Ships

By Strylith, in Game Masters

IF YOU ARE IN A GAME WHERE WITH CRAWFORD, KENNEDY, AND PASQUINELLI STOP READING.

Okay, now that that is over with, I am trying to come up with some ship rewards. I have been planning to do this for a while, and it will be integral to the story, they will complete a relatively easy objective, and fight off the baddies, and escape in a ship Depending on their actions they will get to choose from two of the six ships (e.i. If they do option x they get to choose between ship 1 and 2. If they do option y they can choose between 3 or 4, and so on). I need a total of 6 ships. I have 3 already. Also I need stats for the ship i am going to post a pic of. It is a imperial version of a YT-1300 that is one of a kind (in my game).

The most important thing is that I also need the ships to be ballanced. When all is said and done no ship should be better than the one next to it, and ideally the starting worth of each ship (when they get it it may be in some disrepair) will be worth less than 125,000 credits.

1. IYT-1300 (Imperial YT-1300)

http://fractalsponge.net/?p=329

I need stats for this. Maybe a bit more heavily armored. I do want to remove the bottom and front end gun emplacements, and I am downsizing this to YT-1300 size (obviously)

2. ZH-25 Questor Light Freighter

3. YT-1000

4.?

5.?

6.?

That IYT-1300 is HUGE. 6 turrets? you would end up with a Silhouette 5 GUNSHIP with that thing

That IYT-1300 is HUGE. 6 turrets? you would end up with a Silhouette 5 GUNSHIP with that thing

like i said, I would cut it to the same size as a normal YT-1300, and it would only have 1 or two turrets on mine

How does a Gozanti fare against that example of yours?

It's used by the Empire and civilians so it might be worth a look?

honestly i need help guys. i have no idea what to use.

How does a Gozanti fare against that example of yours?

It's used by the Empire and civilians so it might be worth a look?

It is Far bigger. The example images are supposed to be about twice the size of the millennium Falcon. I am shrinking it down to Falcon size, with modifications, so it would be very similar to the falcon on the interior. so not huge, normal size.

For stats I am thinking the Same as the YT-1300 with 1 more armor and 1 less handling. It would have less cargo space, at the plus of a few prison cells. for my uses it would have one maybe two blaster cannons, what ever it is that the YT-1300 has. What do you guys think?

Edited by Strylith

What about Katarn's ship that's quite small?

Back in the WEG there was the Imperial Scout ship I think it resembled a TIE Bomber but I'll just double-check?

The most important thing is that I also need the ships to be balanced. When all is said and done no ship should be better than the one next to it, and ideally the starting worth of each ship (when they get it it may be in some disrepair) will be worth less than 125,000 credits.

OK, a few points here that may help you:

The cost is only part of the equation. If you're not also looking at Rarity you'll be missing a key balance indicator. FFG has made it so getting a fancy ship requires not only credits, but also the means to track one down. So a lone smuggler will likely be stuck with pretty easy to locate craft (ie, not so stat fancy) where a smuggler in a party with a merchant will be able to track down the rare high performance craft that can only be found if you "Know a guy." If you're talking theft from a preset list, then while you won't have to roll for rarity, you will need to factor it in when comparing one ship to another. Something like a rarity 7 HWK-290 will easily fit your price point, but with just a few modifications it can easily out combat a lot of other craft, making it probably unsuitable for your campaign.

Another part of the equation is the pilot. A craft with -4 handling maneuvers like a pregnant bantha... unless it's in the hands of a pilot with 4 ranks of Skilled Jockey. A ship with a system strain of 2 is going to be hard to push to it's limits... unless it's being piloted by someone with High-G training who can absorb the strain themselves. A ship with 0 HP in the hands of a Rigger or Modder is going to outperform one that isn't. Tailor the options to the party you're working with, so they'll have to debate the differences rather then just figure out that Ship A pairs with the pilot's talent block better than the rest.

Finally is the base stats. Being Sil 5 vs. Sil 4 can make a difference as can the crafts top speed (don't forget to consider attachments and talents that can increase speed too) because of how it affects the maneuver options. Weapons matter as well of course, but don't forget to factor in how they work with the craft they are mounted on. Turrets on small craft are convenient, but not as vital due to how the system handles facing in relation to Sil 4 and below craft, making it only really important in certain situations. By comparison on Sil 5 and above a turret is a much much bigger deal because facing is more closely tracked on big craft so it will come into play more often.

That IYT-1300 is HUGE. 6 turrets? you would end up with a Silhouette 5 GUNSHIP with that thing

like i said, I would cut it to the same size as a normal YT-1300, and it would only have 1 or two turrets on mine

Then you are basically talking about something like a decimator . It is in fly casual, page 55, sil 4, two quad-laser turrets, twin-concussion missile launcher, speed 3, armor 4, Cost/Rarity: 160,000 credits/6, awesome ship.

SWC_VT-49.png

SWX23-24-art.png

Edited by SEApocalypse

That IYT-1300 is HUGE. 6 turrets? you would end up with a Silhouette 5 GUNSHIP with that thing

like i said, I would cut it to the same size as a normal YT-1300, and it would only have 1 or two turrets on mine

Then you are basically talking about something like a decimator . It is in fly casual, page 55, sil 4, two quad-laser turrets, twin-concussion missile launcher, speed 3, armor 4, Cost/Rarity: 160,000 credits/6, awesome ship.

Decimator is just a little bigger, but still very comparable. I like it.

The most important thing is that I also need the ships to be balanced. When all is said and done no ship should be better than the one next to it, and ideally the starting worth of each ship (when they get it it may be in some disrepair) will be worth less than 125,000 credits.

OK, a few points here that may help you:

The cost is only part of the equation. If you're not also looking at Rarity you'll be missing a key balance indicator. FFG has made it so getting a fancy ship requires not only credits, but also the means to track one down. So a lone smuggler will likely be stuck with pretty easy to locate craft (ie, not so stat fancy) where a smuggler in a party with a merchant will be able to track down the rare high performance craft that can only be found if you "Know a guy." If you're talking theft from a preset list, then while you won't have to roll for rarity, you will need to factor it in when comparing one ship to another. Something like a rarity 7 HWK-290 will easily fit your price point, but with just a few modifications it can easily out combat a lot of other craft, making it probably unsuitable for your campaign.

Another part of the equation is the pilot. A craft with -4 handling maneuvers like a pregnant bantha... unless it's in the hands of a pilot with 4 ranks of Skilled Jockey. A ship with a system strain of 2 is going to be hard to push to it's limits... unless it's being piloted by someone with High-G training who can absorb the strain themselves. A ship with 0 HP in the hands of a Rigger or Modder is going to outperform one that isn't. Tailor the options to the party you're working with, so they'll have to debate the differences rather then just figure out that Ship A pairs with the pilot's talent block better than the rest.

Finally is the base stats. Being Sil 5 vs. Sil 4 can make a difference as can the crafts top speed (don't forget to consider attachments and talents that can increase speed too) because of how it affects the maneuver options. Weapons matter as well of course, but don't forget to factor in how they work with the craft they are mounted on. Turrets on small craft are convenient, but not as vital due to how the system handles facing in relation to Sil 4 and below craft, making it only really important in certain situations. By comparison on Sil 5 and above a turret is a much much bigger deal because facing is more closely tracked on big craft so it will come into play more often.

These are some points I never thought of. Thank you.

So here are the Stats I came up with for the IYT

Siloughet 4 Speed 3 Handling -2, 1 defense all around, 4 armor.

HT Threshold 28 SS Threshold 18

Hyperdrive: 3, no backup

Navicomputer:yes

Sensor Range short

Ship's Complement: Pilot, Copilot, Gunner, Engineer

Encumberance Capacity: 110

Passenger Capacity: 6 (includes crew)

Consumables: 3 Months

Cost Rarity: 120,000/? (maybe 6 or 7)

Hard Points: 3

Weapons: One Dorsal Medium Laser Cannon

With that values it is almost a requirement to get a second ventral turret. Speed 3, Sil 4, negative handling, any incoming fighter will GtA and attack the ship from the belly-backside, out of arc for the dorsal turret ^_^
Which is fine as a weakness of the ship, especially as it has 3 hardpoints anyway.

Still a YT-2400 and the decimator come already with that extra turret, the YT-2400 has them as twins at least, the VT-49 Decimator comes even with 2 quad-lasers and basically saves you here two hardpoints, which makes up for only having one hardpoint, especially with that twin missile launcher on top.

So I would say that all the YTs 1300 and up are better off than your IYT, the decimator is balanced well to those YTs too, clearly less customizable, but comes with a punch that you would spend all your hardpoints for anyway IF you like that kind of weapons.

So here, some contender ships for your list.

YT-1300 (Millennium Falcon), YT-2000 (Otana), YT-2400 (Outrider), VT-49 Decimator, Ghtroc 720 Light Freighter and maybe the VCX-100

a011a49614e4b288c928e2a4cc297852.jpg

YT-2000_SotG.jpg

Outrider_negvv.jpg

Ghtroc720_sotg07.jpg

Ghost.png

Edited by SEApocalypse

Awesome. sounds good thank you!

Do you have stats for the Decimator?

Decimator is in Fly Casual Page 55

The VCX-100 is in Keeping the Peace, the YT-2400 and YT-1300 are in Edge of Empire Core Rule Book, the YT-2000 is in FC too, oh and the Ghtroc 720 is from enter the unknown.

How many players in your group and is a Lambda Shuttle suitable?

Edited by copperbell

How many players in your group and is a Lambda Shuttle suitable?

3 players, but a 4th may join us

rats i don't have Fly Casual :(

How many players in your group and is a Lambda Shuttle suitable?

3 players, but a 4th may join us

rats i don't have Fly Casual :(

I send you a PM. :)

Though the part of BoSS and stolen ships from fly casual might be super important for your adventure idea. Transponder codes and engine signatures are a non trivial thing, very hard to manipulate and archived and stored for literally every ship of the civilized galaxy. So I can only highly recommend fly casual for that part, traveling and smuggling and the ships and gear is nice too.

Edited by SEApocalypse