So my table group has started what will be a recurring Base Radiers game (one-shots when we're not on a main campaign). I started them on The Bayou Beatdown because I personally loved it and it was a really fun and creative introduction to the system. Anyway, my players made off with the functioning Confederate ship. I admit I was dumb for not anticipating it. The party was split and one half was fighting the bad guys and the other half hid in the ship and then rolled stupidly high to get it working.
So I gave it to them rather than look like I was just saying 'no' regardless of the dice. So...how much loot points is the Confederate ship worth, Ross? I'm worried it would let them buy a shit ton of powers but I also don't want to say 'Oh yeah, its only worth a little bit.' My only thought that doesn't feel like a give away or robbery is saying that it's their new mobile lair?
Well, you could build it as a strange skill. Look at the transport trapping. For example:
Steampunk Submarine (8 skill points)
Power Tier: Superhuman
Stealth + Unusual, Stress Capacity [Health], Transport + Unusual
Focus [Major]: Ironclad Sub
Item Based Power: Requires Training
All rolls made with sub are at the pilot's Drive/Pilot Sub skill
Loot value: 80 points base + 220 to the right buyer
You could also look at Kerberos Club, Strange Fate for statted out examples. I think the Nautillus is written up in it.
It's definitely the kind of item the players will have to find a buyer for if they want full point values. An eccentric billionaire or shady marine salvage company would want it, but they have to approach and negotiate carefully. If they just dump it on the black market, they should only get a fraction of its value (80 base divided by half or more)
Add more trappings if it has cannons/torpedoes/magic wards/etc.
You could make upgrading the sub a player goal, especially if they want to turn it into a mobile HQ.