Core Rule Book adventure... free space ships at the end?

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

I'm curious, but most players would probably suggest taking the medium merchant trader and spare stunt fighter. Certainly hauling the laser cannon off would be a good idea.

At the very least, both ships them back to the last planet and selling them would result in quite a few Galactic credits.

I'm suprised that the adventure didn't dwell on this issue. It talks at length about how to handle variants of what might occur, and of course special equipment is sitting around, etc. But someone leaves a busted ship on an asteroid and I'm meant to glance over it.

How are other GMs handling this? Taking in a smuggler is one thing, but stealing his ship would certainly be illegal. At the very least, the Empire will claim it owns it. :-) (That's what the FBI does!) Hutts could argue that they are owed money because of losses sustained by this guy. The smuggler in question could offer to give the players the ship not to turn him in. (Obviously, this is a revenge waiting to happen.)

AND WHEN IS FFG COMING OUT WITH AN EXPANDED EQUIPMENT GUIDE!

AND WHEN IS FFG COMING OUT WITH AN EXPANDED EQUIPMENT GUIDE!

"Enter the Unknown" will introduce new equipment options useful to all players.

Let's only hope for the best...

Banden Dobah's ship is in disrepair. The Hyperdrive is down, so you have to use the back-up hyperdrive if you take it anywhere. Aside from that, it's a pirate ship and Banden Dobah has a price on his head. It probably has all kinds of identifying marks on it. Chances are good that the players will draw unwanted attention to themselves if they go flying around in his ship. after informing my players of this they left the ship alone, but had they taken it, I would have given them some temporary "Criminal" Obligation until they changed the ship sufficiently enough that it was no longer recognizable as Banden's ship. They would have been able to keep the ship, but it would have been a lot of trouble between the repairs needed to get it back in good shape and the modifications required to make it unrecognizable as Banden's ship (paint job, new transponder codes). Also they wouldn't be able to sell the ship for much, if at all, for the same reasons. First the state of the repairs needed on the ship would have lowered the price they could have sold it for, but also the markings and and ID as a Pirate ship would make it difficult to re-sell the ship as well.

Feel free to let them toss the ship for parts though. The YV-666 has a Quad-Laser cannon which would probably make a nice upgrade for a PC ship. If the PCs have a mechanic in the group and pry it off without damaging it of course.

Edited by strongarm85

Because this topic struck me as being one that will come up a lot more than just in the corebook adventure, I started a more general thread about it here for those who are interested. It's something that every GM runs into when running a sci-fi Space Opera game eventually.