Ship's locker contents

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

Taking a page from Traveller, I'd like to provide my players with some shipboard-supplies out of the gate. What do you think would be in a ship's locker in SW? A YT-1300 for example. Sorry if this topic has already been addressed elsewhere.

Depends on how they got the ship? Buy it off somebody or get it in a trade? Just take it from somebody? If it was just taken, you can toss in some special stuff the previous owner might've had - maybe a crate of spices to smuggle and sell, weapons, stuff for hunting animals like Specimen Containers or exploration - rope and anti-grav chutes, Burning Gel if they're space pirates. New or any other condition where it could've been cleaned out first? Toolkits, any general safety gear in case the ship would crash, maybe some spare parts meant specifically for repairing the ship.

It depends on the freighter.

Did they "borrow" it from a crimeboss? It might have a thermal detonator and a bunch of plot hooks.

Did they win it from some scruffy looking nerf herder in a Sabaac game? I might have a heavy blaster and some glitterstim.

Was it straight off the factory line? Maybe some rations and a toolkit.

And I also think it might be a good chance to have a plot hook just tucked away at random. "While loading up crates of space wheat, you lean against the wall to take a quick break and hear the strange rumbling of gears. A secret panel slides back revealing...."

Suddenly you've turned your ship into it's own story instead of just a means of transport and storage.

Edited by Dbuntu

Pretty much whatever you want them to have but I would think some kind of tools, flashlights, breather masks, rations, survival shelter, medkit, comms, utility belts/equipment harnesses, inclement weather gear, fire extinguishers, and a bottle of jet juice............

Ships locker seems more like the thing to facilitate the use of a destiny point to acquire necessary gear from a logical location.

Ever since WEG's version I have used a modified version of the equipment tables. I separate weapons, equipment, armor, and credits, assign them to a set of tables based on rarity, then create a D% table that tells you which of the other tables to roll on, and how many times, I also add in several "Credits" sections to the D% table which you would just roll D% again to determine the number of credits found. It takes a bit of effort to create the tables initially, but when finished it is only a page or two long, and makes generating random loot super quick during game play. This works for Equipment lockers, as well as what an ex enemy was carrying. I eliminate any large equipment that wouldn't be easily man portable from the lists all together. My group is particularly loot happy and always take time to strip bodies of valuables or rummage through lockers, and it would be a pain to come up with random stuff all the time, or kind of silly to have nothing but empty boxes everywehre. I also allow them to use Destiny Points when they search and loot if they are looking for something they need like, ammo packs, or stimpaks. "Hey, my blaster is out of ammo, (flip destiny point) good thing that goon we just wasted had an extra powerpak on him."

This is one of the things a destiny point or vigilance check can be used for in the moment when they decide they need something. Thats one of the nice things about this system, is that you don't need long inventory lists and the like. However, if your group finds its fun in maintaining such lists, I'd suggest the following:

Toolkit (including a hydrospanner, a welding torch with goggles, a cutting torch, a diagnostic computer, a few hull patches, various greases and lubes and fasteners and a few spare parts like power couplings and the like)

Adhesive tape

a few breathers with a few spare filters/cartridges

1-3 enviromental/zero-G suits

potentially a repair droid (as a party member or one of the simpler designs)

cleaning supplies, or a cleaning droid, various replacement cleansers

maintenance logs, licenses, and permits (what isn't contained in the cockpit)

datapad with instruction manuals for the ships systems and additional systems

That sort of stuff. You want to keep it basic, though. Anything too specialized they should have to purchase. It should also be noted that if all the party wants to do is sell this stuff off so they can buy more weapons, as the GM, you can always have a Bureua of Ships and Services inspection come up, where they are required to have a bunch of this stuff to keep their license and permits up to date. Especially in regards to safety equipment.

Ever since WEG's version I have used a modified version of the equipment tables. I separate weapons, equipment, armor, and credits, assign them to a set of tables based on rarity, then create a D% table that tells you which of the other tables to roll on, and how many times, I also add in several "Credits" sections to the D% table which you would just roll D% again to determine the number of credits found. It takes a bit of effort to create the tables initially, but when finished it is only a page or two long, and makes generating random loot super quick during game play. This works for Equipment lockers, as well as what an ex enemy was carrying. I eliminate any large equipment that wouldn't be easily man portable from the lists all together. My group is particularly loot happy and always take time to strip bodies of valuables or rummage through lockers, and it would be a pain to come up with random stuff all the time, or kind of silly to have nothing but empty boxes everywehre. I also allow them to use Destiny Points when they search and loot if they are looking for something they need like, ammo packs, or stimpaks. "Hey, my blaster is out of ammo, (flip destiny point) good thing that goon we just wasted had an extra powerpak on him."

Any chance you would like to make those tables available to the public?

Thanks,

+J

Dead bodies...

And remember, you can supply yourself after the fact using vigilance. Good thing we remembered to bring a toolkit!

I like the question.

I have been thinking about a similar topic a lot lately. Used ships versus new ships. Lets look at the venerable YT-1300. New cost: 100,000, used 25,000...???? I have never understood that kind of price drop. Anyway, why wouldn't the group go with a new one? The stats are the same. I have changed the stats to make them worse and said the lockers were empty. No water, no food, no spacesuits, even the escape had nothing in them. The group at the time cried foul and got really ticked and cried BS on my part. They believed that the stats in the book were for the used ship, and the new one and should not be changed.

Well, if your guys bought the ship from a junk lot or similar, then everything that is not part of that ship would be taken out. Maybe even bunks. So imagine having 25,000 for a ship, but it has no consumables aboard, no water, nothing but a ship.

The ship will have space suits for the crew, escape pods have to have medpacks in them and some other emergency equipment by Imperial law. Take a look for Plat O'keefe's Smugglers guide. If you can find that, it can really help you out.

Edited by R2builder

Rebreathers, one duct-taped Envirosuit, poster of a twil'ek pinup, old choco-crunch bar wrapper, spilled caf (coffee) grounds, toolkit, and a pack of death sticks.

Edited by CrunchyDemon

I want an official answer. When I buy a YT-1300 for 100,000, how much free stuff am I getting with it? It's too bad EotE didn't set this up from the get-go, as players are going to have a different take on it all around the board.

Your GM might give you a tool kit, or a few emergency repair patches, or nothing.

I agree it depends on the story, but I'd certainly like to know what they rule is the baseline for these sort of things.

I'm sure the developers would tell you that it's basically your call as a GM. Whatever you think is reasonable.

Don't ever hold your breath in hopes that FFG staff will post an official answer to your question on these boards...

I can't remember where I saw it, I think it was cartol's emporium (wonderful enhancement btw), but there was a section that offered some minor setbacks to used ships. Nothing major. And all of them could be fixed through mechanics. I thought that was a brilliant addition. You can buy a used ship but unless you are a mechanic or pay to take it to one, it's not 100% or has a few interesting quircks.

I'm not really even clear on what the exact question is.

Is it really: What's in the lockers of a new YT-1300?

How about nothing? I mean, if the GM wants to throw a toolkit or something in there, it's up to them, but why would there be anything in there?

Again, this seems like more of a narrative thing that should just be handled if it ever really comes up. Maybe there's a pack of gum and a penknife in one of the lockers and a spare hydrospanner in another. How important is it really?

Edited by progressions