![]() With that said, when I ran my first Edge of Empire campaign, set in the Old Republic, the players didn't start with a ship at all, but ended the second session stealing a Pathfinder, a ship worth 135,000 credits. This can be expanded by the supplements published, though A base of operations, which has no listed value but will grant an additional 1,000 worth of gear for every PC.Yes, that's right, one Y-Wing for every two members of the group (four PCs = two y-wings) A stolen imperial Lambda Shuttle, which is worth 140,000 credits.111), characters are presented with three different options instead of a single ship worth 120,000 credits: The Star Wars : Edge of the Empire Core Rulebook provides everything you and your friends need to experience life in the shadiest and most remote. The GM has the final say on what ship your group starts with, he has all the power to allow or disallow a specific ship. Ply your trade as a smuggler in the Outer Rim, collect bounties on the scum that live in the shadows of Coruscant, or try to establish a new colony on a planet beneath the Empire’s notice. However, as long as that ship costs no more than 120,000 credits and is approved by the GM you can start with any ship you want. But makes no mention of modifications or equipment inside the ship. So the players start with one of three possible ships presented by the book, or pick their own ship as long as it doesn't cost more than 120,00 credits. Alternatively, experienced groups can select their own ship, so long as that ship costs no more than 120,000 credits and is approved by the GM. ![]() The GM can choose one of these three ships as his group's starter vessel. This is the final part of character creation. The rules say that the group starts with a ship with a cost of up to 120,000 credits, but not that you have 120,000 credits to spend on a ship and it's accessories.Īs part of their Obligation, each group starts the game with a starship.
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