I just remembered, does anyone have Astrogation and a decent intellect?
Some Attachment suggestions:
1)
Interior Broadcast Suite: We get some subs in our ship so that we can blast
sick beats. Increases everyone's Strain Threshold while aboard the ship by 1 for only a measly 800 credits. Seems small, but you'd be thankful for it when your Obligation hits and you rolled doubles for a wonderful -4 strain threshold. No mods.
2)
Hyperdrive Generator: 6,400 credits for a reduction of Hyperdrive class from 2 to 1. Can mod it further to be a 0.5 Class, which will have us making it across the galaxy in no time when we're in a hurry.
3)
High-Output Ion Turbine: 5,300 credits to reduce our ship's system strain by 1. Oh, but it also increases our speed by 1, too. This is a bigger deal than just a +1 bonus: The Gain the Advantage action in starship combat requires your ship to have a Speed of 4 or higher. Currently, the YT-2000 has a speed of 3, so that +1 is a big deal. Gain the Advantage lets our pilot really outperform other pilots of lesser skill, and gives us the advantage of being able to choose from which side we hit a target (to hit him at the point where their shields are weakest), and it ignores their evasive maneuvers. No mods.
4)
Advanced Targeting Array: 4000 credits to upgrade Gunnery checks made with the ship's weapons. Can be modded for a) another upgrade on the check, b) a talent that lets you shoot further than the weapon's typical range, and c) a talent that lets you take the aim action to get a boost die
and another upgrade. This with all the mods is overkill if we have a decent gunner, but if we have no one with the gunnery skill, it'd also balance us out.
5)
Hull/Keel Reinforcement: 10,000 credits for +2 Hull Threshold. Y'know, so we don't blow up. Can also be modded for an additional +1 two more times.
6)
Hardened Circuits: This would be nice, especially if we get the High-Output Ion Turbine. It costs 4,500, but it gives the ship +2 System Strain Threshold. Can be modded twice more for an additional +1 each. Strain Threshold on ships is used whenever we're pushing it to its limits, or getting hit with ion weapons, btw.
7)
Slave Circuit: 10,000 is pricey, for sure, but this thing lets us turn the ship on or off by remote. Handy if we need a quick getaway. Even handier is that you can mod it to be able to fly to your location when you call for it. You can mod it even further to allow it to use its guns autonomously (albeit at a very poor skill level), but maybe just the guns moving around would be enough to dissuade would-be attackers.
Modding: For anyone unaware, I mentioned mods here a decent bit. Basically each of these things are Starship/Vehicle Attachments, and some attachments can be modified further. Mods for starship attachments cost 1,000 for the first one, 2,000 for the second one, 3,000 for the third one, and so on. When modding the next attachment, it's back to 1,000. Modding can be difficult because if you fail the modding check, you can't attempt it again, ever (you'd have to buy a new attachment of the same type and try it on that one). It normally takes a Mechanics check of 3 to successfully mod an attachment.
I haven't been able to find any rules for what to do when modding things at character creation. Some of the attachments are restricted and some are not, so I imagine that FFG did intend on people picking them up at the start. Marithyme may want one of us to roll the Mechanics checks to see if we can acquire these things at the start. Or we can keep it really simple and just buy 30,000 credits in Attachments and mod them in-game later.
MoMo's List (no mods):
1. Hyperdrive Generator
2. High-Output Ion Turbine
3a. Slave Circuit (if we don't plan on fighting a lot)
3b. Hull/Keel Reinforcement (if we plan on fighting a lot)
4a. Advanced Targeting Array (if we don't have a decent Gunner)
4b. Hardened Circuits (if we have a decent Gunner)
5.
Interior Broadcast Suite
26,500 total with Adv. Tar. Array, 27,100 total with Hardened Circuits
MoMo's List (with mods):
1. Hyperdrive Generator (w/ 1 Mod to make it 0.5 Hyperdrive)
2. High-Output Ion Turbine
3. Slave Circuit (w/ "Fly to me" mod)
4a. Hardened Circuits (w/ 1 mod for add'l +1 Sys. Strain Threshold)
5a.
Interior Broadcast Suite
Totals 30,000 on the nose.
or if we have no decent gunner...
4b. Adv. Targeting Array (w/ 1 add'l Upgrade mod)
Totals 28,700
Pretty sure I did the math right. In no way am I concerned about what we get as far as attachments go (frankly I'd be fine with just the base ship and we scrap the 30k), but those are the things that I thought looked pretty handy.
Last edited Nov 5, 2016 2:34 am