A Crew In Need of a Ship

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

Hello,

My players are currently in need of a new ship. The game started off with them escaping an Imperial facility in a very stripped down, un-registered, and disarmed Jedi consular class cruiser. They're currently doing some work for a Hutt who has offered to take the ship of their hands and get them a vessel that will better help them stay under the radar. I needs some help finding the right ship.

Normally, I'd go to one of my usual fallback vessels in the YT lineup from CEC. However, in this case, the characters escaped with about a dozen other NPCs, who are sticking with them, so I need a ship that will take about 20 people. None of the players are pilots, so I'm not worried about getting something maneuverable. I'm also not worried about giving them fair market trade price for the consular cruiser; they know it's hot and unregistered and are pretty desperately trying to evade Imperial attention.

Any recommendations for what I should offer them?

The Gozanti (or the C-ROC Gozanti) needs a crew of 12 but can hold up to 24 (or 32) people. It's something the Hutts would use too.

6 hours ago, ElfSpeaker said:

Hello,

My players are currently in need of a new ship. The game started off with them escaping an Imperial facility in a very stripped down, un-registered, and disarmed Jedi consular class cruiser. They're currently doing some work for a Hutt who has offered to take the ship of their hands and get them a vessel that will better help them stay under the radar. I needs some help finding the right ship.

Normally, I'd go to one of my usual fallback vessels in the YT lineup from CEC. However, in this case, the characters escaped with about a dozen other NPCs, who are sticking with them, so I need a ship that will take about 20 people. None of the players are pilots, so I'm not worried about getting something maneuverable. I'm also not worried about giving them fair market trade price for the consular cruiser; they know it's hot and unregistered and are pretty desperately trying to evade Imperial attention.

Any recommendations for what I should offer them?

CEC YZ-900 54.3 meters long, Sil 5, crew of 8 , 14 passengers . total compliment 22 . Two "wing" mounted forward facing medium twin laser cannons, two heavy twin laser cannons (Dorsal/Ventral turrets), two concussion missile launchers (fore and aft). It's my favorite ship. :D

The Suwantek 1200 can take lots if you give up cargo space.

Checking my copy of the Saga Index (since passenger and crew numbers aren't game mechanics and tend to remain static across RPGs) the Gozanti, YT-1300P (YT-1300 that carries only 1/4th the cargo but extra quarters for 21 crew+passengers) and maybe a GS-100 Salvage Ship are the only ones that are remotely appropriate in cost, maybe a Citadel class cruiser if you want to go bigger. Of these the Gozanti is the only one stated for this system, though the YT-1300P is trivial to homebrew. The GS-100 and Citadel may be in Rise of the Separatists , whenever that comes out, since they were recurring ships in the cartoon, but I doubt you want to wait that long.

1 hour ago, NanashiAnon said:

Checking my copy of the Saga Index (since passenger and crew numbers aren't game mechanics and tend to remain static across RPGs) the Gozanti, YT-1300P (YT-1300 that carries only 1/4th the cargo but extra quarters for 21 crew+passengers) and maybe a GS-100 Salvage Ship are the only ones that are remotely appropriate in cost, maybe a Citadel class cruiser if you want to go bigger. Of these the Gozanti is the only one stated for this system, though the YT-1300P is trivial to homebrew. The GS-100 and Citadel may be in Rise of the Separatists , whenever that comes out, since they were recurring ships in the cartoon, but I doubt you want to wait that long.

The Citadel is in the Edge Core.

Missed that. Then it's a viable option.

af9b5bb56b15adf14d91e3ae271a49b7.png

I'm looking at the deck plan for the Corellian XS-800 freighter, which has a lot of cabin space.

-Nate

Edited by Nate
6 hours ago, Nate said:

I'm looking at the deck pla  n for the Corellian XS-800  freighter, which has a lot of cabin space.

Weird looking ship!

2 hours ago, MrTInce said:

Weird looking ship!

Profile-wise, it's the same design as the CR90 Corvette (aka Tantive IV).

Stat-wise, it's not a bad ship, though it's stat block has only shown up in the d6 supplement Stock Ships.

On 3/6/2019 at 2:04 PM, ElfSpeaker said:

Hello,

My players are currently in need of a new ship. The game started off with them escaping an Imperial facility in a very stripped down, un-registered, and disarmed Jedi consular class cruiser. They're currently doing some work for a Hutt who has offered to take the ship of their hands and get them a vessel that will better help them stay under the radar. I needs some help finding the right ship.

Normally, I'd go to one of my usual fallback vessels in the YT lineup from CEC. However, in this case, the characters escaped with about a dozen other NPCs, who are sticking with them, so I need a ship that will take about 20 people. None of the players are pilots, so I'm not worried about getting something maneuverable. I'm also not worried about giving them fair market trade price for the consular cruiser; they know it's hot and unregistered and are pretty desperately trying to evade Imperial attention.

Any recommendations for what I should offer them?

A slightly used Consular you say? You're in luck! I have an amazing deal for you if you're looking to trade it in. What we're looking at here is not just your regular Gozanti , this baby used to belong to Woggo the hutt who modified to be able to make the Kessel run in... well, to make it at all, to be honest. But it has real leather seats! What kind of leather? I'm not sure but I've been assured it's real, or at the very minimum the seats are actual, genuine, real seats. As a bonus feature the heavy weaponry has also been replaced with identical, but non-functional replicas. You get all of the deterrent of being heavily armed but none of the legal hassle! It's the best of both worlds really. Also, please note that the hull has been covered in an extremely convincing rust-like substance to give the impression of poor maintenance to ward off shipjackers and pirates, and I'm not even going to charge you extra for that!

So whattya say, do we have a deal or what? I'll knock off an extra 10% if you forget who you got it from when, uh , I mean if Woggo should show up and ask.

Edited by penpenpen
On 3/7/2019 at 4:39 PM, penpenpen said:

A slightly used Consular you say? You're in luck! I have an amazing deal for you if you're looking to trade it in. What we're looking at here is not just your regular Gozanti , this baby used to belong to Woggo the hutt who modified to be able to make the Kessel run in... well, to make it at all, to be honest. But it has real leather seats! What kind of leather? I'm not sure but I've been assured it's real, or at the very minimum the seats are actual, genuine, real seats. As a bonus feature the heavy weaponry has also been replaced with identical, but non-functional replicas. You get all of the deterrent of being heavily armed but none of the legal hassle! It's the best of both worlds really. Also, please note that the hull has been covered in an extremely convincing rust-like substance to give the impression of poor maintenance to ward off shipjackers and pirates, and I'm not even going to charge you extra for that!

So whattya say, do we have a deal or what? I'll knock off an extra 10% if you forget who you got it from when, uh , I mean if Woggo should show up and ask.

So now we know Hondo Onaka's forum name.

On 3/6/2019 at 12:20 PM, Tramp Graphics said:

CEC YZ-900 54.3 meters long, Sil 5, crew of 8 , 14 passengers . total compliment 22 . Two "wing" mounted forward facing medium twin laser cannons, two heavy twin laser cannons (Dorsal/Ventral turrets), two concussion missile launchers (fore and aft). It's my favorite ship. :D

I knew you were going to post that, you just can't help yourself 😋

At the OP

Given the parameters of being cheaper take a look at

http://swrpg.viluppo.net/transportation/starships/2570/

The AoR engineers book let's you add a hyperdrive. You can pick up a few hard points and even up the armor with a good enough crafting roll by stripping of the hull and replacing it with a sleek carapace, replacing the hull can make it look like anything.

Regardless, it has extreme sensors and speed 4, if you add a high output ion turbine you can get it to a base speed of 5 (as fast as tie fighters, and if a crewmember has push the specs or a pilot has full throttle then you can straight line outrun tie fighters)

22 hours ago, EliasWindrider said:

I knew you were going to post that, you just can't help yourself 😋

At the OP

Given the parameters of being cheaper take a look at

http://swrpg.viluppo.net/transportation/starships/2570/

The AoR engineers book let's you add a hyperdrive. You can pick up a few hard points and even up the armor with a good enough crafting roll by stripping of the hull and replacing it with a sleek carapace, replacing the hull can make it look like anything.

Regardless, it has extreme sensors and speed 4, if you add a high output ion turbine you can get it to a base speed of 5 (as fast as tie fighters, and if a crewmember has push the specs or a pilot has full throttle then you can straight line outrun tie fighters)

Of course I was. It fits his qualifications perfectly. His group doesn't need a capital ship. They need a transport that can carry around 20 or so people total with a light crew.

8 hours ago, Tramp Graphics said:

Of course I was. It fits his qualifications perfectly. His group doesn't need a capital ship. They need a transport that can carry around 20 or so people total with a light crew.

If they don't say RAW/official stats don't matter, the implication when people ask for a ship recommendation is one with OFFICIAL stats or that can be constructed by RAW crafting rules/although the latter is a bit iffy because the official starship crafting rules really aren't good for much besides modifying raw ships. But *ONLY* (as in I wouldn't have mentioned it now if not to make this point) to drive home the in general inappropriateness of unofficial options for requests like these I had until now avoided plugging my "the nubian design collective's whole vehicle crafting handbook" house rules because they aren't official.

The yz-900 stats you posted do not follow the conventions of official ships, it should be pretty comparable to the yz-775 http://swrpg.viluppo.net/transportation/starships/463 Basically the hull threshold and system strain threshold you provided for the yz-900 are highly questionable (hull threshold is higher than consular light assault cruiser which is clearly bogus) and the damage of the weapons seems to be erroneous. Why don't you try building the yz-900 with nubian design Collective rules, which are intended to replicate 95% of official ships with 95% fidelity, and see what you come up with.

BTW did you even *look* at the stats for ir-3f (or any other RAW/official ships for that matter) to see whether or not they meet his qualifications perfectly, before criticizing it as a "capital ship?" Spoiler alert: they do. Crew requirements really aren't bad, and happen line up pretty much exactly with what the OP listed. Also the ir-3f is no more of a capital ship than the consular he already gave his players who are only trying to trade it in because it was too hot.

Other than no hyperdrive which is now easily fixable and armor 3, which isn't horrible and can be addressed with a good crafting roll, the ir-3f has really great stats, better and more balanced than the YZ-900 IMHO.

Edited by EliasWindrider
18 hours ago, EliasWindrider said:

If they don't say RAW/official stats don't matter, the implication when people ask for a ship recommendation is one with OFFICIAL stats or that can be constructed by RAW crafting rules/although the latter is a bit iffy because the official starship crafting rules really aren't good for much besides modifying raw ships. But *ONLY* (as in I wouldn't have mentioned it now if not to make this point) to drive home the in general inappropriateness of unofficial options for requests like these I had until now avoided plugging my "the nubian design collective's whole vehicle crafting handbook" house rules because they aren't official.

The yz-900 stats you posted do not follow the conventions of official ships, it should be pretty comparable to the yz-775 http://swrpg.viluppo.net/transportation/starships/463 Basically the hull threshold and system strain threshold you provided for the yz-900 are highly questionable (hull threshold is higher than consular light assault cruiser which is clearly bogus) and the damage of the weapons seems to be erroneous. Why don't you try building the yz-900 with nubian design Collective rules, which are intended to replicate 95% of official ships with 95% fidelity, and see what you come up with.

BTW did you even *look* at the stats for ir-3f (or any other RAW/official ships for that matter) to see whether or not they meet his qualifications perfectly, before criticizing it as a "capital ship?" Spoiler alert: they do. Crew requirements really aren't bad, and happen line up pretty much exactly with what the OP listed. Also the ir-3f is no more of a capital ship than the consular he already gave his players who are only trying to trade it in because it was too hot.

Other than no hyperdrive which is now easily fixable and armor 3, which isn't horrible and can be addressed with a good crafting roll, the ir-3f has really great stats, better and more balanced than the YZ-900 IMHO.

First off, I didn't build that ship, nor come up with those stats. It comes from This is the Blog You're Looking for in their Shipyard section . The YZ-900 on that page has the exact stats it has in the original lore. So, it's not "overpowered", it's exactly as it's supposed to be, and is established to be in the lore. The YZ-900 may not have "official" FFG game stats, but it is an official ship from established lore.

As for the "official" YZ-775 stats. those are the worst stats I've ever seen and completely contradict established lore regarding that ship. Like its sister ship, the YZ-775 is supposed to be able to carry 14 passengers in staterooms no less , along with 400 tons of cargo, not 850 . This was explicitly stated in SWGamer #2, along with the YZ-900. The developers put too much cargo space and no passenger space. So excuse me if I don't agree with you there. Both the YZ-775 and YZ-900 were designed with combat in mind. They're supposed to be heavily armed and armored.

And that IR -3F requires more crew than it has passenger capacity. That, to me, is a problem. A ship should have more passenger capacity than crew requirements, unless it's a pure cargo vessel or fighter.

Edited by Tramp Graphics
15 hours ago, Tramp Graphics said:

First off, I didn't build that ship, nor come up with those stats. It comes from This is the Blog You're Looking for in their Shipyard section . The YZ-900 on that page has the exact stats it has in the original lore. So, it's not "overpowered", it's exactly as it's supposed to be, and is established to be in the lore. The YZ-900 may not have "official" FFG game stats, but it is an official ship from established lore.

As for the "official" YZ-775 stats. those are the worst stats I've ever seen and completely contradict established lore regarding that ship. Like its sister ship, the YZ-775 is supposed to be able to carry 14 passengers in staterooms no less , along with 400 tons of cargo, not 850 . This was explicitly stated in SWGamer #2, along with the YZ-900. The developers put too much cargo space and no passenger space. So excuse me if I don't agree with you there. Both the YZ-775 and YZ-900 were designed with combat in mind. They're supposed to be heavily armed and armored.

And that IR -3F requires more crew than it has passenger capacity. That, to me, is a problem. A ship should have more passenger capacity than crew requirements, unless it's a pure cargo vessel or fighter.

1) the natural tendency of a fanboy unconstrained by a balanced crafting ruleset and/or an editor with veto authority is to make "cool ships" (most cec ships qualify as cool ships) over the top uber, the "original author" clearly fell into that trap with the hull trauma, system strain, and handling (even having an editor isn't a guarantee that imbalanced ships like the croc won't slip through, which is why most ships should be built using a balanced crafting ruleset like the nubian design Collective's whole vehicle crafting handbook)

Speed is a matter of opinion so I won't argue that even though I would have personally assigned a 2). I also won't debate Armor, shields, crew, passengers, weapon list (but damage should definitely not be 6 for every weapon), sensors, consumables, etc.

2) if you get caught using steroids to cheat at a sporting competition it doesn't matter who you got the steroids from, you're still going to be stripped of any medals and likely banned from future competition. That you got these unbalanced stats from some unofficial third party source does not magically make them balanced, nor does it obviate you from blame for using them or promoting them especially when you don't prominently disclose/upfront advertise that the stats are unofficial.

3) speed, damage, handling, shields, system strain, hull trauma threshold, armor, cargo, etc. do not have established lore stats in the same units as the ffg rpg, so your claim that it does is clearly bogus, come on you really should be better than that. Note that 1 encumbrance does not represent 1 ton, if you're going to claim it does then tell me how many tons can a brawn 2 human carry?

Encumbrance is abstract, taking into account a variety of factors including size, shape, weight, and it has been explicitly stated (hearsay I haven't checked) that the listed encumbrance is only what can be readily accessed in transit. Cargo hold layout impacts accessibility and therefore encumbrance capacity so you don't have a case there either. But I don't object to the encumbrance capacity you are promoting as I think it is reasonable.

But there is no sensible defense for a freighter like the yz-900 to have htt that significantly surpasses dedicated warships of the same size, most notably the consular light assault cruiser. The ss threshold is also significantly too high for a non warship/customs ship of its size, and a sil 5 non-warship/non-customs-ship should generally have handling -2 or less.

What you failed to account for is that the ir-3f as statted is a customs ship without a hyperdrive that is deployed a month at a time, needs rotating shifts, and that a privately owned ir-3f doesn't need to staff multiple shifts or any customs inspectors or any armed guards, also it's pilot can be replaced with a fully modded autopilot droid brain, you can drop 2 gunners by adding 1 droid gunnery brain (alternates between the 2 twin light turbolasers), and engineers can be replaced with astromech droid npcs. At which point most of those crew quarters can be occupied by "crew who do nothing" a.k.a. passengers. If you factor all of that in, then the crew to passenger ratio swings decidedly in favor of the ir-3f. Come on, you're better than this or at least you should be, use that brain of yours and some common sense to draw LOGICAL conclusions for a change.

Regardless, you should try building a yz-900 with the nubian design Collective's whole vehicle crafting handbook. Use the transport frame (larger scope to get it to sil 5), and a transport hull. Since it's cec, assume that they've used schematics etc. to get the base difficulty to simple, have 5 ranks of mechanics, and int 4. See what you can do with that... you'll get something a lot more inline with official ships than what's on "this is the blog you're looking for." Keep in mind that corporations want to use as few crafting upgrades as possible so they have to scrap less when they can't super reliably make the mechanics checks for each ship that rolls off the assembly line.

Edited by EliasWindrider
14 hours ago, EliasWindrider said:

1) the natural tendency of a fanboy unconstrained by a balanced crafting ruleset and/or an editor with veto authority is to make "cool ships" (most cec ships qualify as cool ships) over the top uber, the "original author" clearly fell into that trap with the hull trauma, system strain, and handling (even having an editor isn't a guarantee that imbalanced ships like the croc won't slip through, which is why most ships should be built using a balanced crafting ruleset like the nubian design Collective's whole vehicle crafting handbook)

Speed is a matter of opinion so I won't argue that even though I would have personally assigned a 2). I also won't debate Armor, shields, crew, passengers, weapon list (but damage should definitely not be 6 for every weapon), sensors, consumables, etc.

The original stats for a YZ-900 was Attack speed, And, no the "original author" did not fall into any such trap.

Quote

2) if you get caught using steroids to cheat at a sporting competition it doesn't matter who you got the steroids from, you're still going to be stripped of any medals and likely banned from future competition. That you got these unbalanced stats from some unofficial third party source does not magically make them balanced, nor does it obviate you from blame for using them or promoting them especially when you don't prominently disclose/upfront advertise that the stats are unofficial.

Quote

3) speed, damage, handling, shields, system strain, hull trauma threshold, armor, cargo, etc. do not have established lore stats in the same units as the ffg rpg, so your claim that it does is clearly bogus, come on you really should be better than that. Note that 1 encumbrance does not represent 1 ton, if you're going to claim it does then tell me how many tons can a brawn 2 human carry?

Encumbrance is abstract, taking into account a variety of factors including size, shape, weight, and it has been explicitly stated (hearsay I haven't checked) that the listed encumbrance is only what can be readily accessed in transit. Cargo hold layout impacts accessibility and therefore encumbrance capacity so you don't have a case there either. But I don't object to the encumbrance capacity you are promoting as I think it is reasonable.

But there is no sensible defense for a freighter like the yz-900 to have htt that significantly surpasses dedicated warships of the same size, most notably the consular light assault cruiser. The ss threshold is also significantly too high for a non warship/customs ship of its size, and a sil 5 non-warship/non-customs-ship should generally have handling -2 or less.

What you failed to account for is that the ir-3f as statted is a customs ship without a hyperdrive that is deployed a month at a time, needs rotating shifts, and that a privately owned ir-3f doesn't need to staff multiple shifts or any customs inspectors or any armed guards, also it's pilot can be replaced with a fully modded autopilot droid brain, you can drop 2 gunners by adding 1 droid gunnery brain (alternates between the 2 twin light turbolasers), and engineers can be replaced with astromech droid npcs. At which point most of those crew quarters can be occupied by "crew who do nothing" a.k.a. passengers. If you factor all of that in, then the crew to passenger ratio swings decidedly in favor of the ir-3f. Come on, you're better than this or at least you should be, use that brain of yours and some common sense to draw LOGICAL conclusions for a change.

Regardless, you should try building a yz-900 with the nubian design Collective's whole vehicle crafting handbook. Use the transport frame (larger scope to get it to sil 5), and a transport hull. Since it's cec, assume that they've used schematics etc. to get the base difficulty to simple, have 5 ranks of mechanics, and int 4. See what you can do with that... you'll get something a lot more inline with official ships than what's on "this is the blog you're looking for." Keep in mind that corporations want to use as few crafting upgrades as possible so they have to scrap less when they can't super reliably make the mechanics checks for each ship that rolls off the assembly line.

If you look at most of the other starship write-up in this system, it's cargo encumbrance is equal to (or nearly so) to it's cargo capacity in tonnage. For example, the YT-1300 has an encumbrance of 165 . It's cargo capacity in tonnage is 25-100 metric tons. Not that much of a difference. The YT-2400 has an encumbrance of 140 and a cargo capacity in tons of 150 , once again, not very much difference.

And, For the record, CEC specifically designed the YZ series as war ships , though "officially" CEC denied this. So, YZ series ships are combat ships by design . This was also stated in the SW Gamer article.

Quote

The YZ series was a series of freighters produced by Corellian Engineering Corporation.

The CEC denied that the ships of the YZ series were originally intended to be converted to be combat vessels and sold to paramilitary organizations, despite them being used regularly for just that purpose.[1]

To quote the Wookieepedia page for the YZ-900 :

Quote

The Corellian Engineering Corporation's YZ-900 was a cargo vessel that appeared to be more of a paramilitary assault craft.

So it makes perfect sense for the YZ-900 to have military grade armor and shields. That's how CEC designed it in the lore.

As for the YZ-900's weapons damages. Check your core rule book. F&D page 234.

Quote

Concussion Misile Launcher (The YZ-900 has two concussion missile launchers: one fore one aft): Range Close, Damage 6, Crit 5, Blast, 4, Breach 4, Guided 3, Limited Ammo 3, Slow Firing 1

Heavy Laser cannon (the YZ-900 has two twin heavy laser cannons): Range Short, Damage 6, Crit 3

Medium Laser cannon (the YZ-900 has two twin Medium Laser cannons): Range Close, Damage 6, Crit 3

The weapons given by Bastion on his site for the YZ-900 are straight out of the core rule book . He used the tonnage from the original source material for its cargo encumbrance, as well as its passenger and crew capacity from the original source material. So, yes, its weapon damages do have established FFG stats. It's FFG handling is actually poorer than its original D20 stats, which gave it a +1 handling.

Here's the original D20 stats for the YZ-775:

Star_Wars_Gamer_2_0038.jp2&scale=4&rotat

Here's the stats for the White Wing, a modified YZ-900 with the stock Concussion Missile launchers removed:

Star_Wars_Gamer_2_0039.jp2&scale=4&rotat

from SW Gamer #2 at the Internet Archive.

It should be noted that Bastion also did his own version of the YZ-775 before its "official FFG" stats came out. And it's much closer to the original lore and D20 stats.

So, no. I will not be using the Nubian Design Collective crafting rules to recreate the YZ-900. The stats by Bastion are perfect in replicating the stats given in the original source material and lore, and are balanced just fine.

Oh look, another thread derailed by Elias and Tramp arguing over minutiae. 🙄

18 hours ago, EliasWindrider said:

Regardless, you should try building a yz-900 with the nubian design Collective's whole vehicle crafting handbook.

Trying to get somebody to conform to your personal preferred set of house rules is really silly.

There's military grade for a ship of its size (lower end of sil 5) and then there's military grade for a much larger ship (the upper end of sil 5).

A yz-900 should not have the same htt as and better sst than a cr-90, which is a legitimate capital ship. Moreover, a yz-900 that hasn't been ad hoc retrofitted for combat should not have better htt and sst than a consular with the industrial strength charger c70 retrofit.

A yz-900 might be military grade in the same sense that a coast guard cutter is military, but it is nowhere close to being a ship of the line.

If a generic someone just makes $h!t up without a following a ruleset the chances of it confirming to the conventions/trends of official ships is highly unlikely. The nubian design Collective's whole vehicle crafting handbook was designed and recursively tweaked to produce ships that are very comparable to official ships.

My recommendation for anyone who wants a ship is to use an official ship or a reskin of an official ship because apart from the croc an honest attempt to balance them was made (to varying degrees of success). I do not recommend for average Joe gamer to go out and use the nubian design Collective's whole vehicle crafting handbook to make their dream ship, but for someone who insists on using a ship that doesn't have official stats it's a good way to guard against the innate tendency of homebrew ships being over the top broken/imbalanced.

The nubian design collective... intended to be the minimum departure from starship crafting RAW needed to replicate 95% of official ships with a 95% quality match. It allows you to make a ship that is good at anything without allowing you to make a ship that is good at everything. When there is a pattern/convention a ruleset can be designed to enforce that pattern/convention that is what the nubian design collective does... adhere to the conventions of official ships. I invite anyone t to try to exploit it to make something broketastic, because if you can it will let me know what I have to change to prevent it from being exploited. Don't knock it until you've tried it, if you have tried it then go ahead and knock it to your hearts content because that will tell me what I need to tweak.

Edited by EliasWindrider

No, the YZ-900 is military grade in the same sense as a Navy Torpeo boat or gun boat is. And its D20 stats were just as powerful compared to the ships you’re comparing it to. So, yes, it is supposed to be heavily armored. Bastion didn’t simply “make $#|¥ up”. Every one of his ship stats are based upon the actual specs of each ship given in the lore and their original game stats from previous systems , be it D6 or D20. None of it is arbitrary. And that’s far more than what even the Developers did. If the Developers has done their homework, then the official FFG YZ-775 would have the proper passenger capacity. But, no. They arbitrarily decided that it’s weapo took up all of the passenger space even though official lore states flat out that the YZ-775 can carry 14 passengers in staterooms. Bastion’s stats reflect what the canon and Legends lore states regarding each ship’s specifications and statted them accordingly.

as for your comparisons to the CR-90 and Consular class Assault ship. Neither of those were specifically designed specifically as combat ships. Both are retrofitted as combat ships. Their primary uses were as diplomatic or general purpose vessels, not combat ships. The YZ series transports were designed specifically with combat in mind. As such, they were designed to be heavily armed and armored.

Edited by Tramp Graphics

BS http://rpggamer.org/page.php?page=704&name=Corellian Corvette (CR-90)

Craft: Corellian Engineering Corporation CR-90 Corvette
Class: Capital
Cost: 3.2 million (new), 1.3 million (used)
Size: Large (154 meters long)
Crew: 30 to 165 (Normal +2)
Passengers: Up to 600
Cargo Capacity: 3,000 metric tons, 1,200 cubic meters
Consumables: 1 year
Hyperdrive: x2
Maximum Speed: Attack
Defense: 19 (-1 size, +10 armor)
Shield Points: 160
Hull Points: 400
DR: 20

Weapon: Double turbolaser cannon (2)
Fire Arc: 1 dorsal turret, 1 ventral turret
Attack Bonus: +7 (-1 size, +2 crew, +6 fire control)
Damage: 5d10x2
Range Modifiers: PB -2, S/M +0, L -2

so 240/400*50=30 htt for the yz-900.

And where are you getting this “formula”? And what’s the original source for those stats?

So let's see what the nubian design Collective's whole vehicle crafting handbook would look like

Transport frame crafted with 7 advantage with larger scope => sil 5, htt 35, 25 hp, 20 Enc, 4 crew, 8 passengers, integrated improvements => 16 passengers, officer quarters => 6 crew, 14 passengers, integrated improvements to halve crew requirements => 3 crew

Ion turbine engine with 5 advantage for 3 hp => 1/0/0/0 defense, 25 sst, speed 1, enhanced output => speed 2, enhanced power to deflectors => 1/0/0/1 defense

Mod engine to increase speed to 3 (22 hp left) 2xmod to increase shields to 1/1/1/1,

Transport hull with 6 advantage, armor 1, handling -2, 3x layered plating => armor 4

2 dedicated cargo bays for 2 hp => 510 enc, 20 hp left

4x life support systems for 4 hp, 3 modded twice, 1 modded once => 275 days (approx 9 months) of consumables and 16 hp left

Sensors 1hp, modded to long range => 15 hp left

Hyperdrive 1 hp, suitably modded => 14 hp left

Navicomputer 0hp

Weapons 6 hp => 8 hp left

Luxury passenger compartments for stateroms 1 hp => 7 hp left

Supposed to have 3 unspent hp => 4 too many hp if I did the math right

So 4 too many hp and 10 too many enc... but otherwise a perfect match for what the yz-900 should be, I'll call that a 95% or better quality match. And there are some unused mods (e.g. the hull can be modded to increase shields to 2/2/2/2)

Btw... the yz series was intended for paramilitary not military conversion.

And I would classify the ir-3f as a up gunned cost guard cutter (customs vessel), with a paramilitary conversion (modding the hull for shields, nodding the engine to add sst) it would be not too far off from the ir-3f (slower less maneuverable, +1 armor, -5 htt, different weapons)... so I stand by my comment that the yz series is analogous to a coast guard cutter.

Edited by EliasWindrider