I'm GMing for a group who picked the base option for their Rebel resource to start with instead of the shuttle or Y-Wings. It was partly because they fancied a change (we've been planet-hopping in Star Wars RPGs since West End Games' system in the early 90s) and partly because no-one wanted to be "designated driver" this time around. Of course being able to get around the galaxy is still important at times, so the players have been looking at getting a ship for one of their Contribution Rank rewards (they certainly don't have enough money to buy one in cash). They've just hit Contribution Rank 2 at the end of last session, so I've been looking over the books I have (all 3 core books, both AoR career books and Dangerous Covenants + Fly Casual).
It seems to me like basing ship selection on Rarity isn't a good way to define what the PCs can get. Contribution Rank 2 means up to Rarity 5. From the AoR core alone that allows the players to get a CR90 Corvette, a capital ship (a small one, but still), with a crew of 30-165. Alternatively, there's the Consular-class cruiser, a slightly more modest choice with only 8 crew and half of those listed as "engineers" so a larger group could probably manage themselves with a bit of droid assistance - but that's a ship with a 3.4 MILLION price tag.
So I have a few issues and questions.
1 - the Contribution Rank guidelines table (AoR p.325) lists ranks 5-8 as "access to corvette/gunship-level starships" and lieutenant to captain rank, but - if the GM allows such ships at all - they're available much earlier. Heck, Rank 3 technically covers a Dreadnought (Rarity 6). The rules and text just don't match here. Maybe gunship- and cruiser-class vehicles and up are a special case that should require Rank=Rarity, not (Rank+3)=Rarity? Although that still leaves awkward edge cases, like the Gozanti which is listed under "Freighters and Transports" in Fly Casual but under Cruisers in AoR.
The "Managing Alliance Rewards" section on p.326 seems to cover this area with the note that "If the GM does not want to run a campaign focused on large-scale starship combat, he may decide that the Rebellion does not have ships of this scale, or the crews to man them, to spare." This raises a few more questions:
2 - does this mean that ships granted with Contribution rank come with crew, if they require more crew than the number of PCs? If so, that seems to imply that the reward is more of a command posting on an Alliance ship than the group actually owning it. But again, that makes getting corvettes from Contribution an even better reward than forking out the cash to buy one. It also invites the question of what exactly is the PCs position on the ship? Is one PC the captain and the others his command staff, or is there an NPC captain at their disposal?
3 - speaking of which, if the PCs took a ship they can run themselves, what would be to stop them just selling the thing? Even if they get stiffed on the sale price (maybe the transponder ID has been flagged as stolen or a known Rebel ship) and only get 10% of the price, that's a lot of money. Heck, if they did that with a Republic cruiser, even 1% of the value would be more money than they could ever likely spend on personal gear. It's not really in the spirit of the game and my players are good enough that they wouldn't do it if I reminded them of that, but it just highlights the odd mismatch of Rebel rewards being so generous with ships but stingy with personal gear.
4 - where to draw the line between what's appropriate and what's not? There's not, as far as I can see, a massive difference in combat effectiveness between a CR70 Corvette and a Gozanti and some of the more combat-focused Silhouette 4 ships (considering the innate advantages of Sil 4 over Sil 5). So far I've recommended the VT-49 Decimator (from Fly Casual) to my players for their next Contribution Rank but it's a bit of a grey area whether it's not just a pocket gunship; but again it's not much more potent than a YT-whatever with its hardpoints filled up with stuff.
So I'd welcome opinions and any experience anyone has to offer. Maybe I'm overthinking this, but it's a little frustrating that the guidelines and advice in the book range from unhelpfully vague to downright contradictory.
Edited by Dasharr