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Hygric

starting ship

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I'm hopefully going to be starting a campaign soon as the GM, but I am curious, what ships have other groups started with and how are they working out?

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My group started with a Ghtroc 720 using the Beta stats. They used it for about eight sessions before getting it impounded. They plan to infiltrate the auction and buy it back and have been running around trying to save up the money to do so by running jobs on a loaner ship. If they get it back, it'll use the newly revised stats from Enter the Unknown.

If I started a new game, I'd push for the Loronar E-9 from Enter the Unknown.

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what I did was give them some Obligation (well, they gave it to themselves) to write into the story how they got their ship. They elected to start with a TY-1300. I then gave them a map to where the sand dunes had buried it over time, and they had themselves with their very own rust bucket full of interesting quirks that, to them, made the ship feel like is was alive as well, that they are sinking resources in to "fix up".

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My group uses a Wayfarer-class medium freighter called the Lazy Bantha and it's working out amazingly. At first the party Trader used it to move large cargo shipments, but since then the party has acquired two starfighters, two airspeeders, two speeder bikes, a speeder "truck", and most recently an AT-PT, all which fit in the Wayfarer's cargo pod rather well. (Luckily, there's a map of the Wayfarer's layout available online which we were able to use to see if all of these vehicles fit.)

Plus, at silhouette 5 the Wayfarer is the only starting ship capable of being outfitted with a light turbolaser! The last session ended with the party making a trip to a nearby trade world to look for one. In time, the Technician plans to design an alternate "cargo" pod that's really just a cluster of linked light turbolasers. Fun stuff!

Picking the right ship depends heavily on the group, however. The Wayfarer made sense for my group because they own a mining facility and a ton of smaller vehicles. Your group might be totally different, but I still recommend the Wayfarer because it's extremely versatile.

kaosoe and Kshatriya like this

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My group started with a modified YT-1300 used by a bounty hunter.

We created our characters and whent trough the begginer game.At the end of the adventure we stole the Kryat Fang.

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I've played in one group with a modified Citadel-class freighter (had some quirks to compensate for the powerful weapon array).

 

Also used a YT-2400 and, currently, a replica of an XS Stock light freighter. Haven't taken that one for a drive yet; game just started and we've been on-planet the whole time.

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I'm about to kick off a game with my regulars.  They're starting in a CSA debt satisfaction facility (debtor prison).  We'll see what they steal to start with when they get out.  I'm probably going to lay out a series of long range shuttle types and then they can pick what they want to do or where they want to go in regards to ships.

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We started with a Wayfarer from the CRB, unfortunately none of us read the piloting rules to learn that you really can't do much of anything in the way of maneuvers with a silhouette 5 ship.

 

So we begged and pleaded with our GM, took some more obligation, and upgraded to a YT-2400.

 

I highly, HIGHLY recommend looking at the ships from enter the unknown, the starter ship options in that book are quite good.

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I kinda wish we'd had access to Enter the Unknown prior to the campaign I'm currently in had kicked off.  The GM gave us the bog-standard boring YT-1300 for a starter ship, though frankly I'd have preferred just about any other craft.  Not for game mechanic reasons, but just because the YT-1300 is pretty much the "can't think of anything better, so I'll give them this" of the Star Wars universe.

Kshatriya and Jegergryte like this

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I agree.

I kinda wish we'd had access to Enter the Unknown prior to the campaign I'm currently in had kicked off.  The GM gave us the bog-standard boring YT-1300 for a starter ship, though frankly I'd have preferred just about any other craft.  Not for game mechanic reasons, but just because the YT-1300 is pretty much the "can't think of anything better, so I'll give them this" of the Star Wars universe.

I agree, though I'm GMing my current game. I presented the three ships to them fairly, I think. But the other CRB ships just aren't that good for a generalist party who either isn't sure what they want out of their ship, or knows that neither extreme of the transport - patrol ship spectrum really works for them.

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My group uses a Wayfarer-class medium freighter called the Lazy Bantha ...

 

It's funny, because our group's ship is named the Lazy Bantha too. (I mean Lazy Bantha™ ;) )

 

It's a YT-2400 that looks great on the outside, but has a long list of problems and 2nd rate systems that the players have slowly been fixing. The previous owner hand an eye to sell it and put a little money into making it look good to avoid putting a lot of money into making it run well. 

 

We worked up our own deck plan too. Other ones we found online never make much sense (crew cabins where the engines are, individual rooms/dedicated medbay for everyone on a cargo vessel, every inch of space is livable with little room for the ship itself or its vaunted armor plating). 

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  We actually got a landspeeder and two speeder bikes.  The landspeeder is a complete piece of junk but our Outlaw tech has been making some progress on it.  We've been scouting out some local ruins, crash sites and picking up some missions to hunt down some local fauna.  We are saving for this old yg-4210 that is going to need a lot of work...

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Thanks for the replies all.  The reason why I ask is that I am brainstorming the start of my campaign.

 

If anyone remembers an old British sci-fi show by the name of Blakes-7 you will know where I am coming from with this idea.

 

All the members of the party have fallen afoul of Imperial justice, some deservedly, some not.  Long story short the party are being transported (after prequel sessions for each PC) on a prisoner transport modified lambda shuttle to an Imperial penal world.  The shuttle is pulled out of hyperspace by an anomaly.  Orbiting that anomaly is a ship, a derelict wreck.  The Imperial naval lieutenant in charge of the shuttle determines that the nearest sector Moff would reward him for retrieving this relic.  Time to queue the party as expendable assets, escorted by a self-serving naval trooper, to explore the wreck.  Party explores, defeats naval trooper, re-activates ship and escapes to a life-time of adventure on the fringe and maybe, eventually, getting one back on the empire.

 

I was thinking of a modified Citadel left over from the clone wars.  18 battle droids on board as well as 2 vulture droids clamped to the outside of the hull with a built in droid brain to control the lot as well as the ship (Zen for those who got the B7 reference, might call it 7-3N).  Think of a commando-strike vessel or important dignitary transport.  The party will have to defeat the majority of the droids on board, so no mini-army problems there.  The rest would best be sold to outfit them for their new life.

 

Only worry I have is that the Citadel seems to be a really good ship.  What would best be done to "neuter" the ship to start of with?  Nothing permanent that the party can't fix with time, credits and luck!

JonahHex and Liberiton like this

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I'd suggest the age of the ship itself, plus the circumstances of it becoming derelict should be enough to effectively neuter it. The Citadel is a ship that's a bit high end for the players... However, maybe wreck (I.e. Remove) some of the built-in weaponry. Say it was so badly damaged that the weapon is effectively an extra hard point... A new one has to be installed completely, rather than repairing what is there. Similarly for the engine and maneuverability, add setback dice to its overall function that would effectively reduce its full price tag until they can fully repair it, including spending the money on necessary parts. Make it a piece of junk, but it's their piece of junk.

I don't have the stats on hand, but if I do tomorrow, i could make some suggestions on specifics.

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Thanks for the replies all.  The reason why I ask is that I am brainstorming the start of my campaign.

 

If anyone remembers an old British sci-fi show by the name of Blakes-7 you will know where I am coming from with this idea.

 

All the members of the party have fallen afoul of Imperial justice, some deservedly, some not.  Long story short the party are being transported (after prequel sessions for each PC) on a prisoner transport modified lambda shuttle to an Imperial penal world.  The shuttle is pulled out of hyperspace by an anomaly.  Orbiting that anomaly is a ship, a derelict wreck.  The Imperial naval lieutenant in charge of the shuttle determines that the nearest sector Moff would reward him for retrieving this relic.  Time to queue the party as expendable assets, escorted by a self-serving naval trooper, to explore the wreck.  Party explores, defeats naval trooper, re-activates ship and escapes to a life-time of adventure on the fringe and maybe, eventually, getting one back on the empire.

 

I was thinking of a modified Citadel left over from the clone wars.  18 battle droids on board as well as 2 vulture droids clamped to the outside of the hull with a built in droid brain to control the lot as well as the ship (Zen for those who got the B7 reference, might call it 7-3N).  Think of a commando-strike vessel or important dignitary transport.  The party will have to defeat the majority of the droids on board, so no mini-army problems there.  The rest would best be sold to outfit them for their new life.

 

Only worry I have is that the Citadel seems to be a really good ship.  What would best be done to "neuter" the ship to start of with?  Nothing permanent that the party can't fix with time, credits and luck!

Concerns over the ship stats aside, I like the idea you are gaming the beginning of their campaign and not just pushing them out the door with 500 credits and an Obligation log entry.  I intend to game my players first meeting as well.

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Our ship is a loveingly cared for mint condition, right off the factory showroom floor YT-1300, tricked out with some very nice amenities - luxurious bunks, the best autochef that money can buy, greel wood paneling - the works. My character Princess Salina "borrowed" it from Daddy - daddy, mind you, is Lord Tarlson Bymm, Lord President of the Eternal Dynastic Union of Apess Rosha and the ship was his pride and joy. Think Cameron's father - he never flew it, he just rubbed it diaper.

 

The very first trip? She put a HUGE scratch along one side when landing. Boy did she feel bad about that!

Edited by Desslok
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My guys have a Yt-1930 look alike called The Venture. Ship plans are available from "0 hr" on rpg drive through which is inexplicably down right now. It's got everything a small band of adventurers could want, including 2 proper cargo bays and the a detachable shuttle for a front cockpit.

And did I mention the bacta tank? You'd think it was heated the way my guys leap into it! (There's usually a line up actually.)

I recommend all the ship plans that guy sells. The layouts are very useful. And there are also two firefly like vessels. Capital class ships are also available, in case you want your guy to break into something other than a Death Star.

bladerunner_35 and Maelora like this

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I kinda wish we'd had access to Enter the Unknown prior to the campaign I'm currently in had kicked off.  The GM gave us the bog-standard boring YT-1300 for a starter ship, though frankly I'd have preferred just about any other craft.  Not for game mechanic reasons, but just because the YT-1300 is pretty much the "can't think of anything better, so I'll give them this" of the Star Wars universe.

 

That's exactly what I thought... but my players fell in love with the Krayt Fang after seeing the map and the wampa pelt. Now they've sunk a bunch of credits into upgrading it.  I don't have the heart to take it off them. 

 

The Bounty Hunter has her own Firespray, and the Big Game Hunter has a Sleuth-class scout ship from EtU. She's been offered a Pathfinder with a full film crew, but that looks like it comes with a heap of Obligation...

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There's nothing wrong with the YT-1300. Heck it even has it's own Haynes Repair Manual. I'm surprised no has asked for the mini fighter rules or the shuttle specs.

For me, the YT-1300 doesn't feel like a freighter... Seriously where do you stack the boxes? What happens if you slam on the breaks? What if you get asked to ship 10 cows? Smells like the Wookie was in the fresher with door open again, right?

Donovan, look through some of the ships I pointed to and badger your GM to buy another. The firefly ship was also pretty cool.

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Here's my thoughts on "neutering" the Citadel, now that I have the stats in front of me.

 

As a "beginning" ship its total starting value should be reduced to 120,000 as a general guideline. As I mentiomed earlier, destroying some of the on-board weapons would be a good starting point. It's extremely well armed as a base:

 

Forward Mounted Medium Laser Cannons, Linked - 14,000

Port Twin Light Ion Cannons - Turret -10,000

Starboard Twin Light Ion Cannons - Turret - 10,000

Forward Mounted Concussion Missiles Launcher - 7,500

Forward Mounted Medium Tractor Beam - 8,000

 

In truth, I would leave only one of these weapons actually functional (laser cannons?), and the rest of them beyond repair. To represent other damage, I would also add at least one or two more setback dice to its handling (reducing it to -3) until it is full repaired, and have the shields reduced to 1 forward and aft, and bring the armour down to 3 rather than 4. On the upside, the non-functional weapons would be basically additional hard points that could be filled with anything, but they'd have to earn it. Also, the Hull Threshold should be no higher than 22 , and maybe drop the system strain as well.

 

Sure it's hurting the ship, but its like finding a jewel in the rough, with a bit of polish and work, it turns into quite the vessel...

CrunchyDemon likes this

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What we did with the Citadel was give it a "quirky" hyperdrive (GM fiat or spending threat for the hyperdrive to not work when we might need it most) and a delicate reactor (when using a maneuver or action that only works if you voluntarily suffer system strain, suffer double the normal amount).

 

Idk, your suggestion would almost make me think "what's the point, the GM clearly doesn't want us to have this ship."

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Idk, your suggestion would almost make me think "what's the point, the GM clearly doesn't want us to have this ship."

 

I hope that's not the case, to be sure. I think coming across an old derelict ship that can eventually be better than a YT has some real adventure potential. However, simply handing the players a fully-functional ship that is 80,000 credits more than the recommended top starting vessel is also a bit too generous. I would do this by showing the players what the ship currently is and what it looks like fully repaired and functional. As such, they'd be willing to try to work with a damaged ship, because the reward for fixing it is rather decent.

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Our group uses a YT-1300 called the Swift Tallon. It was formerly owned by a senator whom our group's politico blackmailed to get his hands on (the senator visited a brothel and our politico has a holoprojection of him leaving the establishment.) He was in a hurry to leave Coruscant as his addiction to Booster Blue got him in a lot of trouble.

The senator now however has leverage on the party because of this addiction and the politico cannot return to Coruscant until he takes off some of the obligation he built up because of all this.

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