Anyone else start your players out with an above average ship?

By ALFRED1182, in Star Wars: Edge of the Empire RPG

I start my players with RAW (the 120,000 ship), but then let them pick 3-5 upgrades for the ship as long as the ship has the HPs for them.

That way they have a ship that will last them a while, but it's not so good that they will never desire a better ship.

Edit: At Knight level they start with a ship worth 170,000 credits.

Edited by HistoryGuy

Having just read the Kanan comic series, I have fallen for the KST-100 (in Dawn of Rebellion). Throw a turret or 2 on it with the extra 4HP and you have a pretty awesome ship, albeit not huge for Smugglers' needs (70 encumbrance).

2 hours ago, Andreievitch said:

Having just read the Kanan comic series, I have fallen for the KST-100 (in Dawn of Rebellion). Throw a turret or 2 on it with the extra 4HP and you have a pretty awesome ship, albeit not huge for Smugglers' needs (70 encumbrance).

I've said many times that the kst-1000 in now the best RAW starting ship for the vast majority of eote parties. Although I think the attachment it most desperately needs is a high output ion turbine, although with fully operational out you could replace the engines with a hugely modded and crafting upgraded ion turbine engine, and I think a high capacity hull to dramatically increase armor and also increase how much it could carry.

27 minutes ago, EliasWindrider said:

I've said many times that the kst-1000 in now the best RAW starting ship for the vast majority of eote parties.

Agreed!

I borrowed the Kanan graphic novel from my local library and I meant to scan some of the cool Kestrel pictures before I took it back, but completely forgot to...

This is a cool image though: https://img.4plebs.org/boards/tg/image/1521/74/1521744208458.pdf

Back on topic, my players defeated a Polis Massan cyber-doc that was experimenting on a tribe in a outer rim planet. The ship was their reward. It is pretty much a stock YT-2400, but it has a full surgery and bacta tank on board, along with a modified EW-3 droid that acts as a medic.

There has been a few space battles in the last few games and they have come to realise it is time to modify the ship to compensate for some of its weaknesses....

25 minutes ago, Andreievitch said:

Back on topic, my players defeated a Polis Massan cyber-doc that was experimenting on a tribe in a outer rim planet. The ship was their reward. It is pretty much a stock YT-2400, but it has a full surgery and bacta tank on board, along with a modified EW-3 droid that acts as a medic.

There has been a few space battles in the last few games and they have come to realise it is time to modify the ship to compensate for some of its weaknesses....

A yt-2400 isn't a weak ship, I mean it's speed 3 but I would call that it's only deficiency and that's super easy to fix thanks to fully operational, but thanks to fully operational my new favorite sil 4 ship in the game is the lancer class pursuit ship on page 61 of no disintegrations

Sil 4, speed 5, handling -2, defense 1/0 armor 2

Htt 20/sat 10,

60 enc, short sensors,2 crew, 4 passengers

3 months consumables

3 weapons including a light tractor beam

You can replace its hull with an expanded capacity hull to add 25 enc and passengers (yeah 25 passengers is a bit ridiculous, which is why I recommend my vehicle crafting house rules as a more sane alternative... https://community.fantasyflightgames.com/topic/272869-the-nubian-design-collectives-whole-vehicle-crafting-handbook/?page=7 )

Add a hardpoint, several copies of layered plating, and maneuvering finds, it becomes a lot more agile tough and can carry more.

But my favorite ship to mod is the ir-3f light frigate from the far core book. It's a speed 4 sil 5 with small crew requirements, extreme sensors, 2's across the board for shields, 1800 enc, just replace the hull with a sleek carapace with extra hardpoint, layered plating, maneuvering fins and you've gotten a much better hull and 2 extra hard points, oh and an integrated system (add a hyperdrive)... full set of upgrades can be found in this post

https://community.fantasyflightgames.com/topic/243934-fully-operational-engineer-source-book-announced/?page=27&tab=comments#comment-326707

Edit the jedi sojourner on page 62 of "unlimited power" is another great ship to replace the hull with an expanded capacity hull, 120K credits and the only thing bad about it is it's 20 enc. Check that, it may be my new favorite sil 4 ship to mod because it has LONG sensors.

My campaign's a bit odd (a homebrew set one thousand years after the Vong Wars, with a Second Galactic Empire working with a united Jedi Order), but when the time came, I just had the Grand Admiral of the Imperial Fleet indefinitely loan them a VT-49 Decimator. New production run since the founding of the 2GE, since the VT-49 fills a multitude of roles very capably. They've been enjoying it so far, though they've had limited space combat situations. The Ryn gambler pilot who fancies himself the Captain (never mind that the Jedi PC recently made Knight, and her former Master has been promoted to Jedi Master, and the ship was officially reassigned by the Imperial Navy to the Jedi Order) named it Even Break .

Absolutely. Right our of the gate. I'm not running a game about maintaining, mortgaging, refinancing, and upgrading space-ships. I'm not running a game about hard-scrabble ne'er do-wells who can't make ends meet trying to save up for a star-lambo because they hate their space-pinto. If those were themes in the games I run then I would give them a space-junker to start. Space-ships in my game are mostly dues ex-machinas. They get you from point A to point B or for staging exciting space-chase and battle-scenes. Even the iconic "hunk of junk" Falcon is touted as being one **** of a fast ship that has all sorts of upgrades. But, my games aren't about the ships. They are about the people flying in them. And those people (created by the players) like having a "cool ship" without sweating too many of the technical details. Fuel and supplies are occassionally plot-points, but overall: unless your players *want* to have "getting a better ship" be a major goal / theme for the game, I say give them a ship they like so that they focus on everything else . Like heists, intrigue, rebel missions, or lightsaber-fu. Our current group has a YT-2400 with an upgraded hyperdrive, rotating counterfeit transponders, and a holo-net tap. Another character (long-running) has a M-12 Kimoliga with major mods (but he "commandeered" it that way, he didn't spend all his time trying to tweak it).

Edited by Vondy