How do you upgrade your ships?

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

Hi,

we have reached again the point of upgrading. What i mean, we got a ship and we have "some" credits and we are thinking and discussing what we should upgrade now. As so far, we do it in roleplay style. My politican just want's it colored fancy, the soldier wants more weapons and heavier armor, the technican wants better sensors and the pilot better engines.

But at some point we will decide what we realy wanna have (and can afford).

It s a YT-1760, so it is fast and has low cargo. Maybe a smugglers hide-out, a sublight engine upgrade and some... flairs against missiles and stuff would be nice. So we could do fast deliverys for realy expensive stuff.

How do u upgrade your ships (and what ships do u have)? What upgrades do u like in general an which not at all?

My players have a YT-1300. And have added a targeting array because they are all rubbish with ship weapons and are looking at smuggling compartments and high output ion drives for the speed

They want to upgrade the weapons and possibly some armour too but they are cash poor so they are prioritising what they think they need most

My players bought the hyperdrive upgrade first, to get around faster, after that the targeting array, too, as they've got only one rank in Gunnery between them, thirdly the smuggling compartments, of course.

And, they got an unbidden proton torpedo launcher instead of cash from their last job for a Hutt; they're still arguing wether to install it, to try and sell it, or to have it clogging the smuggling compartment for now.

Their ship is a 720 Turtle, by the way.

Edited by Grimmerling

My players got a YZ 775 (after their starting Wayfarer) and upgraded all the weapons to having Linked, added smuggling compartments and retrofit hanger bay, for their starfighters and shuttles.

The only constant my players have demonstrated is the Hyperdrive Generator on anything that starts with a Class 2 or slower base, because getting there in twice the time isn't half the fun.

The only constant my players have demonstrated is the Hyperdrive Generator on anything that starts with a Class 2 or slower base, because getting there in twice the time isn't half the fun.

Question on this particular upgrade. I am having a hard time finding the benefit for this upgrade. Yes, you can get someplace in half or quarter of the time. So what? FFG has given the impression that time spent on space travel is irrelevant or at least moved it over to the narrative side of the game. To the point that spending 1 week vs 2 weeks in space travel is the same amount of RL time, that is, if the GM wants it to be. Which leads me to ask, what is the point in up grading your hyperdrive outside of adding story fluff? Does that mean the ship is less likely to get yank out of hyperspace from a gravity well generator? Does having a class .5 hyperdrive allow a ship get past an Indicator or other gravity anomalies any better than a class 3? If so, how? Is there a class 3 or class 1 gravity wells? Can enemy ships even track you in hyperspace and then therefor can follow you and beat you to your destination? If you suddenly pulled out of hyperspace and changed course, how would your pursuers even know?

I ask, because most all of the other upgrades seem to be more beneficial to space survival or at least have a direct impact to other game mechanics.

This upgrade just seems very vulnerable to being a story telling upgrade rather than a space survival upgrade. I could be wrong though.

Edited by Arrakus

Guns and a targeting system seem the go in my circles.

Bumping the speed up to four is also popular.

Regarding the Hyperdrive upgrade: A GM that doesn't factor in the difference between the PCs choosing to spend resources to complete their journey in one week versus the standard two weeks is not doing his/her job.

Edited by Utsanomiko

There's an adventure out there that requires the PCs to make a trip under set time constraints. With a Class 1 Hyperdrive you have plenty of time to prepare. With a Class 2 Hyperdrive, you can make it with a small bit of time to spare, but not enough to really prepare for what comes next. With a Class 3 Hyperdrive, you can't make it in time, so the adventure changes to accommodate failure (which could be the result with a faster hyperdrive, but with the slow one you have no chance of success).

Edited by HappyDaze

Regarding the Hyperdrive upgrade: A GM that doesn't factor in the difference between the PCs choosing to spend resources to complete their journey in one week versus the standard two weeks is not doing his/her job.

Not sure that is fair. Most GMs across multiple RPG systems (D&D Next, Pathfinder, Shadowrun, etc) do not count/micro-manage resources for travel. Unless you are in a specific scenario like HappyDaze described above, majority of GMs just presume that your character/ship has the resources to survive day to day journey. If a GM plans on yanking the group out of hyperspace, (or rolls randomly) it is going to happen regardless of your hyperdrive class. Also, most light freighters (most groups will have that much) can survive months in hyperspace. That is more than enough to get from one destination to another.

In X-Wing: Rogue Squadron it is mentioned that the faster the ship is in hyperspace, the closer that ship can get to a mass shadow without being dragged out of hyperspace. Also in the novel the sensors of the X-Wings are good enough to detect an oncoming mass approach, that was not known and plotted as part of the original course, several seconds before the automatic shutdown is tripped on the hyperdrive. I can't recall any situation where a ship was able to steer around the mass shadow but with either luck, sheer skill, or the Force maybe the course already plotted is good enough to skirt past these mass shadows.

So I propose the following: Using a Class 2 Hyperdrive as a base (most of the ships usable by a group in the Starships sections seem to be Class 2), a Formidable Piloting(Space) or Astrogation check to skirt past unaccounted for mass shadows (ie an Interdictor cruiser). Upgrading to a Class 1 could either reduce the Check to Daunting difficulty or add a Boost to the check. Upgrading to a Class .5 would further reduce the Check to a Hard difficulty or add 2 Boosts to the Check.

Thoughts anyone?

Strapping weapons to a 1760 is probably not very cost effective, they are just too fragile to turn into gunships. If you to do want more weapons, go with long range ones, missiles, torpedoes, heavy lasers. The 1760 has the sensor range to support it, so you can take those and fight from beyond the range of most opponents.

Now, for that same reason engines, ecm package, and physical countermeasures are probably wise. You want to keep that range advantage and make sure they don't just shove a missile down your tailpipe.

If you plan on running from fights a grav mine launcher is probably not a bad idea.

Stealth gear is also worth considering if you plan on avoiding fights...

Strapping weapons to a 1760 is probably not very cost effective, they are just too fragile to turn into gunships. If you to do want more weapons, go with long range ones, missiles, torpedoes, heavy lasers. The 1760 has the sensor range to support it, so you can take those and fight from beyond the range of most opponents.

Now, for that same reason engines, ecm package, and physical countermeasures are probably wise. You want to keep that range advantage and make sure they don't just shove a missile down your tailpipe.

If you plan on running from fights a grav mine launcher is probably not a bad idea.

Stealth gear is also worth considering if you plan on avoiding fights...

Yes, all that sounds great. I have to say, i just have the core rule book, because german translation is waaaaayyyyy behind (i think next month they will release Enter the Unknown, the first Class-book) but my GM has some english books, maybe we can find mine launcher in one of them. My idea would also be some missile counter massuares, some stealthy thing, and maybe a better sublightdrive.

Does anyone here uses the extra armor? I think it s somehow.... bad marketing that it reduces ur agility. is there an"improved armor" in the classbooks?

Edited by Seguleh

1. Increased hyperdrive speed is not a question of micromanaging resources but of getting there faster.

2. In case of a chase or a race leaving late to arrive early might come in handy.

3. If you haul cargo or pax, decreasing the multiplier form standard x2 to x1 (or even an illegal x.5) will nearly double (quadruple) your income, perhaps even earning you an express delivery bonus.

Targeting computer. Oh my god targeting computer. At the very least, for the rank or two of Sniper Shot it can give you- almost all weapons for sil, <4 ships are Close range, getting the ability to fire your turrets at a longer range than the enemy can fire their missiles is ridiculous.

From a number of groups that I've been in where we've had a ship, the Hyperdrive Generator does seem pretty common, with the Ion Turbine being second.

In the Dawn of Defiance game I'm in, the Twi'lek Gambler sprung for the accommodations upgrade from Fly Casual for the party ship simply because if she was going to be ferried around in a light freighter, then it should at least be a cut above the common light freighter. Of course, seeing as how she's largely spec'd to clean house when gambling and is constantly able to find ways to generate significant income via high-stakes games (if the entry fee is less than 100 credits, she doesn't bother since it's not worth her time), that attachment was a drop in the bucket for her.

Upgraded guns weren't a big deal in any of the campaigns, but that was largely due to starship combat not being a thing in most of the campaigns I've been in, so not much reason to invest in beefed-up guns that more often than not weren't going to be used.

For the Age of Rebellion game I'm in, one of our players (who is pretty much the ship's pilot) has a number of plans for our HT-2200 that we acquired as our Contribution Rank reward. I don't recall the exact list, but I know that upgraded shields and upgraded communications/sensors was at least two of them.

But honestly, I think it would depend on the group. A party that mostly operates as free traders will probably want the faster hyperdrive so they can make their various trips to and fro that much faster, enabling them to undercut the competition by offering a lower rate but still being able to make a decent profit since the goods will be there that much quicker.

Using Fly Casual rules for smuggling, delivering earlier than scheduled increses the reward and that's a good reason to invest in the upgraded hyperdrive, especially for anything above class 1.

Using Fly Casual rules for smuggling, delivering earlier than scheduled increses the reward and that's a good reason to invest in the upgraded hyperdrive, especially for anything above class 1.

With the extremely short transit times between locations based on that chart I actually find it less important to have a fast hyperdrive. Except for routine trading, which is often dealt with using only narrative, I find that more time is used or wasted on planet by the player characters than would be saved by a faster drive. Maybe before the chart came out I would have agreed, but knowing you can cross the entire galaxy in a few weeks ...well... the speed is less important to me.

What book are upgraded sensors in? Do they increase sensor range.

Upgraded Comms are in the AoR core. There is not any way RAW to increase sensors.

Thanks, thought I was loosing my mind as I could not find it in any of the books.

Hi folks.

After our 10-session-campaign is done, we bought some upgrades (and hope we can use them in a follow-up-campaign). We have, like i said, a YT-1760. It came with a 1.0 Hyperdrive, Speed 4, and one shipweapon. We gained a second weapon during the campaign.

So we have a decent armed, very fast ship, with low hitpoints and armor. We decided us for a targeting computer (with modifications), which gives our 2 gunners, if they have time to aim, 3 skill increases (wow!), without aiming 2.

And some hidden storage was our second wish.

We are thinking about shield generators or the sublightdrive upgrade but are not sure if we realy will benefitfrom that that much. On the other hand, with speed 5 then, we are as fast as a TIE-Fighter. :D

And we still have 2 hardpints left.

Some exciting experiences u made so far? greetings!

The only constant my players have demonstrated is the Hyperdrive Generator on anything that starts with a Class 2 or slower base, because getting there in twice the time isn't half the fun.

Question on this particular upgrade. I am having a hard time finding the benefit for this upgrade. Yes, you can get someplace in half or quarter of the time. So what? FFG has given the impression that time spent on space travel is irrelevant or at least moved it over to the narrative side of the game. To the point that spending 1 week vs 2 weeks in space travel is the same amount of RL time, that is, if the GM wants it to be. Which leads me to ask, what is the point in up grading your hyperdrive outside of adding story fluff? Does that mean the ship is less likely to get yank out of hyperspace from a gravity well generator? Does having a class .5 hyperdrive allow a ship get past an Indicator or other gravity anomalies any better than a class 3? If so, how? Is there a class 3 or class 1 gravity wells? Can enemy ships even track you in hyperspace and then therefor can follow you and beat you to your destination? If you suddenly pulled out of hyperspace and changed course, how would your pursuers even know?

I ask, because most all of the other upgrades seem to be more beneficial to space survival or at least have a direct impact to other game mechanics.

This upgrade just seems very vulnerable to being a story telling upgrade rather than a space survival upgrade. I could be wrong though.

1. Your last op went south and your slicer is bleeding internally in the med bay after an "argument" with a particularly spiny Trandoshan. You've got no Doctor aboard and your cohort will die without proper medical attention. If only you had a faster hyper drive! Well, at least you'll be in time for the funeral.

2. The job was simple - take the package to the place and then go away. You've got 12 hours. Too bad you don't have a faster hyper drive. The Black Sun are pretty forgiving though, right?

Edited by bubblepopmei

Also, you should have fuel and supplies your may have to keep track of.