Upgrading my group's starship. Specifically, the weapons.

By GroggyGolem, in Game Masters

I run an Edge of the Empire campaign with 4 groups. None of them have gotten to the point in the campaign where they get a hold of their first starship.

I've been considering suggesting they start with the Wayfarer Class Transport.

While browsing at the stats on the ship and modifications, I came across a question that wasn't answered in the book.

Let's say the group goes with the Wayfarer. It has a turret that is fixed to the forward arc. When the group decides to replace the weapon, would it also be allowed in the rules that the new weapon be an all arc weapon?

For instance, if we replace it with the same Laser Cannons on the YT-1300.

A fixed weapon I wouldn't just allow a swap, but if there are HPs available you could just add an additional weapon.

Yes, you can change the fixed forward weapon to a turret per the rules. That will cost some credits, etc.

As a GM, my friendly advice is to make absolutely sure your players want a ship. I wouldn't force it on them. Having a ship could cost your group money in registration fees, piloting licenses, docking fees, repairs, etc. In my personal experience, giving a group a ship works best when you have at least one player, or two, willing to take care of it, track its damage, inventory, understand the space combat rules, miscellaneous note taking, etc. If not one player really wants the responsibility of owning a ship, then introducing a NPC or two that own a ship and drive your players around from time to time, probably for a 'cut' of whatever profits the PC's are earning, may be a better way forward.

You know your group best. Just my two cents.

@SemperSarge

Understood. With my groups, they are all fairly new to RPG's so I've been keeping things minutae light. I'll come up with some fees for things but I'll likely just require them to take a cut out of their pay for jobs depending on what they want to pay for. I won't get too far into it as I try to keep the pace moving quick with them. I know every group has players that are interested in Piloting, so there's no shortage of players that are interested in getting ahold of a ship. With each group I will find one player to be the legitimate (or illegitimate) owner of that ship. Probably whichever player wants to Pilot the most. We haven't come to that point yet, it's a few more sessions down the line in the campaign.