Tinkerer and Vehicles

By Therian, in Star Wars: Edge of the Empire RPG

Another question for you all: have we ever gotten any official word or discussion of the Tinkerer talent adding Hard Points to vehicles? Its come up in our game and I'd like to know if there has every been any indication one way or the other.

Another question for you all: have we ever gotten any official word or discussion of the Tinkerer talent adding Hard Points to vehicles? Its come up in our game and I'd like to know if there has every been any indication one way or the other.

I've sent that one in a few times and never gotten an answer. Sorry, I've tried.

Another question for you all: have we ever gotten any official word or discussion of the Tinkerer talent adding Hard Points to vehicles? Its come up in our game and I'd like to know if there has every been any indication one way or the other.

I've sent that one in a few times and never gotten an answer. Sorry, I've tried.

Yeah from my web searches it hasn't looked like anyone has answered it. Even though I kinda feel like it should only work on personal items, I suppose it isn't that big a deal if you can only do it once to a ship.

A player just asked me that today and I've been looking through the forums to find an answer for it. I haven't seen anything either for or against it, so it's probably going to be left to the GM's discretion.

In my opinion, I'd be all for it to at least give it a whirl and see how broken it makes ships. . .or how much closer it makes them to what we've seen in the movies (i.e. I have to wonder if all of the work done on the Falcon is possible with the current rules without something like this or the alternate rules I'm working on).

I don't think it would be all that game breaking anyway, not to mention it would make fighters far more survivable imo.

The game I ran it was allowed and I scaled the encounters to refelct the added performance/ability increase. Also if they wanted something power hungry, like a new weapon system or upgraded shields, they'd have to burn one of the HP's to upgrade the generator to handle the added load. If they didn't, system and/or power failure was a very real possibility. The added HP's also gave them the freedom to try some of the more nitnoid mods I added in, like the aforementioned generator upgrade (+2 to system strain or ability to add additional power intensive systems), life support upgrade (increase passenger capacity), modular system components (lowered maintenance cost and time for various repairs and modifications) and upgraded avionics package (boost die to piloting checks on a planet, upgradable to allow include space based checks and remote flight.) So yeah, Tinkerer was incredibly handy to have to modify ships with and would have no issue with allowing it's use.

Edited by swiftdraw

Personally, I would allow it.

Going by a strict reading, weapons have Hard Points, but vehicles have Customization Hard Points. Someone could interpret that as two separate things.

In the end, it's up to the GM.

I see no reason why you shouldn't allow it.

A ship might actually be easier to modify because you have some space to work with, a weapon has less.

I would also allow it. Han made some modifications to the falcon, after all.

A ship, like a personal weapon or armour, that is modified will have a connection to the character, and player, and less likely to be tossed aside for a newer item.

The only thing that I see altering allowing it would be a shipwright spec in the Technician career book that goes into tinkering ships and vehicles.

The only thing that I see altering allowing it would be a shipwright spec in the Technician career book that goes into tinkering ships and vehicles.

Yeah I'm hoping for a more extensive ship and vehicle modification system as well, like allowing hyprdrives to added to ships that don't have them, and remove systems as well I have some interesting ideas for modding a Xanter and more ideas if there is ever a way to yank one of the three hyperdrives.

I wouldn't wait, just adding reasonable add ons at the expense of HP(s) is reasonable regardless of whether there are ever codified rules in place.

The only thing that I see altering allowing it would be a shipwright spec in the Technician career book that goes into tinkering ships and vehicles.

Yeah, that's kinda what I'm thinking. Obviously if a talent tree came out with a talent to add a customization hard point to a vehicle it makes the intent clear.

Personally, I would allow it.

Going by a strict reading, weapons have Hard Points, but vehicles have Customization Hard Points. Someone could interpret that as two separate things.

In the end, it's up to the GM.

Yeah I at first was looking at that, but looks like its not that granular, on page 188 it actually does name drop them as weapon customization hard points.

I wouldn't wait, just adding reasonable add ons at the expense of HP(s) is reasonable regardless of whether there are ever codified rules in place.

I should probably start another thread for this, but speaking of add-ons, I really find the lack of a sensor upgrade attachment odd. It was kinda snuck in there, but the AoR beta book actually has an upgraded comms array, but no sensor array. Dont know if it stayed that way as I don't have my core yet. Even odder considering the Nebulon-B in the Dead in the Water Adventure explicitly mentions how it sensors were upgraded.

I wouldn't wait, just adding reasonable add ons at the expense of HP(s) is reasonable regardless of whether there are ever codified rules in place.

I should probably start another thread for this, but speaking of add-ons, I really find the lack of a sensor upgrade attachment odd. It was kinda snuck in there, but the AoR beta book actually has an upgraded comms array, but no sensor array. Dont know if it stayed that way as I don't have my core yet. Even odder considering the Nebulon-B in the Dead in the Water Adventure explicitly mentions how it sensors were upgraded.

I'd say just swap it out with a similar silhouette ship with a better sensor rig and charge a reasonable price. Most of time people have issues with sensor range they forget the fact they are talking about the difference between freighters and military vessels. The difference between the radar on an oil tanker and what is on a Ticonderoga class cruiser is considerable. To me it's no leap at all the just charge that reasonable price. The main thrust of Han Solo's motivation in one of the old Brian Daley trilogy was obtaining a new military grade sensor suite.

Edited by 2P51