Starfighter carriers

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

Hello everyone,

right now I'm working on a small EOTE campaign. Originally the big threat of this series of small adventures should have been a Vigil-class corvette, but there is one big problem here (imo): no starfighter carrying capabilities.

I'm new to the game, so I haven't figured out a way to let a Vigil-class ship with 0 hard points carry some TIE Fighters and/or a Lambda-shuttle yet (if this is even possible, I don't really know). So, the question is, are there any other Imperial carriers out there small enough to be a threat to a newly formed group of fugitives (the PCs), which don't obliterate them on first sight (which should be the case with a Ton-Falk-class escort carrier)? Or even better, is there a way to let a Vigil-class ship carry some starfighters?

Some help is appreciated. :)

Well, you can always say "It's a carrier variant" and knock off the Turbolasers in favor of Tie Fighter locks and/or a Lambda. Particularly if it's a NPC antagonist ship, you don't really need to follow the ship creation rules, as long as your "in the ballpark"

Alternately, a Nebulaun B might fill the job your locking for while having had EU instances of carrying fighters. (somehow...)

You could have auxiliary ships such as Gozanti Freighters that carry wings of four TIE's as well as other material.

A gozanti, as seen on Rebels, could work as well by itself. It can carry stormtroopers, as well as fighters. Small enough to follow a rebel crew and threaten them but not overwhelmingly so such as a star destroyer - even the gladiator class.

I'm writing an campaign from the imperial standpoint, and the Gozanti is a great fast patrol ship. Able to get where it needs to, to protect the citizens of the empire. Think of it like a police cruiser that gets dispatched. Use the Gozanti from the age of rebellion book, remove the current weapons add a double turbo laser and single turbo laser turret and the ability to carry 4 TIE's and you have a good ship, that looks cool to boot.

Edited by That Blasted Samophlange

Do what lucasfilm does, add external clamps like they did on the gozanti for rebels.

External clamps are the integrated GM loophole to allow craft that can't carry fighters to carry fighters (or shuttlepods, walkers, ect).

It allows them to be carried, launched, recovered, and dragged through hyperspace. Repairs, refueling, and such is up to the GM.

I really like the idea of "external clamps" (on the Vigil) or using a Gozanti-class ship. This should solve my problem. Thanks a lot. :)

External clamps are great for transporting fighters. The difference between those and bays is that clamps don't let you repair and rearm like a bay does

Hello everyone,

right now I'm working on a small EOTE campaign. Originally the big threat of this series of small adventures should have been a Vigil-class corvette, but there is one big problem here (imo): no starfighter carrying capabilities.

I'm new to the game, so I haven't figured out a way to let a Vigil-class ship with 0 hard points carry some TIE Fighters and/or a Lambda-shuttle yet (if this is even possible, I don't really know). So, the question is, are there any other Imperial carriers out there small enough to be a threat to a newly formed group of fugitives (the PCs), which don't obliterate them on first sight (which should be the case with a Ton-Falk-class escort carrier)? Or even better, is there a way to let a Vigil-class ship carry some starfighters?

Some help is appreciated. :)

If you can get the F&D Beta the Adz-class Patrol Destroyer should be perfect. No turbolasers but it carries six TIEs. And if you ever want to run a campaign with an Imp ship the Adz's crew is small enough that a starter level officer could easily be in command of one IMO.

I used http://starwars.wikia.com/wiki/FarStar as influence to create a CR-90 with 5 Tie Interceptors and a Tie Transport

If you don't mind having a corporate or crime lord-type villain, then the Minstrel-class Yacht from Lords of Nal Hutta should be perfect. Relatively small crew, a few shuttles, six fighters, and enough weaponry to seriously threaten any vessel the PCs are likely to command.

Do what lucasfilm does, add external clamps like they did on the gozanti for rebels.

External clamps are the integrated GM loophole to allow craft that can't carry fighters to carry fighters (or shuttlepods, walkers, ect).

It allows them to be carried, launched, recovered, and dragged through hyperspace. Repairs, refueling, and such is up to the GM.

good observation, a DM should know this things

Well, if you're not concerned with crew sie and all that, I personally love the Marauder Corvette. Sil 5 and carries a full squadron (12 fighters) and 2 shuttles.

Her stats are fairly solid, almost the same crew as a Vigil (and 60m shorter). Stats could work rather well as a Vigil class carrier varient.

Has anyone taken a wack at a house ruled External Grapple attachment? The amount of silhouette of craft carried per HP could be superior to the RAW Hangar Bay & able to be attached to smaller ships, but you could give it penalties such as can't repair when docked (only enter and refuel via a tube/passage) and reduced speed and/or handling for the craft (the one with the clamps, not the carried craft)?

After I get a chance to do some research I will repost. But has someone already looked into this? Or is such an attachment already waiting in my mammoth stack of books somewhere?

I second the Marauder Class, its my go to to pirate carriers.

For those on budget, any sil 5 vessel with a retro fitted hanger can carry 3 sil 3 fighters.

Only if you succeed on 4 or more Mod checks. That's not exactly easy.

I forgot is there an upwards limit on how many blue dice you can get from assistance?

I forgot is there an upwards limit on how many blue dice you can get from assistance?

The Rule of Five? I.e., you should not have in your hand any more than five dice of a particular type, and ideally no more than five dice total?

Just a thought….

There is no limit on Boost or Setback dice.

I forgot is there an upwards limit on how many blue dice you can get from assistance?

I believe it's equal to the number of people the GM thinks could reasonably assist you, before they're just getting in the way.

There is no limit on Boost or Setback dice.

That makes those Mod checks a lot less daunting. As installing hangers seems like one of those activities where i can justify a dozen people (or droids) assisting.

Talents.

I support the example given in the classic WEG campaign series "FarStar". They simply modified a CR90 Corvette to hold eight X-Wings and some other smaller craft. Also, it's easy enough to just put a launching arm on a mid-silhouette vessel that holds four starfighters. If this is meant to be the home base for the heroes it shouldn't be to unbalancing since their home ship is just a plot point to get them to where the action is. If it's for an enemy vessel then I second some others in saying don't sweat the mechanics and just add a launch arm for TIEs to whatever you want.

I support the example given in the classic WEG campaign series "FarStar". They simply modified a CR90 Corvette to hold eight X-Wings and some other smaller craft. Also, it's easy enough to just put a launching arm on a mid-silhouette vessel that holds four starfighters. If this is meant to be the home base for the heroes it shouldn't be to unbalancing since their home ship is just a plot point to get them to where the action is. If it's for an enemy vessel then I second some others in saying don't sweat the mechanics and just add a launch arm for TIEs to whatever you want.

unfortunately when I look at the farstar I see a ton of wasted space.

I thought the FarStar was ridiculously overstuffed, so obvious opinions vary.