Starting up a ship/vehicle

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

Early on, my players took to commandeering vehicles and ships as the need arose - from speeder trucks to a YT-1300. When they went to take the speeder truck, I was asked, "What do I roll to hotwire the truck?" I set a difficulty, they succeeded, and we moved forward. After, though, I got to thinking whether or not anyone ever has a vehicle secured in any way in the Star Wars Universe. I mean, even in the most recent movie, Fin and Rey really just get their bearings in the Falcon's cockpit and then just take off. Anakin takes off in a Naboo N-1 fighter in TPM. In ROTJ, a freaking Ewok jumps on a speeder bike, throws a couple of levers and takes off (I might buy the argument that the bikes where already hovering in idle.)

When my PCs went to take the YT-1300, I made them at least get a hold of a "control cylinder" (I was channeling a code cylinder in my mind) from the ship's owner to be able to start the ship's systems. Is there anything I am not aware of from a FFG sourcebook that covered this? I even skimmed through some WEG sourcebooks that I thought could provide some sort of answer, but came up with nothing. I know I can just come up with my own solution and run with it, but figured I would throw it out here to see if there is a better/correct answer.

Thanks!

IMO, it’s your game and you should do what works best for you.

In our real world, in the US military, none of the vehicles have a key required to start them. Most construction vehicles don’t have a key required to start them. In both cases, you just have to know what you’re doing.

But private vehicles usually do have some sort of key required.

So, if it’s an Imperial or Rebel Alliance vehicle, then I probably wouldn’t require a key or “control cylinder”, but they would have to either know the vehicle or be able to figure it out.

But for a private cargo ship, then yeah — I probably would require some sort of key or control cylinder, unless they want to try to hotwire it. And even then, I might give the owner a chance to have removed a critical component that the ship simply cannot fly without, and cannot be easily replaced or jury-rigged.

Of course, there might be other types of security systems that they have to get through, in either case. Like other people/droids around who don’t want their vehicle stolen. ;)

I think you handled that pretty well. Without bogging the game down too much, I don't see what you else you could have done other than set a difficulty for a Skulduggery roll and go from there. The code cylinder also makes good sense too as a security measure. It gives PCs a further chance to shine if they have to steal it from the owner.

But for a private cargo ship, then yeah — I probably would require some sort of key or control cylinder, unless they want to try to hotwire it. And even then, I might give the owner a chance to have removed a critical component that the ship simply cannot fly without, and cannot be easily replaced or jury-rigged.

I'm surprised my group hasn't done this yet. They are perpetually paranoid that someone will steal their ship, so they install elaborate locks, internal defences, that sort of thing. But nobody suggested the equivalent of removing a car's distributor cap or the batter. Quick, easy to fix, but completely disables the vehicle until fixed. Or even just a kill switch that has to be flipped by the engineer while the pilot starts the vehicle.

With our luck if our mechanic removed the "motivation hyperlock" or whatever thing you make up, when we desperately need a get-away she'll be unconscious and nobody else knows how to reinstall it. :P

Our game assumes that vehicles either have a key to start or are secured from entry by an electronic lock (depending on vehicle type) because nobody would be able to own a vehicle for long if they couldn't secure it. It wouldn't make sense that anyone can walk up to your speeder and just fly off with it. That's ridiculous for something that can be worth thousands or even tens of thousands of credits.

In the EotE Beginner game there are docking clamps that have to be released through the Space Port Control Center. Maybe that's a common thing at official space ports or when docking to a space station. That way you can secure the ship and the owner of he port/station also makes sure you won't leave without paying the docking fee.

This might be another posibility to secure a ship apart from code cylinders, keys or breaking it. And there are lots of ways the PCs can get around docking clamps (mechanics, bribery (negotiation), slicing, deception, coercion, lightsaber,...).

Hmmm. Maybe docking clamps aren't so safe after all. I better go and buy a steering wheel lock for my freighter....

May your airlocks stay closed in space

Fred

Edited by GM Fred

Well considering the Falcon was stolen time and again any "locks" were probably removed long ago.

But i like te ida of a contro cilinder needed, star war ses to like interlocking things rather than combination codes like today smartphones.

Ship-jacking is definitely common in the EU. From the vague descriptions given in the fiction, it usually involves getting around locks and encryption necessary to actually get inside the ship. Once inside you're more-or-less home free, other than the aforementioned docking clamps and/or tractor beams. The security systems I've read of are mostly physical barriers to keep someone out of the ship.

Thanks for the responses and ideas, everyone. I think, moving forward, I am going to assume that ships and vehicles are not secured by default, however, modifications can be purchased to have a remote opener for a boarding ramp and/or a code cylinder made for starting an engine for the more security-minded PCs and NPS. Incidentally, I DID find a short article about an Activation Cylinder on Wookiepedia. I like the idea of an opener being along the lines of a Droid Caller rather than a keypad on the outside of a freighter. Something about that (in my mind) keeps it grounded in the technology that would have been around when ANH or ESB was filmed (like garage door openers with DIP switches). Or, you just keep your droid on board and com link them when you want them to drop the boarding ramp or open an airlock if you are docked with another ship.

Again, thanks for the responses!