My current group recently obtained a Ghtroc 720 freighter with a colorful history we'll probably be delving a little into next session. I am kind of warming up to the design, at least in terms of appearance, though the GM hasn't given the group its full statistics, yet. Been trying to get everyone into a conversation about what we'll be doing with the ship... but stuff keeps hapening!
Ship Talk
Ah yes, the turtle ship.
I recall off the top of my head thinking that it was pretty decent. What book was it in?
12 minutes ago, EliasWindrider said:Not mechanics, astro gating is up in the air, but they'd have to have that little whirl jack R2 always plugs into, but those are pretty standard. If it didn't have a Droid socket I would put a set back dice on pilot and gunnery checks during combat,
Seems fair.
1 hour ago, BronzeDog said:My current group recently obtained a Ghtroc 720 freighter with a colorful history we'll probably be delving a little into next session. I am kind of warming up to the design, at least in terms of appearance, though the GM hasn't given the group its full statistics, yet. Been trying to get everyone into a conversation about what we'll be doing with the ship... but stuff keeps hapening!
Had a quick look at it and now I remember why I liked it.
It's tough, with 5 armor and above average hull trauma for a sil 4 freighter, and has great carrying capacity, with 200 enc and 10 passenger capacity. As an added bonus it's a civilian light freighter with medium sensor range.
It's a bit slow and clumsy and it's base weaponry is weak as noted, but what do you want from a ship that starts under 120,000?
I don't know of any sil 4 ships off the top of my head that have over 200 enc, and the other 200 enc ship I know of, the YV-666 only has 6 passenger capacity, so I think it has won the Roomiest tag.
The YV-666 might be marginally better overall, having more hardpoints and weaponry, and an extra shield point mitigating it's 2 lower armor somewhat, but the 666 is priced above a starting ship, so you're less likely to see PC's running around in it.
For your group, the first obvious step is to replace the starting lasers with something else (assuming it's not already been modified). Quad laser or dual heavies seems reasonable.
Whatever else you do with those 4 hard points is going to depend on what sort of campaign you're running and your party composition.
Edited by Spatula Of Doom21 hours ago, Spatula Of Doom said:Had a quick look at it and now I remember why I liked it.
It's tough, with 5 armor and above average hull trauma for a sil 4 freighter, and has great carrying capacity, with 200 enc and 10 passenger capacity. As an added bonus it's a civilian light freighter with medium sensor range.
It's a bit slow and clumsy and it's base weaponry is weak as noted, but what do you want from a ship that starts under 120,000?
I don't know of any sil 4 ships off the top of my head that have over 200 enc, and the other 200 enc ship I know of, the YV-666 only has 6 passenger capacity, so I think it has won the Roomiest tag.
The YV-666 might be marginally better overall, having more hardpoints and weaponry, and an extra shield point mitigating it's 2 lower armor somewhat, but the 666 is priced above a starting ship, so you're less likely to see PC's running around in it.
For your group, the first obvious step is to replace the starting lasers with something else (assuming it's not already been modified). Quad laser or dual heavies seems reasonable.
Whatever else you do with those 4 hard points is going to depend on what sort of campaign you're running and your party composition.
Thanks for the reply. Guess I can share some group info:
Tresk (Me): Bothan Ace/Driver: Professional Swoop racer. I'll likely be working as the ship's engineer, since I've got 2 ranks in mechanics and no ranks in Piloting (Space). (Aiming for Rigger as my second specialization) Recently impressed the crew by winning an illegal race that was rigged against me. One of my goals for the ship is to turn one of the cargo bays into a speeder garage and workshop.
Do'jeer: Human Hired Gun/Mercenary: Does some bounty hunting, favors a blaster carbine, makes a point to always live up to his contracts. Likely our best candidate for manning that medium laser cannon at the moment.
GI-01: Droid Smuggler(?)/Pilot. Droid built specifically to fly this particular 720. I intend to pick his positronic brain for info about the ship once things settle down enough for a crew meeting. Player is not well versed in Star Wars lore.
Dracmus: Selonian Hired Gun/Marauder: Recently joined the group. Obligation: Obsession (Adventure!) Player is known for playing 'barbarian' archetype characters. GM has mentioned being glad to get him onboard since GI and Tresk need someone to draw aggro away from them, and a 2 meter tall ferret swinging a bladed polearm will do a pretty good job of that. "Acquired" a swoop of his own from the gang that set up the race/ambush.
NPC Medical droid: Came with the ship. "Please state the nature of the medical emergency." (No one has ranks in Medicine, so I'm glad to have it and a medical bay on the ship.)
Known ship modifications: Decoy buoy launcher in port cargo bay, secondary transponder, and the GM emphasized how armored this thing was, so it might be extra armor.
Not sure if the Decoy buoy launcher will come in handy, but the secondary transponder is nice.
I'd suggest getting some high output ion turbines, but then I am a bit of a speed freak and want to do that with everything.
49 minutes ago, Spatula Of Doom said:Not sure if the Decoy buoy launcher will come in handy, but the secondary transponder is nice.
I'd suggest getting some high output ion turbines, but then I am a bit of a speed freak and want to do that with everything.
I generally have a base speed requirement of 4 or higher for a ship to be a contender for me... that rules out most but not quite all silhouette 5 ships.
I'm a big fan of the Ghtroc 720, partly thanks these excellent deck plans. While it doesn't handle that well (a skilled jockey pilot can mitigate that though), armor 5 is really nice and it has a fairly generous passenger capacity and decent room for improvement.
However, if you want to travel in style nothing beats the Lambda shuttle. Very few things has it beaten for looks and it's no slouch in the stats department either with a good handling score and it's deceptively tough. While it's guns are weak, it does have a lot of them, so with a few upgrades it can be a bit of beast in combat.
On 2017-05-06 at 6:35 AM, penpenpen said:However, if you want to travel in style nothing beats the Lambda shuttle. Very few things has it beaten for looks and it's no slouch in the stats department either with a good handling score and it's deceptively tough. While it's guns are weak, it does have a lot of them, so with a few upgrades it can be a bit of beast in combat.
The problem I have with the lambda is that none of the depictions I see have anything resembling "living space." Most transports and freighters and such have things like crew quarters, a kitchen, a lounge, etc. If you want to live and work in one, you wind up doing a conversion that eats into that cargo space big time. Then again I guess that's why such a relatively small ship has such good cargo capacity.
So, in order to spark a little more conversation, and because we've actually got the slot to fill, I'd like to pose you fine folk this question.
What Sil 2-3 vehicle should we get to supplement our YT2400?
We've got a house ruled ship attachment that's a docking passage/clamp combo that allows us to carry along and easily access a Sil 2-3 vehicle. Originally I was thinking a Sil 3 fighter, but I couldn't really find something that screamed “this, use this one!” After some thought I decided to open it to anything Sil2-3, since there are some quite nice ones in this category, and I'm not really looking to fill any specific role, other than “supplementary vehicle.”
Currently we've got a tricked out YT2400, and a Sorusub Seraph “flash speeder” from Suns of Fortune (it's mounted weapon is a light repeating blaster instead of blaster cannon). Money is a bit of an issue agan, since we've burned through or invested pretty much all of our jewel heist windfall.
The T-16 skyhopper seems like a very good vehicle for it's rock bottom price, but isn't space capable. The Headhunter cheap but at least somewhat capable in all categories. The CL-1c Lancet from Suns of Fortune seems nice for the price, and is one of the few passenger capable fighters, but sadly has no hard points. The HWK-290 might make a very good generalist ship if we were to mod it up with a few weapons. The modular fighter from Special Modifications could wind up a good shuttle/fighter, but it's a lot of fiddling and bookeeping and those hard points don't last long if you want anything like shields or hyperdrive.
Are there any standouts I might have missed?
the mandalorian super shuttle from page 38 of friends like these.
sil 3
speed 4
handling +1
shields: 1/1
Armor 4
HT 25
ST 15
hyperdrive x2/no-backup
navicomputer: none/astromech droid socket
sensor range: long
ship's complement: One pilot: one-copilot
encumbrance capacity: 75
passenger capacity: 2 prisoners
consumables: 3 months
price rarity: 135,00 (R)/6
Hard points: 1
weapons: S-foil mounted medium laster cannons (Fire Arc: forward, damage 6; Critical 3; Range (Close); linked 1); Forward mounted proton torpedo launcher (Fire-Arc: forward: Damage 8; Critical 2; Range (Short); Blast 6, Breach 6; Guided 2, Limited Ammo 3, Slow-Firing 1);
OR a hwk-290
Edited by EliasWindriderThis is a continuation of the discussion regarding the C-ROC started in another thread .
The question is, is the C-ROC too good for the price? And if so, how would you house-rule it to balance?
I have some time to burn, so I'm going to have a look through my EotE books and look at comparable ships.
I don't have any Force and Destiny books and only the core Age of Rebellion book, so I can only really compare it to the other EotE book ships, but I can see that.
So as not to clutter up this thread with off topic info I'm going to pop my thoughts into the ship talk thread.
It's better and cheaper than the base Gozanti. The Goz having longer sensor range and a proton torpedo launcher, but less cargo, speed, hard points. The base Goz also inexplicably costs 10k more.
YZ 775 has better weaponry and much better hyperdrive (1 instead of 3), and lower crew requirements, but less speed, maneuverability, significantly lower shields, less armor, hull trauma, system strain, cargo capacity, passenger capacity (0). Finally it costs about 2 and a half times what a C-ROC does.
I don't really see anything else that is comparable as a heavily armed sil 5 cargo ship. It's listed as a capital ship, but I don't think it really is given its small crew and weaponry compared to the smallest of the proper capital ships like the C-90 corvette or Corellian Gunship, which usually have seven digit price tags.
Of the cargo style cargo ships, the Xiytiar (Explore unknown) isn't really the same type of ship, but it's about the same price and size, and is a pure cargo ship. The Xiytiar has a little more cargo, lower crew requirements, and the same primary hyperdrive. In every other measurable way it's worse than the C-ROC, and is unarmed to boot.
The Mobquet medium transport is a little less embarassing, having several times the cargo and passenger capacity, and even has some weaponry. It's not really the same type of ship as the C-ROC though, still being a slow ungainly and weak walled cargo/transport. For similar reasons I'm not bothering with the Wayfinder, terrible terrible Space Master, HT-2200, TL-1200.
The Minstrel (Lords of Nal Hutta) is interesting. It's a Luxury space yacht with luxury price tag. That said, it would make a pretty good jack of all trades ship (assuming you can get enough crew).
I think I'd have to agree that it's too good for the price tag and rarity. So how to bring it down to normal?
The refit for more powerful sublight engines was expensive, so CEC installed less powerful civilian grade shields to keep costs/price down (1 in all zones). It's still tougher than most pure freighter/transports due to it's good armor and high hull trauma.
Reduce the hard points to 5 to bring it in line with a base Gozanti minus torpedo launcher.
Also, custom configurations are rarely cheaper than the base, so let's up the price to 220,000, a little more than the Goz, but not anything unreasonable. The rarity is already high enough.
Sound good?
Edited by Spatula Of DoomFor Sil 4, I still have a fondness for the Kappa shuttle. If there was an official way to trade out some of that passenger space for other purposes that would make it better, but either version is fairly solid.
On 7/17/2017 at 0:48 PM, Pyremius said:For Sil 4, I still have a fondness for the Kappa shuttle. If there was an official way to trade out some of that passenger space for other purposes that would make it better, but either version is fairly solid.
Looked up the Kappa. What other purpose were you thinking of for the cargo/passenger space? It seems that same as it's successor, the lambda, it doesn't have long term facilities for any of those passengers, since they double as cargo.
Sil 4 has a huge pool of ships to choose from, even if you're only talking about EotE ships, double huge if you throw in the other two lines. I guess it really matters what you're looking for in a ship.
Edited by Spatula Of DoomSome bunks, a refresher, etc. The vehicle hangar puts it into a fairly exclusive class - especially since it can deploy small walkers. While not a combat drop ship, its purpose was deploying military units so it tends towards the more durable end of the spectrum. Also, I like the style quite a bit.
14 hours ago, Spatula Of Doom said:Looked up the Kappa. What other purpose were you thinking of for the cargo/passenger space? It seems that same as it's successor, the lambda, it doesn't have long term facilities for any of those passengers, since they double as cargo.
Sil 4 has a huge pool of ships to choose from, even if you're only talking about EotE ships, double huge if you throw in the other two lines. I guess it really matters what you're looking for in a ship.
Out of curiosity, what book is that in?
Desperate Allies , p.63, and Dead in the Water , p.20, according to the FFG Star Wars Index fansite .
18 hours ago, Spatula Of Doom said:It seems that same as it's successor, the lambda, it doesn't have long term facilities for any of those passengers, since they double as cargo.
Yet both ships have Consumables enough for 2 months. For every given ship, the Consumables has covered both the crew Complement and the Passengers. I really hope they don't expect to cram 20 passengers into a Lambda under the same conditions that people suffer while flying on Delta (the airline).
5 hours ago, Pyremius said:Some bunks, a refresher, etc. The vehicle hangar puts it into a fairly exclusive class - especially since it can deploy small walkers. While not a combat drop ship, its purpose was deploying military units so it tends towards the more durable end of the spectrum. Also, I like the style quite a bit.
Check out Sturn's Vehicle Ops series. It's payer made content rather than official, but I think the cargo handling bit has the info for converting cargo to passenger space etc.
EDIT: I suppose I should put in a link shouldn't I?
1 hour ago, HappyDaze said:Yet both ships have Consumables enough for 2 months. For every given ship, the Consumables has covered both the crew Complement and the Passengers. I really hope they don't expect to cram 20 passengers into a Lambda under the same conditions that people suffer while flying on Delta (the airline).
Totally not like flying Delta. Delta still has seats... Technically.
Yea, I noticed that too. Got a good laugh out of the image of 30-40 people camping out in the equivalent of a C-130 Hercules cargo bay for two months. Hopefully someone brought some deodorant and a deck of cards.
I figure the 2 months consumables is just for the 2 man crew, but it's not really made clear anywhere.
Edited by Spatula Of DoomIt could be there in case the ship goes down. That way the survivors have enough to last them until a rescue can come.