Anyone's Party NOT flying a YT-1300?

By sithlord78, in Game Masters

7 minutes ago, Malashim said:

I've seen the link before, but when you compare them to stats like Crew/Passengers or the estimated size of the ships the ones i looked at fell apart quickly.

I'm also familiar with your version of the freighter layout, and it's great. But I'm still looking for good plans for the basic Gozanti and the C-ROC Gozanti. I've found some ok ones for the basic Armed Transport but nothing useful for the C-ROC so far. Which is sad as my group is using one and I'm not that talented with making them myself.

Graph paper is your best friend! I just take the measurements, sketch the outline out on paper and then look at other peoples' deckplans to get an idea. In the case of the C-ROC, I don't think it'd really be all that different from the other gozanti's, so you just need to rescale it a little bit.

I don't think the regular Gozanti is all that different from the Carrier version, so I just removed the docking tubes for the fighters and restructured it very slightly (and added escape pods) to better reflect the base Gozanti.

Edited by P-47 Thunderbolt

Those sound like proper ideas - maybe i'll give it a try when i have the time to fiddle with it.

Coincidentally, my group of PC's just bought a used C-ROC and for proper Tractus Dramatis (Dramatic Space), I've been trying to figure out what this ship actually looks like.

I have an X-Wing C-ROC which I've been able to study closely and in checking the available deck plans available online, I've been highly dissatisfied with the 'ideas' that everyone else has been coming up with.

So, I'm sorting out this ship with my own pad of graph paper. I'm liking what I'm coming up with for the C-ROC.

One of my first decisions was to go with a four deck layout:

  1. The Top Deck is the 'living' area and holds all of the crew quarters and crew service areas. Obviously the Bridge is the front end of the ship.
  2. Mostly Cargo area.
  3. Even MORE Cargo area.
  4. Service Module. This last deck contains all of the components that are needed to run a ship which aren't located in Engineering, so Life Support, Deflector Arrays, Sensor Arrays, Hyperspace Drives, Capacitor and Battery Banks. And whatever else you can think of.

As a quick note, the Engineering space is about the back 1/4 (25%) of the top three decks. That space is dominated by the one inline Ion Engine and the Power Plant. There are lots of connecting conduits and cable runs located in this space.

And while I've spent quite a bit of time this week drafting and sorting through C-ROC space, I've only been at this project for two days. I've got some more details to sort out but I do have a good rough concept of what this ship does in general.

Highlights.

Bridge : This area looks pretty big (when compared to most other cockpits) but the top deck of the C-ROC variant is going to feel claustrophobic because of the slanted walls. BUT, this also means that there's additional space available that wouldn't normally be accessible because of the way the walls slant. In my particular C-ROC (She's the " Lucinda " and I'll refer to her as such) the Bridge has 5 seats & consoles.

Side by side, the Pilot's consoles are located in the forward section of this bay. It's a tight configuration, but not any tighter than a YT-1300.

To Starboard and behind the Co-pilot (Right seater) we have the Sensor/Comms tech and behind that seat is a console for the Loadmaster. (IRL Loadmasters need to do some calculations on where to best put cargo. Bad things can happen if you don't load a cargo correctly into an Aerospace ship). And the port side of the Bridge is dominated by a single console for the Engineer. I imagine this console has 3 monitors and hundreds of direct control switches for all of the mechanical things on the ship, not related to avionics.

Cargo Bay: I had an interesting epiphany on this one. Sure there's a LOT of space available and easily two decks worth of space. So normally I'd just say, "Two decks worth of cargo space" and move on. But oh no! There are some interesting seams on the C-ROC which lend me to believe that the front nose section, below the bridge can open up. Maybe like the C-5 Nose door. So with that in mind, I converted the forward half of the cargo area to a single deck with a 20 foot tall bay while the back half of the C-ROC is a double deck ~10 feet tall for each deck.

The other decision that I made was that the four constructs that stick out from the side of the cargo area (immediately above the Service Deck) are cargo loading locks. The C-ROC model that I have shows 8 cargo containers tied down outside each lock and that seems an appropriate way to get some additional cargo stacked onto the ship.

I also envision internal cargo elevators (at least one that I can identify) that can conveniently get cargo from the ground to the cargo decks (about midship).

Engineering: It made sense to put the power plant above the painfully obvious inline engine. But in putting together a side view of the ship, I realized that the Power Plant would likely be installed with the center line being through the deck separating Level 1 & Level 2.

Likewise the Inline Engine would also be mounted mid Deck 2 & 3.

Crew Quarters & Passenger Quarters : This is a description of the Lucinda and I'm assuming that these rooms can be highly customized, but at the bare minimum the Life Support Systems can support 32 people total.

The Lucinda has 7 "crew" rooms. The forward 5 cabins are set up for double bunking and would accommodate 10 crew. On the port side and aft of the crew rooms is a small single crew quarter. Opposite that bay (to starboard) is a larger crew quarter that's about 60% larger than the double berth rooms. This is the captains quarters and also houses the ships purse. Lastly there is a cutout into that room that contains a ladder which is situated along the exterior starboard side bulkhead of the C-ROC. This ladder is NOT accessible by the Captains bay.

And all of the crew quarters are separated by a center line hallway.

Immediately aft of the Crew Quarters is an open bay that serves as a Galley/Lounge/Rec Hall/Etc.

Aft of this the Lucinda has another center line hallway splitting 10 guest rooms. They also are set up to berth up to 2 people each.

And lastly, each berthing cabin has sufficient space for bedding and a single fresher.

That's what I've come up with so far. I'm actually looking forward to busting this out during game play as appropriate!

Edited by Mark Caliber
Corrected spelling errors and added content for clearer understanding.

Only just now finishing up the second campaign ever with this system, which was a Clone Wars special forces squad, so they were stationed on an Acclamator and a Venator before acquiring their CR-25 modified dropship.

In the first EotE campaign, we were all a bit wary of the system still so they had the traditional mentor/taxi NPC in a YT-2400. That was about as iconic as it got. When they finally got their own ship after the 4th session, it was from a pirate they killed and it sustained heavy damage upon a crash landing on a planet (pilot didn't do so good with his first two piloting rolls), which was a modified Starwind Pleasure Yacht. They had that ship for some time (can't remember the name though), but they lost it when a droid bounty hunter snuck on board after their encounter with him and stuck a couple proton grenades on the hyperdrive and engine coolant systems. They then received a YV-929 armed freighter, the Comet, before losing it after a battle with the Empire trying to save some poor Rebels that had crashed. They bartered to get their final ship, a C-ROC Gozanti, settling on the name the Colo's Claw. Later, they would retrieve and repair the Comet for the final battle, only to see it shot down in the hands of NPCs in it's resting place on Dac (Mon Cala) while fighting the final testing of three prototype World Devestators... along with the love interest of one character burning alive in the turret at the back of the ship. 😊

On 10/28/2019 at 10:35 PM, P-47 Thunderbolt said:

This link which I posted earlier actually has deck plans for the gozanti (military and civilian) but I don't like them very much. I don't think they're very accurate or make much sense. I made my own inspired by these: Image result for gozanti class cruiser deck plan

Oh, I'm going to have so much use for this!

giphy_1-1.gif

21 hours ago, Mark Caliber said:

*snip*

This is really usefull! And almost all of this sounds like a really neat layout.

Personally, I think a split nose-door would be even better in the case that they want to include a retrofitted hanger-bay. This would allow to open the door mid flight without blocking sight from the bridge.

1 hour ago, Malashim said:

This would allow to open the door mid flight without blocking sight from the bridge.

The Players that I have are already talking about turning this ship into a mini carrier with 1 or 2 fighters. There are two bulges on the sides of the C-ROC just forward of the cargo loading locks that could naturally be converted into hanger bay doors for Sil 3 ships. THAT's their plan for ingress and egress of smaller ships.

But yeah, the concept of there being two doors that swing open to the sides is both logical, plausible, and one that our group seriously considered. My preference for the Lucinda was to go with the clam shell opening.

Edited by Mark Caliber
Added last paragraph.

trying to figure out a few ships that the group might stumble across and steal or buy one for the long haul thinking of using a shadow caster as the groups ship

On 10/29/2019 at 6:19 PM, Malashim said:

Those sound like proper ideas - maybe i'll give it a try when i have the time to fiddle with it.

TBH try Pinterest as a startting point.. there's tons of deck plans on there and I'm getting some ready for my new Edge campaign fracas.. I'm trying to find an excuse to use one of the larger ship deckplans... maybe used as a prison ship and the players need to escape or take control of the flight deck

Just found this too:

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I had my group "borrow" a YV-666 from a stockyards to make their campaign-opener escape ... (setting up additional missions/complications due to needing a laundering of this ship).

Anyhoo, I handed them the ship registry of the vehicles that were docked, YV-666 being the only one really worth going for (they knew better than to steal the lambda). Fortunately they didn't realize why I had named the ship the Vehnn Gabus.

... that is until they flipped the ignition and I said "you hear music coming from the ship's speaker system" and played the six-flags song (venga bus). 😜 Then they were rather upset that I pulled one over on them.

Edited by thinkbomb
On 11/12/2019 at 12:29 PM, thinkbomb said:

... that is until they flipped the ignition and I said "you hear music coming from the ship's speaker system" and played the six-flags song (venga bus). 😜 Then they were rather upset that I pulled one over on them.

You did what? No! You MONSTER! ;)

3 hours ago, Mark Caliber said:

You did what? No! You MONSTER! ;)

mwaaahahahaha!

When the party acts as reckless as they do, it does give me lax freedom in terms of tone and canon-seriousness. 😜

My players have recently obtained an Aggressor Assault Fighter with an "amenities package" upgrade.

Note: I raised my eyebrow when I saw the passenger capacity on this one in No Disintigrations . But, our party consists of two main cast (jedi survivors), two supporting cast (droid non-player characters), and 2 occasional "guest stars" so it should work as a conveyance-oriented plot device.

I'm starting a new game soon with a YV-666 for my players. I think it's a wonderfully ugly ship design that doesn't get enough love, and I have painted Armada minis for it so they can see it on the table in scale to other ships they might encounter.

I just started a EotE game and my party (2 Bounty Hunters (Assassin & Gadgeteer), 1 HG/Merc Soldier, 1 Tech/Mechanic) were paid for their services hunting down an unofficial (and highly illegal) bounty with a G9 Rigger Light Freighter. It's certainly not the best ship in the game, but it does give them the option of going from planet to planet on their own schedule. The party is fairly evenly split so far as to whether to sell it or keep it, at this point.

No surprises, as I gave it to them as a sort of "starter ship", as I have ideas for how they can secure a better ship down the road.