"Trouble Brewing" Question about Ship

By Darth Poopdeck, in Game Masters

In the adventure in the back of the EotE Core book, the main hideout for the bad guy is a ship called the "Vagrant". The book says that it's main hyperdrive is out, but has a functional backup hyperdrive. So the ship seems to be a "little" bang up.

My problem is, I KNOW my group will try taking the ship for their own, and why not, but I have no stats for the ship. Anyone run into this problem with the adventure? Did I miss something in the book that would deter most PCs from taking it? I wouldn't mind them having it, I just don't know what it really is, because it sounds like the combination of a couple of ships.

I let my players take the ship, but I also made them pay for it. Basically their entire reward from the adventure went into repairs.

They went to Tahkba the Hutt to cash in the bounty and made a deal with him for parts and labor in return for all the glitterstim they had found.

As for stats, yes sadly they used a ship that does not have any official stats in any of the current books. So we just did a search for any stats for a YV-666 or Hounds Tooth and found some I found reasonable. I'm pretty satisfied that they've found and upgrade from their old ship plus it has plenty of room for upgrades to suck their wallets dry :)

I'm afraid I do not have the link to stats we use (one of my players found it), but you should be able to find some stats pretty easily.

If you're looking for what the ship is, Wookiepedia has a good write-up as well as a picture.

If you're looking for stats, those are pretty easy to come up with.

Based on it's size, it's SIL 5. So let's take the Warfarer-class (CRB263–264) and mod it a bit. Increase handling to -1, reduce aft defense to 1, increase passenger capacity to 8—the adventure says it can hold 4 comfortably, so I assume that it's 1 person to a double bunk—and reduce the encumbrance to, say 600. Add a concussion missile launcher at a cost of 1 hard point, and keep the price where it is.

Wow, that was easy!

-EF

It is a three deck ship and it can only hold 8 comfortably? Though, I guess if you have to leave room for the Nashtah Pup that would eat up available space. Still... 63 meters with 3 decks is a lot of room, even after taking out essentials.

Well... ok... so maybe this would be helpful as well:

http://www.colonialchrome.co.uk/ShipImages/Unique/U_KDY_666_Hounds_Tooth_SL.gif

Not that it is concrete, but it goes with Bossk's concept of a YV-666 and shows the "limited to 4" aspect with lots of cargo and plenty of room for Bossk.

It is a three deck ship and it can only hold 8 comfortably? Though, I guess if you have to leave room for the Nashtah Pup that would eat up available space. Still... 63 meters with 3 decks is a lot of room, even after taking out essentials.

Well... ok... so maybe this would be helpful as well:

http://www.colonialchrome.co.uk/ShipImages/Unique/U_KDY_666_Hounds_Tooth_SL.gif

Not that it is concrete, but it goes with Bossk's concept of a YV-666 and shows the "limited to 4" aspect with lots of cargo and plenty of room for Bossk.

8 comfortably, yeah. Most of the ship is taken up with cargo—hence the 600 encumbrance.

Remember, while it may be 63m long, it's skinny. Judging by that pic, I'd say it's 6m wide. Trandos are around 2m in height, so using that for scale we're looking closer to 5m wide. That's not a lot of room!

-EF

I agree. And yes, it is a skinny ship. That's why after finding a plausible schematic I realized that it was pretty accurate. Not everyone needs a skinning and trophy room, and not all YV-666 will have a Z-95 Headhunter on board, just in case the ship is about to explode... though it would be reasonable to add an escape pod there even if you added two crew rooms. And the existing "rooms" are more holding cells and don't offer a lot of comfort... those would have to be expanded.