ARC-170?

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

So I did a forum search and couldnt find anything, but I am sure its been done.

But has anyone done up stats for the Arc-170?

I am thinking of swapping the Z-95 from Under a Black Sun, with an ARC-170... not sure why I thought this would be a good idea, possible because it is a 3 man ship, and gives my players more options.

The fluff says the 170 is a successor to the Z-95, and a predecessor to the X-Wing.

So I thought something like this...
(Basically splitting the difference between the two)

Sil: 3 (Same as Both)
Speed: 4 (Equal to Z-95)
Handling: +1 (same as Both)
Defense: 1 (Equal to Z-95)
Armour: 1 (Equal to Z-95)
HT: 9 (As a Z-95)
ST: 9 (Split the difference)
Hyperdrive: Primary: 1. Backup: 0
Sensor Range: Close
Crew: 3 (minimum 1)
Enc Cap: 8
Passenger Capacity: 2 if only Pilot on board
Price: I was thinking 150k New. But significantly lower used, due to it never being made publicly available, its less popular than the Z-95 (Due to crew requirements to make it fully effective), and harder to find parts for since it was not in use for as long, before being superceded by TIEs in Imperial Use. Maybe 20k used? (I dont want it to be too expensive, my players could do nasty stuff with too much cash)

Rarity: 5/6

Weapons: S-foil mounted Med Laser canons. Linked 1. Forward Mounted Concussion Missile launchers.


Thoughts?

Ya.

Faster draw than me, haha

Fantastic guys... missed the rear guns.

Thanks very much!

Once again, I vanish for a few days (moving) and someone asks about something up my alley, and someone else delivers my work. Thanks!

Fantastic guys... missed the rear guns.

Thanks very much!

Yeah, you missed the rear guns, but that's an easy thing to forget about considering how odd the ship is designed. I also made mine to be a bit beefier durability wise, as the ship was meant to be a rugged designed ship, but the need for the additional crew member for a superiority fighter could be the exact reason why they went with the Z-95 in the future.

Once again, I vanish for a few days (moving) and someone asks about something up my alley, and someone else delivers my work. Thanks!

Fantastic guys... missed the rear guns.

Thanks very much!

Yeah, you missed the rear guns, but that's an easy thing to forget about considering how odd the ship is designed. I also made mine to be a bit beefier durability wise, as the ship was meant to be a rugged designed ship, but the need for the additional crew member for a superiority fighter could be the exact reason why they went with the Z-95 in the future.

Except Wookieepeida (if accurate) says the 170 was a development of the 95, and the Xwing a development of the 170.

While the Z-95 has remained popular long into the OT Era (OT), I presume this is because the 170 was never a commercially available craft, much like the XWing, while the Z-95 was?

Once again, I vanish for a few days (moving) and someone asks about something up my alley, and someone else delivers my work. Thanks!

Fantastic guys... missed the rear guns.

Thanks very much!

Yeah, you missed the rear guns, but that's an easy thing to forget about considering how odd the ship is designed. I also made mine to be a bit beefier durability wise, as the ship was meant to be a rugged designed ship, but the need for the additional crew member for a superiority fighter could be the exact reason why they went with the Z-95 in the future.

Except Wookieepeida (if accurate) says the 170 was a development of the 95, and the Xwing a development of the 170.

While the Z-95 has remained popular long into the OT Era (OT), I presume this is because the 170 was never a commercially available craft, much like the XWing, while the Z-95 was?

I think you're right. I'm a bit scatterbrained at the moment (I blame unpacking and catching up with mounds of e-mails and data requests), but I think you are correct in that the ARC was not used by the public, which is probably why you don't see them after the war.

Fantastic.

I was thinking of swapping the Z-95 in Under a Black Sun with a 170, so if my players decide to keep the fighter, they can multi crew it, but if they decide to sell it, would probably bring in less money since it is less desirable (fewer about, parts harder to obtain, technically military only, requires more crew etc), so wouldnt bust up my economy.

Fantastic.

I was thinking of swapping the Z-95 in Under a Black Sun with a 170, so if my players decide to keep the fighter, they can multi crew it, but if they decide to sell it, would probably bring in less money since it is less desirable (fewer about, parts harder to obtain, technically military only, requires more crew etc), so wouldnt bust up my economy.

That's a solid list of reasons to go with it. Have at it, and if you use my stats, enjoy them and let me know how they panned out! I've only used them once in-game, and they seemed pretty solid, but tests from others would be great!

Ill try and remember to let you know if it ever happens.

But it might be a while, I am thinking I might need to take a break from GMing... my games are not going the way I hoped and I dont know if its me, my players or my mental health thats the cause.

Ill try and remember to let you know if it ever happens.

But it might be a while, I am thinking I might need to take a break from GMing... my games are not going the way I hoped and I dont know if its me, my players or my mental health thats the cause.

All the above?

GM burnout is a real thing, especially if you're giving you all to the game and the players aren't doing anything but waiting for you to railroad them into something. I had to change from bi-weekly to monthly games, and while friends outside of the game saw all of the ideas, they were confused why I was dealing with burnout until they met some of my players.

There's also just the need to do something different. I tend to run a side game or play a game every so often (when I can find one; this is rather rare) to change things up.

I hope that helps!

Ill try and remember to let you know if it ever happens.

But it might be a while, I am thinking I might need to take a break from GMing... my games are not going the way I hoped and I dont know if its me, my players or my mental health thats the cause.

If you care to elaborate (in another thread of course!) perhaps we can help you out there. I've eaten my fair share of burnout cookies over the past couple decades....

Ill try and remember to let you know if it ever happens.

But it might be a while, I am thinking I might need to take a break from GMing... my games are not going the way I hoped and I dont know if its me, my players or my mental health thats the cause.

If you care to elaborate (in another thread of course!) perhaps we can help you out there. I've eaten my fair share of burnout cookies over the past couple decades....

Im not sure anyone can help. Ive posted about problems ive had with my group in the past.

I have an odd bunch of players, who seem to take the game seriously at times, and farcically at others (They named the ship the Nyam Cat... look it up).

One player hardly gets involved and when he does, its to suggest a stupid course of action, and if I try an engage him, his character just.. stands around (Literally, stood outside a closed cafe for 6 hours, game time).

One who over plans and over analyses everything, and misses the obvious.

Im limited to pregen games, because i cannot create my own (my brain doesnt work that way), and since i am not very good at making stuff on the spot, if and when they go off the rails, it turns into a mess.

I get argued with over rulings ive made, to the point I almost quit...

And it just doesnt feel like Star Wars anymore.

I dont want to quit SW... since ive dropped alot of cash to get every book (almost), and noone wants to run another SW game right after mine... and it feels like its been a waste of time.

The one player who has been trying to help, keeps pointing out that pregen games are probably not going to work becuase this group thinks differently to whoever wrote the game... which leaves me with nothing to run.

(One player wants to play Jewel of Yavin, but given the last 'investigation' game im running, I dont think it will work)

Sounds like a perfect time to head to your local FNGS, and find a game to play in. Let someone else carry the load, give yourself a break, and have some fun with a great game.

You dropped a bunch of cash on the books, so now you get to be that guy that has them all, and brings them to the game. GM's love that guy...

Im not sure anyone can help. Ive posted about problems ive had with my group in the past.

Wow, I agree this doesn't seem like a GM burnout issue, it sounds like your group is difficult. My suggestion - which has worked for me - is to find yourself a new group. I know that's easily said, but buddy, you're trying to have fun and it doesn't sound like you all share the same idea of fun. I'm not saying quit playing with them, I'm just saying figure out what's fun in that group and work on putting together a new group that shares the same vision for fun that you have. It did take me a long time to do it, and now that I've moved I have to do it all over again so I'm right there with ya.

Yeah, between Anxiety Disorders, And a work schedule, this is not really an option for me.

I dont have many friends or much of a social life becuase of various mental health issues, so finding a new group is not really an option.

Letting one of the others run a game IS an option... it just wont be SW, and Im not sure i would enjoy whatever they are being to the table (Probably Shadowrun (URGH), or Vampire (Meh)

Well... not to try to push you, but you'd be surprised how generous and lenient a pick up game at a game store can be.

And if it's not working for you, you can always just excuse yourself.