Which ship?

By player1733780, in Star Wars: Edge of the Empire RPG

Hey all,

My group consisting of mainly 6 people (though 11 have signed up so far), are looking to begin our 1st game of EotE. However we are yet to pick a ship to begin the game with.

I'm looking for suggestions on what type of ship we should be looking to go with? We are mainly a group of smugglers starting out on their own, who are also influenced in tracking down mysterious alien treasures.

Myself being the primary pilot, I was thinking to go for a ship that would provide ample smuggling space while also being nimble and fast enough to outrun pursuers.

However due to the fairly large number of players i was thinking that the ship should be able to accommodate everyone with something to do onboard (especially in a dog fight). Due to this (and having more than 1 possible pilot onboard), i was wondering if there is any way our main ship can accommodate a hanger for other characters to access smaller fighter star-ships for a dogfight while not losing out on the main ships nimbleness?

My understanding is that a silhouette of atleast 5 is needed in order to hold a hanger that could house smaller ships of silhouette 3? This though would make the main ship unable to access certain maneuvers, if i understand the rules correctly?

Can anyone please make some suggestions on what to go for?

Thanks

Edited by foomonkey

I would normally suggest the YT-1300, but if you want to have a hanger you are going to need to go with the Wayfarer. Although, I remember reading something about the docking clamps on modified YT-1300s. On the side so star fighters can link up and be accessed. It would look weird to have them on their side, but it may be possible.

As to the rules, yes there are differences between Sil 4 and 5.

Looking at the book, the Space Master Medium Transport is likely your best bet. It's size 5 and requires pilot and co pilot, while having 2 guns. It also says it needs 2 engineers, but I'm not sure what good 2 would be, as the book says you can only make 1 Damage Control per encounter (personally, I'd rule for this ship, 2 actions could be made, one by each engineer though).

That alone is 6 people, but with the ship's size, you could also fit a fighter or two inside; this would be handy to reduce the 2 engineers to one or give the co pilot something else to do.

Also remember there's a full list of things that pilots, co-pilots and engineers can do besides pilot, steer and repair on page 237.

Hmm, just read on my facebook group that there is a pool of 11 players! :o

Hmm, just read on my facebook group that there is a pool of 11 players! :o

While I have GM'ed that many, I will always suggest you pare that down or else your players may not enjoy enough time in the spotlight every session.

I'm not the GM. I am one of the players taking part.

Also, I believe my GM stated that there could only be 6 players at a time playing. Just there are alot of people wanting to take part, i'm not sure how that's going to work if everyone is interested in playing alot and people have to drop in/out to accommodate others.

It's looking like there might have to be a 2nd GM or something to splinter the group.

Anyway, does anyone else have any other suggestions on what to do with my OP?

Edited by foomonkey

The Citadel-class freighter is described as having 2 external docking clamps for starfighters. 2 OK pilots could certainly do a quick spacewalk and board their fighters if need be. And the ship has several weapons systems, perfect for multiple gunnery stations.

11 people is a lot though. I'd expect the game to move...sorta slow with that population.

Also 2 engineers probably means the ship is big/complex enough to need a permanent staff of at least 2 people continually monitoring the systems. That doesn't have anything to do with breaking the repair action economy. A Nebulon-B frigate probably has 100 engineers or so aboard to deal with all the systems; I certainly wouldn't let it make 100 repair checks. Better idea is for both characters to be undertaking repairs, with them at different stations and 1 assisting the other back and forth for what needs work.

The Citadel-class freighter is described as having 2 external docking clamps for starfighters. 2 OK pilots could certainly do a quick spacewalk and board their fighters if need be. And the ship has several weapons systems, perfect for multiple gunnery stations.

11 people is a lot though. I'd expect the game to move...sorta slow with that population.

Also 2 engineers probably means the ship is big/complex enough to need a permanent staff of at least 2 people continually monitoring the systems. That doesn't have anything to do with breaking the repair action economy. A Nebulon-B frigate probably has 100 engineers or so aboard to deal with all the systems; I certainly wouldn't let it make 100 repair checks. Better idea is for both characters to be undertaking repairs, with them at different stations and 1 assisting the other back and forth for what needs work.

Do you mean this ship?

http://starwars.wikia.com/wiki/ILH-KK_Citadel-class_civilian_cruiser

Edited by foomonkey

The Citadel-class freighter is described as having 2 external docking clamps for starfighters. 2 OK pilots could certainly do a quick spacewalk and board their fighters if need be. And the ship has several weapons systems, perfect for multiple gunnery stations.

11 people is a lot though. I'd expect the game to move...sorta slow with that population.

Also 2 engineers probably means the ship is big/complex enough to need a permanent staff of at least 2 people continually monitoring the systems. That doesn't have anything to do with breaking the repair action economy. A Nebulon-B frigate probably has 100 engineers or so aboard to deal with all the systems; I certainly wouldn't let it make 100 repair checks. Better idea is for both characters to be undertaking repairs, with them at different stations and 1 assisting the other back and forth for what needs work.

Do you mean this ship?

http://starwars.wikia.com/wiki/ILH-KK_Citadel-class_civilian_cruiser

Yes, it's got a writeup on page 260-261. Was just pondering it to give to my group that starts on Saturday.

When I read 11 players my first thought is that ya need to make 2 groups. Would not be all that hard to run at the same time with 2 GM's. That said, I would have each group take a ship. One ship could be the Wayfare and be used to transport that Rancor you captured (have fun with that). The other ship could be a yt-1300 for fire support and whatnot.

An errant thought: a Wayfarer is just large enough to carry light turbolasers and medium ion cannons. That might make it the best choice for a group interested in doing a spot of pirating or mercenary work later in the campaign.

I second Kshatriya's idea of Citadel Freighter using docking clamps for fighter

Since it's one of my favourite ships, I also say take the citadel.

Yeh, it's defo looking like the Citadel offers everything i was looking for. It looks like the best all rounder in my eyes. The next best choice would have been the YT-2400 and third YT-1300 but with these two, we would be stuck to using just the one ship.

The Citadel will start off as an excellent ship on it's own and as we progress, we'll prob come across other star-fighters to add to our roster.

One question though, how would a crew member manage the space walk to one of the fighters if we are unexpectedly attacked? Would it be even possible for someone to slip from the Citadel to a clamped fighter while in combat?

Also while in combat, how would the attached fighter affect the ships stats (silhouette for example) and guns (especially if they are modified to have a full arc)?

Lastly, what star-fighters would you suggest that we use with the Citadel? I'm thinking it would be important for any attached star-fighter to have its own hyper drive incase we have to do a runner.

Edited by foomonkey

If I'm not mistaken most starfighters pilots wear pressurized spacesuits with at least 15min - 2 hours worth of air. Add a set of zero-g boots (magnetic or very small thrusters) and it wouldnt be too hard. I would assume the ship has a top hatch they could go out.

As a GM I would rule average coordination check + 1 setback die for every speed over 0 the ship is going. Once in the fighter it could take anywhere from 1-3 rounds to get powered up and ready to detach, which I would require as a maneuver on both the part of the fighter pilot & co-pilot on the ship. Its possible the Citadel would remotely control the fighter when it is attached to get it on and running before the pilot gets there, which would speed things up.

Also, for shorter trips, you may as well have your fighter pilot start in the ship anyways. Your regular non pilots get to make fun of this hotshot for using his space-depends to crap in his pants.

Edited by Diggles

If I'm not mistaken most starfighters pilots wear pressurized spacesuits with at least 15min - 2 hours worth of air. Add a set of zero-g boots (magnetic or very small thrusters) and it wouldnt be too hard. I would assume the ship has a top hatch they could go out.

As a GM I would rule average coordination check + 1 setback die for every speed over 0 the ship is going. Once in the fighter it could take anywhere from 1-3 rounds to get powered up and ready to detach, which I would require as a maneuver on both the part of the fighter pilot & co-pilot on the ship. Its possible the Citadel would remotely control the fighter when it is attached to get it on and running before the pilot gets there, which would speed things up.

Also, for shorter trips, you may as well have your fighter pilot start in the ship anyways. Your regular non pilots get to make fun of this hotshot for using his space-depends to crap in his pants.

Interesting ideas but if being unexpectedly attacked and/or pursued and i slip into the main ship pilot seat, how would my star fighter pilot (who would be onboard the main ship due to the living space) be able to competently get to the star-fighter if i immediately take evasive maneuvers at speed try to avoid taking damage?

Also, it'd be likely that my fellow PC might not necessarily be suited and booted all the time to be able to go on a space walk. Would it be likely that there would be some sort of connecting tube/wire frame that would lead from one ship to another to add some realism that the PC can get to the star-ship without be thrown from the main ship into outer space while the main ship weaves around trying not to get hit?

Edited by foomonkey

Would it be likely that there would be some sort of connecting tube/wire frame that would lead from one ship to another to add some realism that the PC can get to the star-ship without be thrown from the main ship into outer space while the main ship weaves around trying not to get hit?

There a scene similar to this in the Zahn novels when Luke is first introduced to Talon Karrde and Mara Jade.

I'm going to be GMing and my players are also yet to pick a ship. Of the recommended 3 they are favouring the Wayfarer because the other two are too iconic (there's a whole universe of stuff in Star Wars and they don't want to feel like they're playing the cheap knock off model of the movie characters in a YT-1300 or a Firespray. The book says "Experienced players" may choice another ship of roughly the same value but it seems all the ships have the same amount of info available on them so why would the party need to be experienced?

Experienced players will have their bases covered so the ship they pick will fit with what they plan to do. They're likely to have the skills need to make up for weaknesses and take advantage of strengths.

Would it be likely that there would be some sort of connecting tube/wire frame that would lead from one ship to another to add some realism that the PC can get to the star-ship without be thrown from the main ship into outer space while the main ship weaves around trying not to get hit?

There a scene similar to this in the Zahn novels when Luke is first introduced to Talon Karrde and Mara Jade.

You wouldnt happen to know a book & page number would you?

Depending on the art for the citadel, the locking clamps are on the underside so no spacewalk would be needed.

Where it says "passenger capacity: 14" for the Citadel, is this the total number of bodies it can handle at a time or is this, 14 passengers + pilot + co-pilot + engineer, meaning the Citadel can handle comfortably 17 bodies on the ship?

Where it says "passenger capacity: 14" for the Citadel, is this the total number of bodies it can handle at a time or is this, 14 passengers + pilot + co-pilot + engineer, meaning the Citadel can handle comfortably 17 bodies on the ship?

I think you just have to look at things like the Skipray Blastobat that shows 5 crew and 0 passengers and decide from there.

Where it says "passenger capacity: 14" for the Citadel, is this the total number of bodies it can handle at a time or is this, 14 passengers + pilot + co-pilot + engineer, meaning the Citadel can handle comfortably 17 bodies on the ship?

I think you just have to look at things like the Skipray Blastobat that shows 5 crew and 0 passengers and decide from there.

So are you suggesting it can hold over 9000? :)

There a scene similar to this in the Zahn novels when Luke is first introduced to Talon Karrde and Mara Jade.

You wouldnt happen to know a book & page number would you?

My copy is digital so Page number is probably useless, but it's Chapter 18 of Heir to the Empire. Though it's not a physical tunnel after all, it's a "force tunnel". Probably some shield/tractor hybrid device to establish a tunnel of space that they can pump air into.