuttle that maybe has an autoblaster for defense.

Thoughts on prices and stats for that.

Not expending HP is kinda odd for both those options. Honestly it sounds like you're less interested in an escape pod and more interested in a light shuttle akin to the Phantom. So why not just cut to the chase and make that? The book already says that most freighters have a docking clamp that allows a fighter or two to be carried so there's your mounting solution.

Something like:

Light shuttle

Sil 3

Speed 3

Handling +1

Def 1/-/-/0

Armor 2

HT: 8

SS: 5

Sensors Close

Complement: 1 Pilot

Enc: 30 (without passengers)

Passengers: 6

Consumables: 2 days

Cost/Rarity: 30,000/4

HP: 2

Weapons: Forward light laser cannons

Damage 5, Crit 3, Range Close, linked 1

There ya go. Not super tough, but it'll do. Not super armed, but it'll do. Not a heavy hauler, but it'll do. And it's got a couple HP in case you want to make some modifications.

Well, that was easy for one part!

Yea, kinda like the Phantom. Where did ya get the stats? Did ya make them?

Can I get a page number on the multiple docking clamps?

Edited by FreeXenon

Yeah I made it up just based on performance and like craft.

The clamp solution is in the break out box on the bottom right of pg 258 opposite the illustration of a Z-95. It's essentially just a simple GM handwave solution to an issue that really doesn't need to be one. Though the Citadel freighter is actually called out as having the ability to haul a pair of fighters around, and with the Ghost/Phantom thing it's clearly supported on other craft.

Do ya also happen to know of ships which have a seperatable cockpit?

I know there are some.

Depends on the source.


Some sources say some models of the Y-wing can. The Lambda shuttle can too depending on the source (guess shuttle pilots are more valuable then passengers...). The 2400 is usually illustrated with an escape pod just behind the cockpit looking back, so that's close.

What's your end-goal? Is there some reason you need to blow to cockpit, or do you just think it's cool?

My reasons for it are flexibility and surprise, especially since we are playing an AoR campaign.

This also reduces the need for escape pods which take up space.

Yea, I set up deck plan that replaces that escape pod with a boarding hatch to accomodate a shuttle:

https://www.dropbox.com/s/b5gt0itxqh7f5wk/YT-2400_new.jpg?dl=0

My ideas will probably get shot down, but at least I have shown the initiative and have done the work. =)

Edited by FreeXenon

Separateable Cockpit

We would like to have a separateable cockpit that can fly on its own which could function as its own ... and a small hyperdrive of its own.

Humm.... This sounds like extensive modifications. I am not sure of stats and prices but the things I think you will have to take into account are ...

  • (de)Attachment: You are literally going to have to cut off the cockpit then add air locks to the side that has the hallway and electronic couplings that can snap in and out of your 'main body', and re-attach it. This will allow you to attach and detach multiple times with the most ease. Which will cost probably a lot of credits.
  • Power, Life Support, Engines: Now that your cockpit can separate you must address the issue that life support and power need to be self sufficient on both parts of your ship. Your main body that houses the hyper-drive engine and main life support will probably okay and go into some sort of lite power mode as it isn't needed to fly around still. You will need a power generator and life support module on the cockpit side of things, and if you want it to be able to land on a planet some (potentially extra) repulsor engines to allow it to land softly and scoot about the atmosphere with good handling. And maybe some proper landing gear as well.
  • Cost: All in all you are basically installing all the bits and pieces you need to have a shuttle. I would basically price out this upgrade/modification at the cost of a brand new shuttle + 10%? (really ask your GM but I'd probably do something like that). Yes, you do have a lot of the components you already need (nav, computers, the actually hull, etc) but all the extra work in modifying the existing structure is going to be expensive. New materials, man-hours, reprogramming, gutting the original and then replacing with new parts, cutting new holes and installing the engines / landing gear / repulsors / etc... I would basically choose a shuttle that you think would fit into the same sized space, spend the amount of credits as it would be to buy that shuttle new (to simulate the parts and labour of this modification) and then spend the next 2-4 months actually retrofitting your existing ship with these modifications.
  • Space: I just wanted to highlight that adding in a new power generator (albeit smaller), hyper-drive, and life support is going to eat up the space available in your cock pit area. There isn't going to be a whole lot of empty space left. Not sure how much but think about that.

Other fun notes:

It would be cool to attach some sort of atrsomech housing to the 'main body' to allow it to be piloted without the cockpit. Nothing fancy but enough to scoot around a solar system.

Anyway, hope I gave you a little more to think about and a reasonable cost to your upgrades. Cheers.

Good thoughts!

I am hoping we will agree on the slave circuit modification so that we could possibly control it with that.

My reasons for it are flexibility and surprise, especially since we are playing an AoR campaign.

This also reduces the need for escape pods which take up space.

Yea, I set up deck plan that replaces that escape pod with a boarding hatch to accomodate a shuttle:

https://www.dropbox.com/s/b5gt0itxqh7f5wk/YT-2400_new.jpg?dl=0

My ideas will probably get shot down, but at least I have shown the initiative and have done the work. =)

Another you could take is detaching the entire command section (from the cockpit back to the docking hatch in the picture) from the two connecting arms.

  • I would like to think that you would have enough room for a small engine area (complete with hyperdrive possibly) but wouldn't expect it to go fast or far. Fuel space should be taken in consideration. Life Support systems should also be considered unless you plan to separate only in an atmosphere.
  • For realistic design purposes, you might have to move the Pilot/CoPilot quarters to the Secondary Cargo Hold on the left side of the ship.
  • As far as weapons go, a light laser cannon or blaster cannon powered by a removable/rechargeable battery (means limited shots available) over a generator could solve power issues that go along with such small cramped space to work with.

Overall, it's a fairly decent sized ship and a decent sized section of the ship to modify and I think it is very doable to do the modification. As a GM I would allow it to occur provided the PCs actually spent some session time and money working on the project. 2-4 sessions for roughly 10-15 minutes each, not terribly long as to get impatient (unless you roll terribly) but not super quick as to have it not be believable.

Edited by Oden Gebhac

the problem with most ships and detachable cockpits is they can really only do it once.

if it is part of the normal ship, you end up with a lot of issues with structural integrity, the part that detaches is weaker then if it was using explosive bolts.

Even with the Ghost/Phantom the Phantom is almost entirely enclosed by the Ghost

This would be great as an emergency escape option but it's not really practical as a "standard use" type thing.

This would be great as an emergency escape option but it's not really practical as a "standard use" type thing.

This^

The Standard B-wing uses it's cockpit as an escape pod, but it cannot really be reattached unless in dry dock. Same with most escape pods, they are meant to be jettisoned but not put back in. If you group is serious about having a small shuttle you could definitely make up stats for the ghost from rebels of the party can afford a ship that decked out, or I'd just say with enough overhaul to the cargo bay (loss of total cargo room and the like) you could upgrade an existing ship to house such a small shuttle.

Or they could always go big and get a ship with a hangar ;-)

The original description for the Flying Turtle (Ghtroc 720) included a lighter/escape pod in the rear fins. You can see them in this floorplan . That might be a good plan for you, if your GM lets you get away with it.

Thanks for the feedback everyone.

It looks like we have a floor plan that they like.

Yea, the separateable thing is a huge luxury that I will look into later, especially since it is sounding like it may be expensive. =)

We also have an escape pod, which is great.