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First ship
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adamlumina93
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PostPosted: Tue Sep 08, 2009 9:41 pm    Post subject: First ship Reply with quote

Anyone have any good suggestions on a space transport to start my players with for a smuggler campaign that isnt a Ghtroc or a YT1300
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cheshire
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PostPosted: Tue Sep 08, 2009 10:31 pm    Post subject: Reply with quote

I gave one of my gaming groups a rickety old Gozanti Cruiser. It's armored to death. I had to back the weapons down a bit, due to its stock munchkiny flavor (I said that they had been removed when the New Order took over and imposed greater restrictions).

You can find them in the Starships of the Galaxy conversion guide.
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Esoomian
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PostPosted: Tue Sep 08, 2009 10:34 pm    Post subject: Reply with quote

I've always found the Sienar Fleet Systems "Lone Scout-A" to be more than acceptable.
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wolfe
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PostPosted: Wed Sep 09, 2009 12:45 am    Post subject: Reply with quote

I'd have them browse through the Starship stats R&E and The starships of the galaxy pdfs as there are alot to choose from.
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Raven Redstar
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PostPosted: Wed Sep 09, 2009 2:38 am    Post subject: Reply with quote

I'm a big fan of the Kazellis Light Freighter, It's a solid base, and I like the shape. Smile

Craft: Kazellis Corporation Light Freighter
Affiliation: General
Era: Rise of the Empire
Source: Stock Ships (pages 29-31), Pirates & Privateers
(page 61)
Type: Light freighter
Scale: Starfighter
Length: 28 meters
Skill: Space transports: Kazellis freighter
Crew: 1, gunners: 1
Crew Skill: Varies widely
Passengers: 8
Cargo Capacity: 100 metric tons
Consumables: 2 months
Cost: 23,000 (used)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 5
Atmosphere: 350; 1,000 kmh
Hull: 4D
Shields: 2D
Sensors:
Passive: 20/1D
Scan: 50/2D
Search: 70/2D+1
Focus: 4/3D
Weapons:
Quad Laser Cannon
Fire Arc: Turret
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D
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Akari
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PostPosted: Wed Sep 09, 2009 3:08 am    Post subject: Reply with quote

At the start I would make sure to give them an old, very run-down ship that is in constant need of repairs and jury-rigging. It generally gives players a sense of accomplishment when they can dump it and get a new one at some point in the campaign, though they might develop a certain sympathy for the little quirks of their old clunker... ^_^

Ideas include (but are by no means limited to):

- Cables running on the ground or hanging down from the ceiling
- Hopelessly overstrained mouse droid trying to keep the ship operational
- Unevenly distributed power output from the engines (requiring constant countersteering)
- wacky artificial gravity generators
- computers requiring kicks
- springs showing up from the pilot chair
- lighting going off and on

All of which get really fun when your ship gets boarded and pirates (or Stormtroopers, or whoever) trip over cables and mouse droids, get pulled to the ground by the gravity generators, etc., while your characters already know all the quirks and have a superb home advantage... =)

----
I edited my post to give it a little more substance
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Last edited by Akari on Wed Sep 09, 2009 3:24 am; edited 2 times in total
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wolfe
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PostPosted: Wed Sep 09, 2009 3:08 am    Post subject: Reply with quote

Here is a FYI note:
The Kazellis in Stock Ships (as Raven posted) has differing stats then the one presented in Pirates and Privateers, there are quite a few vessels in these two books that don't match stats.

Akari wrote:
At the start I would make sure to give them a very old, very run-down ship that is in constant need of repairs and jury-rigging. It generally gives players a sense of accomplishment when they can dump it and get a new one at some point in the campaign. ^_^


We've gone other way before, start with a newer ship and end up on the far side of nowhere and end up with the ship looking like the Millenium Falcon's poorer cousin due to lack of good parts and what not.
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adamlumina93
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PostPosted: Wed Sep 09, 2009 1:45 pm    Post subject: Reply with quote

This is going to be the groups second ship, their first one only lasted 3 gaming sessions. They got caught being poor smugglers and a dirty imperial officer asked to meet them out in empty space. He offered to let them off the hook if they paid him. He was in a lambda shuttle and also had a blastboat as a body guard. The players attacked him, the shuttle escaped but they did do a number to the blastboat with a hell of a shot from a 4d ion cannon and some concussion missles. They could not destroy the blastboat and it also scored a good hit on them damaging the hyperdrive. Instead of doing repairs on sight, fearing backup would arrive, they did a hyperspace jump with the damaged drive and failed miserably, they were already out of character points, they rolled the random 2d and ending up hitting an object that destroyed their ghtroc, they are currently awaiting rescue in escape pods.
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garhkal
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PostPosted: Wed Sep 09, 2009 5:44 pm    Post subject: Reply with quote

How did they get into escape pods while in hyperspace?
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cheshire
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PostPosted: Wed Sep 09, 2009 6:08 pm    Post subject: Reply with quote

I think that when you hit an object, it's kind like like cruising along a freeway and accidentally throwing your car into first instead of fifth. You're not really on the highway after you pull that stunt.

I'm guessing the ship is out of hyperspace as it's having its critical failures all over the place and you've got a little bit of time to get to the pods.
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adamlumina93
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PostPosted: Wed Sep 09, 2009 6:10 pm    Post subject: Reply with quote

that is correct, per the rules the ship drops back to real space and then they get so many rounds to get into survival gear and escape
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Doomhead
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PostPosted: Wed Sep 09, 2009 6:50 pm    Post subject: Reply with quote

I've always been partial to the Lantillian Short Hauler, ever since the Long Shot Campaign in WEG40004 Capaign Pack!!!

Craft: Lantillian ShipWrights GXI Short Hauler
Type: Pleasurecraft
Scale: Starfighter
Length: 27.0 meters
Skill: (S) Space Transports: Lantillian Short Hauler
Crew: 4; skeleton 2/ +5
Passengers: 6
Cargo Capacity: 85 metric tons
Consumables: 1 month
Nav Computer: Yes
Hyperdrive: x2
Hyperdrive Backup: x12
Space: 4
Atmosphere: 280; 800 kmh
Maneuver: 1D
Hull: 4D
Shields: 1D
Cost: 20,500 (used only)
Source: Stock Ships p.5-7
Sensors:
Passive: 10 / 0D
Scan: 25 / 1D
Search: 40 / 2D
Focus: 2 / 2D
Weapons:
Type: Laser Cannon
Fire Arc: Turret
Crew: 1 (can be fired by pilot or co-pilot, +5 to difficulty)
Skill: Starship Gunnery
Control: 1D
Space: 1-3 / 12 / 25
Atmosphere Range: 100-300m / 1.2km / 2.5km
Damage: 3D
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Last edited by Doomhead on Wed Sep 09, 2009 9:31 pm; edited 1 time in total
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Raven Redstar
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PostPosted: Wed Sep 09, 2009 7:16 pm    Post subject: Reply with quote

wolfe wrote:
Here is a FYI note:
The Kazellis in Stock Ships (as Raven posted) has differing stats then the one presented in Pirates and Privateers, there are quite a few vessels in these two books that don't match stats.


You're right, But given the size of the ship, I would think that it would have room for more passengers than just 3. I guess it just comes down to GM's discretion, as per usual.

I've been going through the trouble of picking out a ship for a smuggler character that I've just made, and I've been trying to find decent performance with an reasonable price. And I came up with:

Craft: Gallofree Yards Crinya-class Light Freighter
Affiliation: General / Rebel Alliance
Era: Rise of the Empire
Source: Classic Campaigns (page 90)
Type: Light freighter
Scale: Starfighter
Length: 29.2 meters
Skill: Space transports: Crinya-class freighter
Crew: 2 (1 can coordinate)
Crew Skill: Varies
Passengers: 7
Cargo Capacity: 90 metric tons
Consumables: 2 months
Cost: 65,000 credits
Hyperdrive Multiplier: x2
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D+2
Space: 6
Atmosphere: 330; 950 kmh
Hull: 3D+2
Shields: 1D
Sensors:
Passive: 10/1D
Scan: 25/1D+2
Search: 40/2D
Focus: 4/2D+2
Weapons:
Laser Cannon
Fire Arc: Turret
Crew: 1 (co-pilot)
Skill: Starship gunnery
Fire Control: 2D (can be fired by pilot at 0D)
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D

It's got decent speed, ok cargo capacity, sensors, at least one weapon, low crew, but then again, my character is solo ATM. However, it's got room for passengers, and I like the way it looks aesthetically, I assume the the 65,000 credits would be for one new, so used would be at 1/3 or 1/4 cost probably. Just got tired of constantly using the same 2 or 3 ship classes if I had a choice.
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wolfe
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PostPosted: Wed Sep 09, 2009 10:33 pm    Post subject: Reply with quote

Have you looked at the stats of the Stalwart class in Pirates and Privateers?
Its small, some passenger space, quite a bit of cargo, and cheap.
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