Advice on beating up a YV-929

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

Hi all,

I have a party of between 5-7 depending on the day and and they don't currently own a ship. I like the idea of giving them a ship that they can all fit on and have something to do in combat. I really like the YV-929 from AoR, it's a bit quirky and takes a crew of 4 to fly and fire plus an engineer and slicers etc. Problem is we are really early in our campaign and the flying brick looks a bit too good. I'm going to strip out a lot of the weapons for them to replace as well as adding some wear and tear.

Im pretty new to GMing and SWRPG as a whole so I just wanted to get some more experienced thoughts on this? Is the hull too good? How much should I gimp it out?

Bar of soap in a sock, keep away from the face so you don’t leave bruises.

Shoot it.

In all seriousness, make it a crashed ship that they have to fix. Will barely hold together for a few jumps. Requiring difficult, or worse, expensive repairs. Make them earn the brick.

Give it a number of vehicle critical hits that it has never had repaired. These are cumulative, so if it has three, the next critical it takes is at +30%; that should make them very hesitant about plowing into combat with it. Vehicle crits are also expensive to repair and can be quite time consuming -- you could easily only allow them to fix one per session, assuming they had access to parts and facilities to do so. Should you give it to them somewhere that lacks a full repair bay, they will have to find one before they can even start. If I were handing out the crits, I would choose:

Component Hit (Easy) - one weapon system is knocked offline and cannot be used until repaired (light blaster cannons)

Shields Failing (Average) - Defense is reduced by one in all zones until repaired

Major System Failure (Hard) - Comms - the communication system is fried and must be completely replaced before the ship can send or receive electronic systems data [in other words they have to get close enough to use their comlinks, so someone should invest in a long range one]

I would also have it start the game empty of concussion missiles; it's still got the tubes, but they have to find and buy some before that means much of anything.

Yeah thanks for the suggestions, there's going to be no way to acquire concussion missiles or weaponry easily on the first planet they're on either.