Excess Hardpoints rule

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

Isn't this the same problem people usually have when trying to use main characters and EU? Every author under the sun worked so hard to one-up the others, the characters (and by extension the falcon) become cartoonish supermen well beyond the scope of the game, or even the source material?

A 4000XP Han should kinda be an indicator....

Or is it merely symptomatic of the wookieepeda effect, where everything has to have an epic backstory and be the best at whatever it is?

"The soft soap dispenser in the Millennium Falcons head is the last leader of the Cranton Gorforion, a long lost force using tribe of intelligent public restroom products. In 87ABY the resurrected Sith hand dryer known only as Darth RecieveBacon attempted to kindnap the Soft Soap Dispenser by turning Han Solo into a unicorn and drinking epic amount of red bantha energy drink. The attempt was thwarted when R2-D2 reconfigured Luke Skywalker's walker (itself an ancient Jedi library shelf dusting droid in disguise) to replace the clogged soft soap packet nozzle, freeing the Lord Gorforion's force spirit, who defeated RecieveBacon by installing a x0 hyperdrive into the Falcon, allowing it to be everywhere in the galaxy at once."

This, this, sweet Jeebus, a million times this.

The Han Solo in the movies was an interesting, flawed character. The EU version was apparently the Most Important Man in the Galaxy and a horrible Mary Sue.

Could it be that the Falcon just doesn't need 30 hardpoints? And that a fully modded YT1300 is actually a pretty good ship?

Nothing about Han or Chewie says 'rigger' to me. Han won the Falcon in a gambling game. It's not the pet project of a brilliant inventor.

This is exactly why I don't want movie stats in the FFG game.

Same with the Falcon: Is she an NPC's vehicle? Give her whatever you think she needs. Only if you think, you need a means for the PCs to build a ship like the Falcon, then: Make one that suits You best!

If it's about fairness: PCs need to be able to emulate everything an NPC can? Why not give them the Adversary talent on the way.

A wise man once said: " The main difference between physicists and engineers is, that engineers only solve problems they actually have."

I've spent some time looking at ALL the Falcon's mods from various sources. I got (and trying to be generous/forgiving with hard point cost) :

AX 108 groundbuzzer - 1 HP

Cloaked Smuggling Compartments - 1 HP

Rapid Cargo Evacuation Chute - 1 HP

Duralloy Plating - 2 HP

Kuat Shield Generator - 2 HP....

Novaldex S/G - 2 HP....

Nordoxicon S/G - 2 HP... these 3 s/g's give the Falcon 'warship-grade shielding'

2 x Arakyd ST2 Conc. Missile Launchers - 2 HP

.5 H/drive - 1 HP

Cryogenic Hibernation Capsule - 1 HP (only because the glorifeid in-ship radio and glorified drinks cabinet,,, sorry, Interior Broadcast Suite and Onboard Amenites Unit cost 1 HP each)

(Upgraded Comms Array - 1 HP)

(Ion Turbine - 1 HP)

The last 2 are in brackets as it is 'implied' IN MY OPINION either by the films, Solo Trilogy books or WEG/D20 system that the Falcon MAY have these mods - so that's AT LEAST 15 HARD POINTS OF MODS,,,, *facepalm*... Hmmmm, seems a few more H/P's there than the alloted 6 for a YT1300 IMO ;)

http://members.shaw.ca/david.p.z.888/star_wars/millennium_falcon.html

This is, of course, very tongue-in-cheek, and I've edited after finding another Falcon mods/HP thread. I'm not happy with the HP allocation TBH but I'm enjoying the game immensely... except when my son decides that his Bounty Hunter decides to '...shank...' some stromtrooper with his Assasin's Creed inspired wristsheath vibroknife...but that's another story. :D

not 100% sure, but if they replaced the original systems, then that frees up the HP to be used by the "upgrade." So, ripping out and placing in a .5 hyperdrive would free up the HP and then use it for the new drive. The Falcon doesn't need "rapid evacuation chutes" to dump its cargo in the vacuum of space. Turning off the gravity and opening up the hatches while the chamber is filled with air would cause the items to be pushed out with the air. Even just making a sudden bank would release the items remaining (conservation of momentum). Most of the others in your list seem to be fluff from something outside the movies. We don't see any cryochambers in the movies. So, really, we're back down near the 6 max for the YT-1300. Missiles, Armor, upgraded shields and possibly improved engines.

Same with the Falcon: Is she an NPC's vehicle? Give her whatever you think she needs. Only if you think, you need a means for the PCs to build a ship like the Falcon, then: Make one that suits You best!

If it's about fairness: PCs need to be able to emulate everything an NPC can? Why not give them the Adversary talent on the way.

A wise man once said: " The main difference between physicists and engineers is, that engineers only solve problems they actually have."

I've spent some time looking at ALL the Falcon's mods from various sources. I got (and trying to be generous/forgiving with hard point cost) :

AX 108 groundbuzzer - 1 HP

Cloaked Smuggling Compartments - 1 HP

Rapid Cargo Evacuation Chute - 1 HP

Duralloy Plating - 2 HP

Kuat Shield Generator - 2 HP....

Novaldex S/G - 2 HP....

Nordoxicon S/G - 2 HP... these 3 s/g's give the Falcon 'warship-grade shielding'

2 x Arakyd ST2 Conc. Missile Launchers - 2 HP

.5 H/drive - 1 HP

Cryogenic Hibernation Capsule - 1 HP (only because the glorifeid in-ship radio and glorified drinks cabinet,,, sorry, Interior Broadcast Suite and Onboard Amenites Unit cost 1 HP each)

(Upgraded Comms Array - 1 HP)

(Ion Turbine - 1 HP)

The last 2 are in brackets as it is 'implied' IN MY OPINION either by the films, Solo Trilogy books or WEG/D20 system that the Falcon MAY have these mods - so that's AT LEAST 15 HARD POINTS OF MODS,,,, *facepalm*... Hmmmm, seems a few more H/P's there than the alloted 6 for a YT1300 IMO ;)

http://members.shaw.ca/david.p.z.888/star_wars/millennium_falcon.html

This is, of course, very tongue-in-cheek, and I've edited after finding another Falcon mods/HP thread. I'm not happy with the HP allocation TBH but I'm enjoying the game immensely... except when my son decides that his Bounty Hunter decides to '...shank...' some stromtrooper with his Assasin's Creed inspired wristsheath vibroknife...but that's another story. :D

not 100% sure, but if they replaced the original systems, then that frees up the HP to be used by the "upgrade." So, ripping out and placing in a .5 hyperdrive would free up the HP and then use it for the new drive. The Falcon doesn't need "rapid evacuation chutes" to dump its cargo in the vacuum of space. Turning off the gravity and opening up the hatches while the chamber is filled with air would cause the items to be pushed out with the air. Even just making a sudden bank would release the items remaining (conservation of momentum). Most of the others in your list seem to be fluff from something outside the movies. We don't see any cryochambers in the movies. So, really, we're back down near the 6 max for the YT-1300. Missiles, Armor, upgraded shields and possibly improved engines.

Expanding is counting everything he can think of from wookieepedia and the EU (and he still forgot a couple things in the actual film). Between EU one-upping and over/misassumptions about systems, performance, actions, events, and abilities, of course you're going to need to get goofy.

In some cases I get it (the cargo chute isn't nessessary but at least I know why its there) in other cases its somewhat baseless assumptions (what does "warship grade" shields even mean?).

Recreating protagonists (or antagonists) and their equipment/ships from the movies is an interesting exercise in creativity, though one quickly discovers, especially on the equipment/ships side, that one cannot recreate the Millenium Falcon or Slave 1 under the rules as they stand. One can debate and nitpick over what aught to be included (especially as the falcon was upgraded differently at different times, for instance, later in life she became armed with light turbolasers [which is possible by game rules]).

While recreating main characters is going to largely be a theoretical thing, recreating the starships has more practical applications, as the rules apply to what the PCs could do with their ships.

As to the original question, I would go with a combination of what HappyDaze and others have said.

An attachment that costs 0 HP that gives the vessel the fragile 1 quality (Increases critical hits to the vessel by +10) that comes with two + 1 HP Mods that each reduce max system strain by two. Can only be installed on vessels of silhouette 4 or less that have at least one hardpoint (even if that hard point is used.). [The last bit is optional, but you probably shouldn't be able to add hardpoints to something that doesn't have any to begin with.]

I guess we could make a talent akin to "Starship Tinkerer", in order to allow for more hardpoints..