Best valued Starship

By Arrakus, in Star Wars: Age of Rebellion RPG

I am the pilot/rigger in a 8 player group and have recently gambled my way into a large sum credits (1.4M). So naturally I started diving into the books looking for what kind of starship(s) to get. However, I have to admit, I am bit overwhelmed/lost on what/where I should be looking at. I initially thought the IR-3L-Light Frigate was a good ship, but then I noticed that it does not have a hyperdrive. Then I was thinking YZ-775 Medium transport, but that one does not have any passenger room.

The group has a good mix of everything and think of themselves as group willing to do any job as long as it pays well. So I was looking at ships that can do a bit of everything.

Any kind of help would be appreciative.

EDIT: So far:

Recommended Ships:

Gozanti Armed Transport & possible Starfighter

Citadel Light Freighter

2x Krayt Gunships

Wayfarer

Consular-Class

CR-90 Corvette

Recommend Attachments:

Hyperdrive Generator

Advanced Targeting Computer

Edited by Arrakus

Wayfarer! It can be anything yo want it to be. Also the Consular-class.

Wayfarer! It can be anything yo want it to be. Also the Consular-class.

Wayfarer with a retrofit hanger and other mods of your choice, It has 800 enc and positions for all your guys and can carry a few fighter sized ships and 6 passengers,you could probably get a speeder to carry your group in it it with the left over credits and mod it also with that amount of money. I would look at other freighters also and with the amount of credits you have you could probably fully modify them any way you want

The CR-90 Corvette looks to be within your price range and you can do many things with it as far as running cargo, passengers, etc. Rarity of 5, 1.2 mil credits. Should be big enough for 8 people to have enough to do in. As you progress in your campaign you could create/hire Minions to make up the rest of the crew.

Wayfarer! It can be anything yo want it to be. Also the Consular-class.

Wayfarer with a retrofit hanger and other mods of your choice, It has 800 enc and positions for all your guys and can carry a few fighter sized ships and 6 passengers,you could probably get a speeder to carry your group in it it with the left over credits and mod it also with that amount of money. I would look at other freighters also and with the amount of credits you have you could probably fully modify them any way you want

Just Don't forget, if you go with a ship with a lot of crew positions that you have to pay them every so often.

Edited by Osprey

I would also purchase an astromech .

The Gozanti -class Armed Transport is a steal at only 200,000 credits. The Citadel -class Light freighter is a good one too. With eight players, you might want to consider two or more smaller ships rather than a single vessel.

The CR-90 Corvette looks to be within your price range and you can do many things with it as far as running cargo, passengers, etc. Rarity of 5, 1.2 mil credits. Should be big enough for 8 people to have enough to do in. As you progress in your campaign you could create/hire Minions to make up the rest of the crew.

That has crew of 30-165. Even if we get a bunch of droids and slave systems, that is still more than we could handle.

If you like starfighters but find them too fragile, get a pair of Krayt Gunships from Lords of Nal Hutta . Small crew, a few passengers and a little cargo on a fast, armored, well-shielded bird with good firepower. Oh, and they're not Restricted either.

I was thinking of getting a fighter and having it be able to dock into the bigger ship (kinda like Mara's ship does with Luke's Xwing) but I was not sure what kind of encumbrance a ship needs to be able to do that. And I was fearful that the fighter would take up all of the cargo room and leave nothing else for the mission equip.

The Gonzanti is Nuck and Futs! and Citadel are both really nice ships, and affordable. Do not have to upgrade the weapons or shields. And I would have over 1M credits left over after blinging the ship all out.

If a ship does not have a hyperdrive, can one be added? And how much would that be?

Edited by Arrakus

I was thinking of getting a fighter and having it be able to dock into the bigger ship (kinda like Mara's ship does with Luke's Xwing) but I was not sure what kind of encumbrance a ship needs to be able to do that. And I was fearful that the fighter would take up all of the cargo room and leave nothing else for the mission equip.

Docking clamps are basically a hand wave

The Consular-Class Light Assault Cruiser is a beast of a ship but it also 3.4M, so it is a bit out of my price range.

The CR-90 Corvette looks to be within your price range and you can do many things with it as far as running cargo, passengers, etc. Rarity of 5, 1.2 mil credits. Should be big enough for 8 people to have enough to do in. As you progress in your campaign you could create/hire Minions to make up the rest of the crew.

That has crew of 30-165. Even if we get a bunch of droids and slave systems, that is still more than we could handle.

That's what Minions are for.. Your group would only occupy the important positions (pilot, co-pilot, gunners, engineers, etc) Minions would fill out the crew just like any other encounter.. For the minimum you'd only need 22 crew after your group of 8 is there. Use the Navy Crewman template from the Adversary index.

The Gozanti is one of the best values out there! Stock retractable weapons? Awesome! Low crew requirements, high capacity, decent amount of weapons... and it's an old, well known ship model that won't attract too much attention. The hard points could be a little better, but in all, it's a very solid choice.

The Gozanti is one of the best values out there! Stock retractable weapons? Awesome! Low crew requirements, high capacity, decent amount of weapons... and it's an old, well known ship model that won't attract too much attention. The hard points could be a little better, but in all, it's a very solid choice.

Yea, the more I read up on the Gozanti, the more I am really beginning to like it. I also really like there is cannon material that the cargo hold can be modified to hold 1 or 2 star fighters. In case we get additional star fighters or air-speeders. Which is really awesome. Possible attachments could be; Advanced Targeting Array, ECM suite, Ion Turbine, and either cloaked smugglers compartments or Hyperdrive Generator. And then m aybe upgrade both the port & starboard batteries to twin light turbo lasers for some punching power, but that might reduce combat effectiveness when facing fighters (even with the dorasl & ventral quad laser cannons).

With the Gozanti I strongly recommend the Hyperdrive Generator (by RAW, you can still get to a Class 0.5 rating with two Mods), but I wouldn't necessarily bother with the High-Output Ion Turbine as there's very little difference between Speed 2 and Speed 3 with a Silhouette 5 ship. The Advanced Targeting Array is always a strong choice, but I remain unimpressed with the ECM Suite.

Also note that, per RAW, replacing a weapon with another weapon doesn't require a hard point but only if you replace it with a single mounting of a weapon . So replacing a twin heavy laser cannon with a light turbolaser won't cost you a hard point, but replacing it with a twin light turbolaser will (and for such a weapon, you might as well just mount it in addition to the twin heavy laser cannon rather than as a replacement).

Edited by HappyDaze

The group has a good mix of everything and think of themselves as group willing to do any job as long as it pays well. So I was looking at ships that can do a bit of everything.

Any kind of help would be appreciative.

Tell us 'what you want' the ship to do?

Carry freight, passengers, fight, mini-carrier etc

Once you approach that aspect of the design, its a bit easier to find something that fits and worst comes to worst I got about 25 years worth of star wars books I can hack something out of if FFG hasn't done it already.

General Purpose ships-

My favourites there are the Citidel Cruiser & YKL-37R Nova Courier

Plus if you keep the ship to Sil4, it means you can do piloting actions that you can't really do in Sil5+ ships

With the Gozanti I strongly recommend the Hyperdrive Generator (by RAW, you can still get to a Class 0.5 rating with two Mods), but I wouldn't necessarily bother with the High-Output Ion Turbine as there's very little difference between Speed 2 and Speed 3 with a Silhouette 5 ship. The Advanced Targeting Array is always a strong choice, but I remain unimpressed with the ECM Suite.

Also note that, per RAW, replacing a weapon with another weapon doesn't require a hard point but only if you replace it with a single mounting of a weapon . So replacing a twin heavy laser cannon with a light turbolaser won't cost you a hard point, but replacing it with a twin light turbolaser will (and for such a weapon, you might as well just mount it in addition to the twin heavy laser cannon rather than as a replacement).

Was thinking that the Ion Drive + Supreme Full Throttle would be a nice combo (+3 speed) and allow the ship to keep up with smaller spacecraft. The lowering of ship'separately silhouette to be within 1 of attacking star fighters via the ECM would be a good thing. Have combat simulations proved otherwise?

Ok, Linked weapons and HPS have been confusing me. I thought Twin Heavy Laser Cannons (Linked 1) take up the same amount of HPS (2) as Twin Turbo Laser (Linked 1). Leading me to believe that they are interchangeable with no additional cost to HPs. And if one downgrades a Twin Heavy Laser Cannon (Linked 1) to a just a Heavy Laser Cannon then you would get 1HP back. Do I have this completely wrong?

The group has a good mix of everything and think of themselves as group willing to do any job as long as it pays well. So I was looking at ships that can do a bit of everything.

Any kind of help would be appreciative.

Tell us 'what you want' the ship to do?

Carry freight, passengers, fight, mini-carrier etc

Once you approach that aspect of the design, its a bit easier to find something that fits and worst comes to worst I got about 25 years worth of star wars books I can hack something out of if FFG hasn't done it already.

General Purpose ships-

My favourites there are the Citidel Cruiser & YKL-37R Nova Courier

Plus if you keep the ship to Sil4, it means you can do piloting actions that you can't really do in Sil5+ ships

With that I would have to say in order of preference:

Fight, smuggle goods/people, carrier,haul freight/passengers (some of whom would prisoners/bounties).

Not sure if that helps.

With the Gozanti I strongly recommend the Hyperdrive Generator (by RAW, you can still get to a Class 0.5 rating with two Mods), but I wouldn't necessarily bother with the High-Output Ion Turbine as there's very little difference between Speed 2 and Speed 3 with a Silhouette 5 ship. The Advanced Targeting Array is always a strong choice, but I remain unimpressed with the ECM Suite.

Also note that, per RAW, replacing a weapon with another weapon doesn't require a hard point but only if you replace it with a single mounting of a weapon . So replacing a twin heavy laser cannon with a light turbolaser won't cost you a hard point, but replacing it with a twin light turbolaser will (and for such a weapon, you might as well just mount it in addition to the twin heavy laser cannon rather than as a replacement).

Edited by zathras23

With the Gozanti I strongly recommend the Hyperdrive Generator (by RAW, you can still get to a Class 0.5 rating with two Mods), but I wouldn't necessarily bother with the High-Output Ion Turbine as there's very little difference between Speed 2 and Speed 3 with a Silhouette 5 ship. The Advanced Targeting Array is always a strong choice, but I remain unimpressed with the ECM Suite.

Also note that, per RAW, replacing a weapon with another weapon doesn't require a hard point but only if you replace it with a single mounting of a weapon . So replacing a twin heavy laser cannon with a light turbolaser won't cost you a hard point, but replacing it with a twin light turbolaser will (and for such a weapon, you might as well just mount it in addition to the twin heavy laser cannon rather than as a replacement).

Actually adding weapons to a mount does not increase the HP cost of the mount. You can have 20 weapons attached to a single mount and it's still costs just one HP to put it on a ship.

You'll notice that I said replacing so as to get the new weapon mounted at the 0 HP cost . New mounts always take 1 HP regardless of how many linked shooties are there.

I have seen that before but I have also seen that having two weapons on the same turret/battery count as 2 HPS if they are Linked. Using Oggdude's character generator as my frame of reference.

I have seen that before but I have also seen that having two weapons on the same turret/battery count as 2 HPS if they are Linked. Using Oggdude's character generator as my frame of reference.

Even Oggdude's program depends on how you add it. If you add any number of new weapons it will cost one additional HP, unless it counts as a single weapon such as Quad Lasers.

OK, here's my primer on this, with everything according to RAW.

1) Adding on a weapon system (one weapon or multiple weapons linked together) takes one hard point.

2) You can replace a weapon system (one weapon or multiple weapons linked together) with a single weapon (not multiple weapons linked together) without using a hard point. Note that a Quad Laser Cannon is a single weapon.

3) You can replace a weapon system (one weapon or multiple weapons linked together) with multiple weapons linked together but it takes one hard point.

Never bother using #3. If you're going to add on a weapons system that involves multiple weapons linked together, just use option #1 and keep the old along with the new. Either way, the cost in hard points is the same.

Here's the weapons fit of the Gozanti:

One retractable dorsal turret-mounted quad laser cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3), one retractable ventral turret-mounted quad laser cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]; Accurate 1, Linked 3), two retractable port-mounted twin heavy laser cannons (Fire Arc Port; Damage 6; Critical 3; Range [short]; Linked 1), two retractable starboard-mounted twin heavy laser cannons (Fire Arc Starboard; Damage 6; Critical 3; Range [short]; Linked 1), one forward-mounted proton torpedo launcher (Fire Arc Forward; Damage 8; Critical 2; Range [short]; Blast 6, Breach 6, Guided 2, Limited Ammo 6, Slow-Firing 1).

That's seven weapon systems (great for a large group!). You could replace any (or all) of the four twin heavy laser cannons with light turbolasers without using hard points. However, replacing them with twin light turbolasers (or even twin light ion cannons) will cost you a hard point each--the same as just mounting the twin turbolasers in addition to the twin heavy laser cannons!

This last part is not RAW , but I generally increase the minimum Silhouette requirement of retractable weapons by one. This means that, in my game, any turbolasers mounted on the Gozanti could not be retractable, but that's just me.

Edited by HappyDaze