Fighter Squadron for PCs

By P-Dub663, in Star Wars: Edge of the Empire RPG

Anyone have suggestions for fighters that my PCs could use in their new base? I didn't want to go with "rebel specific" fighters like the A-Wing or the Y-Wing and was thinking of something they would find in a junkyard. Maybe a Z-95 or the ARC-170?

The idea is to give the mechanic something to work on while other characters are training, meditating, etc.

Also, what would be a good way to bring in a flight of NPC star fighters and pilots? I'm wanting something similar to Phoenix Squadron that will support my Players during various operations.

As to bringing in a flight of NPC pilots, the Age of Rebellion GM Kit has rules on squads and squadrons, where you can turn a minion group into a squadron for your PCs to command.

As for starships, Z-95s are definitely iconic "non-Rebel-specific" fighters, as the Cloakshape and the SoroSuub Cutlass-9. The ARC-170 was an Imperial Navy fighter from the Clone Wars on, and thus wouldn't be in heavy use by civilians, but of course it's conceivable that some pirate or militia group might've got their hands on some at one point or another.

You can check out a big list of starfighters here:

http://starwars.wikia.com/wiki/Category:Starfighter_classes

http://starwars.wikia.com/wiki/Category:Starfighters

I was thinking something "old" like the ARC-170 because I would think they'd be prevalent as "military surplus", similar to how the US Government will sell you a Sherman Tank for $20,000. The Empire might have just tossed a few thousand of them on some moon and will get around to recycling them eventually. It would be up to the PCs to snag five or ten of them and cobble together two or three functioning ships.

Do you know which books have the Cloakshape and the Cutlass?

http://swrpg.viluppo.net/transportation/starships/

The Cutlass-9 is in Mask of the Pirate Queen , and the Cloakshape is in Edge of the Empire CRB . The Core Rulebooks are probably where you're gonna want to start looking for good ideas on fighters.

Take a look at Stay on Target.

I cannot remember the name of the ship, but the mechanic sourcebook has a customizable fighter craft that is a shell with modules added to diversify it , they can have hyperdrives, better engines, better weapons but are limited by hard points for these improvements.

I recommend the Heavy Z-95 from "Stay on Target", that's a nice fighter, even has an astromech.

Generally speaking I strongly suggest Astromechcarrying fighters for your PCs because they can be so much help.

The ARC-170 has still not officially appeared but as it was retrofitted by the Rebels it would work perfectly. It just depends on the fact, if you're willing to use non-official stats for it. In the case you do I give you one advice: If the stats don't take into consideration that this thing is a recon fighter, meaning they don't give him a sensor range of at least medium, then they are definitely wrong in that department and need to be fixed.

But the ARC has another problem if you want it staffed by NPC crew. It's crew-intensive: 1 Pilot, 1 Copilot/Gunner/Sensor technician, 1 Tailgunner 1 Astromech.

2 hours ago, TheMOELANDER said:

But the ARC has another problem if you want it staffed by NPC crew. It's crew-intensive: 1 Pilot, 1 Copilot/Gunner/Sensor technician, 1 Tailgunner 1 Astromech.

Or... If you have a party of four (Ace, Tech, Droid, Soldier), you have a fighter that can accommodate them all, and in which they can all be useful.

2 hours ago, Edgehawk said:

Or... If you have a party of four (Ace, Tech, Droid, Soldier), you have a fighter that can accommodate them all, and in which they can all be useful.

That's how last Sunday's session went. We had a YT-1300 taking on six TIE fighters and they did well enough. One pilot and one co-pilot were assisted by their R2 astromech. The Jedi guardian and an NPC served as gunners while the computer whiz handled communications and the Jedi Consular with her 4 intellect did the mechanic checks with a tool box to keep the ship from falling apart.

One item on my character, Tresk's, wishlist is a M3-A Scyk in Lords of Nal Hutta. (Mostly because I like the appearance.) It's probably a good single pilot fighter for a non-Rebel group of minion NPCs, bonus points if they're associated with criminals, since MandalMotors sells to Hutts and Black Sun. MM also produces other fighter craft, if you think the Scyk is too fragile for your purposes.

3 hours ago, Edgehawk said:

Or... If you have a party of four (Ace, Tech, Droid, Soldier), you have a fighter that can accommodate them all, and in which they can all be useful.

And hey, if you get bored with the campaign, having them all meet a fiery end is all too easy!

:D

Neutral Crafts would be R -41 Starchaser and the R - 60 T wing.

The Y-wing isn't a Rebel-specific craft. Y-wings were extremely common in the galaxy and this is how the Rebels scooped up so many of them, but so too did criminal groups, mercenaries, planetary defense forces, the CSA, and more.

3 hours ago, HappyDaze said:

The Y-wing isn't a Rebel-specific craft. Y-wings were extremely common in the galaxy and this is how the Rebels scooped up so many of them, but so too did criminal groups, mercenaries, planetary defense forces, the CSA, and more.

Again, depends on which canon you ask, but yeah.