Our GM gave us a choice between a YT-1300 and a Firefly class transport.
starting ship
I have a game coming up where a player wants to play a traumatised ex-Imperial shuttle pilot in possession of a Lambda shuttle. I'm inclined to let him, as I can see plenty of story potential. I will have to start it off "battle damaged" by removing some of the weaponry though.
What drawbacks or benefits can you guys foresee with this?
I have a game coming up where a player wants to play a traumatised ex-Imperial shuttle pilot in possession of a Lambda shuttle. I'm inclined to let him, as I can see plenty of story potential. I will have to start it off "battle damaged" by removing some of the weaponry though.
What drawbacks or benefits can you guys foresee with this?
If you are wanting to gimp the shuttle for balance purposes. I wouldn't bother. Starting out with a shuttle is already a standard in the Age of Rebellion beta book.
As for actualy drawbacks and benefits. I am not the best source for that kind of advice. Space combat is my weakness in this game.
I have a game coming up where a player wants to play a traumatised ex-Imperial shuttle pilot in possession of a Lambda shuttle. I'm inclined to let him, as I can see plenty of story potential. I will have to start it off "battle damaged" by removing some of the weaponry though.
What drawbacks or benefits can you guys foresee with this?
Don't fly up to the Rebels and wave out the window expecting a warm welcome?
Imperials shooting him in the face and taking back their stolen shuttle?
Mechanically it's no big deal, maybe a smidgen better than the standard fare but nothing game breaking. If you like the character idea and are ok with them having the shuttle I'm not sure I'd even worry about taking weapons off of it. Maybe make it a pain in the @$$ to maintain as everything requires specific class parts so it's more expensive or something.
Well, we have started our campaign now. Here is what I did to "reduce" the citadel to a starting ship:
28 points of hull damage (was 29, but one of the players did a dam-con action and reduced it to 28)
3,500 credits to repair the laser cannons, all other weapons are destroyed and need new guns installed
Faulty shield generators: defence is only 1/1, 4,000 credits worth of parts to fix
Broken main hyperdrive, 5,000 credits to fix
4 missing escape pods, 2,000 credits each
depleted consumables, all 6 months gone, will cost 2,000 credits per month to replenish
General ship wear and tear: 3 black dice added to all ship tasks, including repairs. Bought off with hand-wavium moments.
After 2 sessions, they have repaired 4 hull damage, bought an escape pod and bought the parts to fix the hyperdrive. Still to succeed on fixing the hyperdrive (those extra black dice are a *****!) but with a triumph on a failed repair roll they removed one of the black dice as the party got distracted from repairing the hyperdrive by everything else that needed fixing in the engine bay.
Needless to say, the party are not going into space any time soon. ![]()
Thanks kaosoe and 2P51. I didn't know that about AOR (not got the beta) and I like the maintenance issues, makes sense.
Edited by MrDodgerWell, we have started our campaign now. Here is what I did to "reduce" the citadel to a starting ship:
28 points of hull damage (was 29, but one of the players did a dam-con action and reduced it to 28)
3,500 credits to repair the laser cannons, all other weapons are destroyed and need new guns installed
Faulty shield generators: defence is only 1/1, 4,000 credits worth of parts to fix
Broken main hyperdrive, 5,000 credits to fix
4 missing escape pods, 2,000 credits each
depleted consumables, all 6 months gone, will cost 2,000 credits per month to replenish
General ship wear and tear: 3 black dice added to all ship tasks, including repairs. Bought off with hand-wavium moments.
So the ship has no working weapons at a baseline? I don't think that's a good idea.
HWK-290 can fit 6-8 people? We don't have stats for it yet do we? That is one thing about having ships in each supplement, on one hand it is great but then there is stuff everywhere. I guess they couldn't do just a ship supplement and keep it consolidated?
HWK-290 can fit 6-8 people? We don't have stats for it yet do we? That is one thing about having ships in each supplement, on one hand it is great but then there is stuff everywhere. I guess they couldn't do just a ship supplement and keep it consolidated?
As far as the HWK-290, depends on where you look.
WotC had it written up as being comparable to a light freighter in both size and carrying capacity (both in # of passengers and cargo), but according to comments in regards to the X-Wing minis game, the numbers that Lucasfilm has for the size of the ship put it closer to the size of a starfighter.
As for doing a single ship supplement... they could, but since species and ships are two things almost assured to sell books, FFG's marketing strategy will probably be to avoid doing a "compilation" type book of either one until they're near the end of the product line, if even then.
We'll most likely get several CEC ships in the next product. It's due out by the end of next week, depending on where you live.
Kshatriya, I made a woopsie in the posting! One of the forward laser cannons is working, the parts are to repair the second one to restore it's "linked 1" ability. Not really a formidable offensive arsenal.
Still, the players are happy exploring the dusty streets of Formos at the moment, making friends and enemies in the Kessel-run smuggling community. So they won't need to fly their ship for a little while yet.