Help finding Talents and Ships?

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

A friend and I are setting up a campaign to co-GM in the new year. Couple things I'm looking for that I swear I've seen but haven't been able to find ... scouring all those books makes it somewhat difficult.

First is a ship for the party. My friend had an idea that our ship could be fairly nimble, but could also be set up to "tow" multiple cargo modules. I know the GR-75s and Spacemasters are supposed to be "modular", and ships like the Ghost are able to scoop up crates through some kind of magnetic lock, but I'm not sure how that plays into the mechanics, and I don't recall seeing an enhancement that allows for extra cargo. That said, I'm sure I saw something like a "tow truck" somewhere but haven't found it yet.

If I can't find it, I'm thinking of using something like an HWK-290, but with a hard point taken up for a "modular crates" enhancement. If nothing is attached, the ship acts like a normal HWK-290, but each module attached reduces Speed and Handling by 1. Max of 2 modules allowed, and each module can hold 50-75 Enc. Thoughts?

As for the Talent, I swear I recall one that let the pilot treat the ship as one Silhouette less than rated. When the VCX-100 stats were released I remember thinking Hera must have this Talent. Anyone else recall this?

TIA!

25 minutes ago, whafrog said:

A friend and I are setting up a campaign to co-GM in the new year. Couple things I'm looking for that I swear I've seen but haven't been able to find ... scouring all those books makes it somewhat difficult.

First is a ship for the party. My friend had an idea that our ship could be fairly nimble, but could also be set up to "tow" multiple cargo modules. I know the GR-75s and Spacemasters are supposed to be "modular", and ships like the Ghost are able to scoop up crates through some kind of magnetic lock, but I'm not sure how that plays into the mechanics, and I don't recall seeing an enhancement that allows for extra cargo. That said, I'm sure I saw something like a "tow truck" somewhere but haven't found it yet.

If I can't find it, I'm thinking of using something like an HWK-290, but with a hard point taken up for a "modular crates" enhancement. If nothing is attached, the ship acts like a normal HWK-290, but each module attached reduces Speed and Handling by 1. Max of 2 modules allowed, and each module can hold 50-75 Enc. Thoughts?

As for the Talent, I swear I recall one that let the pilot treat the ship as one Silhouette less than rated. When the VCX-100 stats were released I remember thinking Hera must have this Talent. Anyone else recall this?

TIA!

Tricky Target for the Talent I think is what you want.

Does the ship itself matter? IIRC (per RAW) the 290 is a single person vessel and the 1000 is a multi-person vessel. Have you considered any of the YT series?

In what way are you anticipating issues with the magnetic lock like the Ghost/VCX-100 have? Seems to me this is a piloting check backed mixed with computers to see how the pilot does and how the copilot does if it's supposed to happen now vs a take 20 situation.

3 hours ago, ASCI Blue said:

Does the ship itself matter? IIRC (per RAW) the 290 is a single person vessel and the 1000 is a multi-person vessel....

The 290 has 75 enc. 2 pax and 2 crew.

1000 has 100 4 and 2 I believe...

I haven't found info for the encumberance of the pods it can take but I like the c-roc. It can carry up to either 8 or 16 of the pods... and has so many other benefits... 1800 enc. as well as 6 guns 5 armour 55 hull speed 3 and handling -2 and 6 hard points... (please dont quote me on the exact numbers its late and im tired and AFB atm)... c? It rocs! Sorry bad pun. Like I said. Tired.

As to the tow truck idea I think there is something in special modifications but not sure.

Biggest question for ship is what do they want it for. For speed and handling the hwk 1000 rocks as does the 290 if you dont plan on carring many ppl. Another small ship option is the ad-1s modular fighter... but it's not super great without tweaking.

For encumberance and firepower and survivability the action IV frigate (flatline brilliance) and the c-roc rock... especially if you put in a hanger and 3 droid operated fighters

Edited by jayc007
8 hours ago, ASCI Blue said:

In what way are you anticipating issues with the magnetic lock like the Ghost/VCX-100 have?

I believe the GM was thinking more along the lines of having to jettison cargo in case of Imperial entanglements, or being able to have the cargo shot away... not sure really, I'm trying not to second guess.

5 hours ago, jayc007 said:

As to the tow truck idea I think there is something in special modifications but not sure.

Just checked, not there, though there are some interesting mobile workshop platforms.

Thanks for the inputs, I'm leaning towards my special mod idea. Gives the GM what he wants, and a HWK-290 (with guns) is a pretty sweet ship if we have to fight.

6 hours ago, jayc007 said:

The 290 has 75 enc. 2 pax and 2 crew.

1000 has 100 4 and 2 I believe...

I haven't found info for the encumberance of the pods it can take but I like the c-roc. It can carry up to either 8 or 16 of the pods... and has so many other benefits... 1800 enc. as well as 6 guns 5 armour 55 hull speed 3 and handling -2 and 6 hard points... (please dont quote me on the exact numbers its late and im tired and AFB atm)... c? It rocs! Sorry bad pun. Like I said. Tired.

As to the tow truck idea I think there is something in special modifications but not sure.

Biggest question for ship is what do they want it for. For speed and handling the hwk 1000 rocks as does the 290 if you dont plan on carring many ppl. Another small ship option is the ad-1s modular fighter... but it's not super great without tweaking.

For encumberance and firepower and survivability the action IV frigate (flatline brilliance) and the c-roc rock... especially if you put in a hanger and 3 droid operated fighters

Got curious and found both ships in FFG's rules. Correct and Correct on both HWK ships. I'm now trying to remember where I saw the 290 as a single person with cargo vs a pair or maybe I just misread a thing.

10 hours ago, whafrog said:

I believe the GM was thinking more along the lines of having to jettison cargo in case of Imperial entanglements, or being able to have the cargo shot away... not sure really, I'm trying not to second guess.

Just checked, not there, though there are some interesting mobile workshop platforms.

Thanks for the inputs, I'm leaning towards my special mod idea. Gives the GM what he wants, and a HWK-290 (with guns) is a pretty sweet ship if we have to fight.

There is an actual mod for starships that is a jettison tube or something... I think it' in the smuggler book but maybe nal hutta

Www.swrpg.viluppo.com? Check it.

8 minutes ago, jayc007 said:

Www.swrpg.viluppo.com? Check it.

Thanks, forgot about that. It's actually:

http://swrpg.viluppo.net

I ended up creating my own ship and mod using OggDude's tools. Started by copying the HWK-290 and then tweaking a few things. The ship is Sil 3, Speed 4, Handling -1. It has the mod "Cargo Binders" which lets you add cargo pods connected through energy binders (like those on a pod racer). Cargo Binders require a hard point. Each pod carries 50 Enc and reduces Speed and Handling by 1.

The mod is kind of specific to our needs, so I didn't balance it for other Silhouette vehicles. The vehicle scale is somewhat logarithmic already, and speed and handling drop off quickly for bigger ships. If we want to carry more cargo, we'll just get a different ship.