Adding a Hyperdrive

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

There are a few ships—most notably the Cloakshape, the Z-95, and the Delta -series of starfighters (and many in the TIE series, but they have no hard points so it's moot)—that don't come equipped with a hyperdrive. How would we go about adding a one to those ships?

I know that Fly Casual has the astrogation droid brain, and Stay On Target has the astromech socket to add navicomp capabilities, but the only hyperdrive attachment is designed to increase the speed of an existing hyperdrive, not add that capability when lacking.

Would it be too much of a stretch to say that if the vehicle doesn't have a hyperdrive, the attachment grants a class 3 hyperdrive? Fully modded out it would be a class 1.

Thoughts?

-EF

P.S. I know that the Delta -series has the hyperdrive ring for external hyperdrive capabilities, but I'm looking for a hyperdrive that isn't going to get lost/destroyed/stolen/etc.

SY LIURE-25 HYPERDRIVE SLED (pg 255 EoTE:CR)

Resigned to add hyperspace capabilities to smaller ships without hyperdrives like starfighters and some patrol boats, TransCalMeg Industries. Syliure-25 is one example of a number of similar sleds and hyperspace rings in use throughout the galaxy. Equipped with a class 2 hyperdrive and either an Rl or R2 astromech droid, the Sylurie-25 is good for five hyperspace jumps. It attaches to the starfighter (any starship with silhouette 3) and reduces its handling by 2 and speed by 1, but can be jettisoned and reattached in space. A Syliure-25 costs 10.000 credits.

EDIT: Just read the bottom line of your post, haha scratch that.

Really the only way I know of that's close to RAW is dumping systems already installed to grant the hard point needed for a hyperdrive generator.

Edited by OfficerZan

SY LIURE-25 HYPERDRIVE SLED (pg 255 EoTE:CR)

Resigned to add hyperspace capabilities to smaller ships without hyperdrives like starfighters and some patrol boats, TransCalMeg Industries. Syliure-25 is one example of a number of similar sleds and hyperspace rings in use throughout the galaxy. Equipped with a class 2 hyperdrive and either an Rl or R2 astromech droid, the Sylurie-25 is good for five hyperspace jumps. It attaches to the starfighter (any starship with silhouette 3) and reduces its handling by 2 and speed by 1, but can be jettisoned and reattached in space. A Syliure-25 costs 10.000 credits.

EDIT: Just read the bottom line of your post, haha scratch that.

Really the only way I know of that's close to RAW is dumping systems already installed to grant the hard point needed for a hyperdrive generator.

My question is what would the HP and credit cost for a hyperdrive be? And what class would it grant?

-EF

I'd figure that it would just be a hardpoint to install (which gives the player room to upgrade, depending on the ship) and per costs in GG#6, a times 2 drive costs about 10,000, a times 1 costs 15,000 (plus instillation costs, minus of course any Entrepreneur or Quartermaster talents).

If I allowed this (installing an internal hyperdrive in a ship that didn't have one) I'd make it cost at least 3 hard points, maybe more - if I allowed it at all in the first place. It's not just something that's added to the existing sublight engine, it's a whole separate and distinct piece of machinery, basically a second engine. If the ship isn't built to have one, where would you find the room? Not to mention that if all you had to do was slap one in for a hard point, why would anyone bother making those hyperspace rings in the first place?

Just remember that most ships that don't start with a hyperdrive will be lacking a navcomputer too, so that's something else to consider adding too.

As Desslok's price tags seem to be inspired by WEG's GG6, I'd say 15 t (resp. 18 t) would translate to 2 to 3 HP.

Incidentally, the NavCom in the aforementioned publication sells for cr. 2.000; I'd install it for 0 HP.

My question is what would the HP and credit cost for a hyperdrive be? And what class would it grant?

-EF

I imagine that hyperdrives themselves may be included in the future Technician material, but have always allowed the Generator to be used to install, onto any ship sil 3 or less, a class 3 drive (seems to be the average). This may be be modified as normal to bring it down to a class 1.

Just to illustrate why I do it that way. I'm going to assume that a barebones X-Wing has 7 hardpoints. That's only 1 more than a barebones cloakshape fighter, and we all know rebels like their blocky HP machines. 1 HP is taken up by medium laser cannons, 1 HP is taken up by the proton torpedo launcher, 2 HPs are taken up by a droid socket, 1 HP is used to add a class 3 hyperdrive (modified twice to class 1), and 1 HP is used to provide a weeks worth of consumables (I would say 1 HP worthy). That leaves 1 more HP to be used to suit the pilot's needs. If ruling that a drive costs 2 or 3 hardpoints, you're looking at an X-Wing turning into more of a swiss army knife than it already is.

Even as a player who values roleplaying and story over munchkin mechanics, 3 hardpoints just for making my fighter not able to launch into hyperspace is too tempting to pass up unless my character is going to be lone wolfing it the whole campaign. and has no ship to clamp onto.

The benefit to a ring over built in is simply HP economy. It allows the fighter to use the saved points for other useful combat/recon focussed things.

I mean it's all a toss up until something official comes into play but that's my take on it so far.

Edited by OfficerZan

If I allowed this (installing an internal hyperdrive in a ship that didn't have one) I'd make it cost at least 3 hard points, maybe more - if I allowed it at all in the first place. It's not just something that's added to the existing sublight engine, it's a whole separate and distinct piece of machinery, basically a second engine. If the ship isn't built to have one, where would you find the room? Not to mention that if all you had to do was slap one in for a hard point, why would anyone bother making those hyperspace rings in the first place?

The hard points are the room for the hyperdrive. And besides, there is a modified Z-95 in AoR, I believe, with a hyperdrive. Cost is the reason they're not installed stock, not space, power, or anything else.

Just remember that most ships that don't start with a hyperdrive will be lacking a navcomputer too, so that's something else to consider adding too.

You can find a navicomp in Fly Casual for 0 HP, and a 2 HP astromech socket in Stay on Target .

-EF

There are also a some resistance fighters seen in Tarkin which don't come with a hyperdrive standard but have been modified with one, including at least one Z-95

If I allowed this (installing an internal hyperdrive in a ship that didn't have one) I'd make it cost at least 3 hard points, maybe more - if I allowed it at all in the first place.

Well, specifically for the Cloakshape, there's p254 of EotE core. It talks about how customizable these things are.

The figher's simple design, modular components, and plethora of universal power computer couplings make these ships prime candidates for customization.

...

The most common are upgraded powerplants, hyperdrives and navicomputers, shield generators, heavier weapons, and more sophisticated communication and sensor systems.

The Cloakshape only has 3 hardpoints (4 if your model didn't have the stabilizer) so I would think that charging 3HP would be the max.

Of course, this particular ship specifically calls out the fact that hyperdrive/astrogation is a common add-on, whereas I don't see that mentioned on other ships, so take that as you will.

Edited by Lifer4700

Yeah struck me as odd that they point out common additions to Cloakshapes are hyperdrives but.. give you no rules for putting one in said ships! I'd go with the 1 HP rule as the nav comp will eat a 2nd.

Yeah struck me as odd that they point out common additions to Cloakshapes are hyperdrives but.. give you no rules for putting one in said ships! I'd go with the 1 HP rule as the nav comp will eat a 2nd.

I figure there’s also a hyperdrive sled for the Cloakshapes. It probably functions just like the one we already have stats for, but maybe it’s a square shape instead of round, or somesuch.

The 0HP navicomp is a good pairing, too.

As Desslok's price tags seem to be inspired by WEG's GG6, I'd say 15 t (resp. 18 t) would translate to 2 to 3 HP.

Incidentally, the NavCom in the aforementioned publication sells for cr. 2.000; I'd install it for 0 HP.

I'd probably go 2 hard points AND throw in the nav computer as a freebie (well, hardpoint freebie). Hard Points are already two few for my liking, so I'd lowball it where ever I can when going off script like this.

I'd say go with 1 HP, Class = Silhouette. It will cost another HP to get the class down to something decent anyway. Navcomp is already a 0 HP option so you're good there. Hopefully they give us this stuff in the Mechanic book!

Does this kind of modification even *need* static, crunchy rules? I mean, it seems like just stating:

"It will take exactly [Narrative/story/plot driving element] to add a hyperdrive to that ship."

should be sufficient. IIRC, as a kid, Jaina Solo slapped a hyperdrive on a crashed TIE on Yavin IV basically for teh lulz.

I just think it's weird seeing this conversation given how frequently the "It's not a crunchy system" bat gets swung around on these forums.

Edit: Grammar mistake was bugging me.

Edited by LethalDose

So an astromech socket would cost 2 Hard points but some think a Hyperdrive would only take 1? When without a Hyper drive you need this Huge ring attachment just to have one temporarily?

No I agree with the 2-3 hard points... and I wouldn't base it off the cost of an upgrade attachment..

The base Drive will cost.

Hi,

Isn't there a rule for z-95 with and without Hyperdrive in any book? (here, most books aren't released yet, so i dont have em all)

I just want to mention, that in "TIE-Fighter" the old PC game, you do fly several Imperial fighters who are upgraded with a hyperdrive. If i remember correct, there are some Interceptors under it.

The Huge Ring attachment could also be just much cheaper than an inside-hyperdrive, or saves fuel for planetary landings. Or it just looks fanzy, lika a rear spoiler for jedi :D

4 laser cannons is 1 HP. A built-in hangar is 2 HP. A droid socket should not be 2 HP; more like 0. But I know nothing. :)

Apologies for dredging up this old thread, but I don't have all the books and am curious if this was ever resolved.

So...

(1) Are there official FFG stats for a hyperdrive-equipped Z-95 Headhunter? (Like those of Bandit Squadron? And Mara Jade's personal craft?)

(2) Are there now official rules on equipping a hyperdrive to a Z-95, Cloakshape, or other small fighter craft?

Thanks in advance for any help.

Yo.

Look at the modular fighter in Special Modifications (page 62-63).

Looking at that thing and its modules, it seems 4 HP is the cost, which adds an astromech socket to the fighter - as well as the rest if the stuff you need to go through hyperspace.

Thanks.

But a Z-95 with a non-astrodroid hyperdrive has not been officially statted by FFG at this point?

Hmmm.

Thanks.

But a Z-95 with a non-astrodroid hyperdrive has not been officially statted by FFG at this point?

Hmmm.

A Z-95 with a hyperdrive has been statted. It's called an X-wing. The Z-95 is a WEG creation based on sketches created for the first movie that eventually became the X-wings we saw.

Frankly adding on things like hyperdrives shouldn't be possible without making an ugly hash of things as ships like fighters have 0 extra room internally for things. Something would have to give to really allow the drive room to sit, data runs to control it, power lines to run it, etc... A freighter on the other hand (which is what GG6 was written to deal with) have room to spare.

The Z-95 came from "Han Solo at Star's End" back in the late 70s. Although, yes, the visual design was first seen in WEG material and the PC game TIE Fighter.

Interestingly enough, in every source since "Star's End," the Headhunter has been equipped with a hyperdrive.

So I'm not sure why FFG went with a planetary or station/carrier-based version...

The Z-95 came from "Han Solo at Star's End" back in the late 70s. Although, yes, the visual design was first seen in WEG material and the PC game TIE Fighter.

Interestingly enough, in every source since "Star's End," the Headhunter has been equipped with a hyperdrive.

So I'm not sure why FFG went with a planetary or station/carrier-based version...

Are you sure? i'm pretty confident in WEG they had no hyperdrive...

(the one from second edition revised and correct, pag 250 has no hyperdrive)

as for FFG, according to swrpg.viluppo.net there is an hyperdrive capable Z-95 in Stay on Target; it has 1 less HP than a standard, 1 handling less and 1 more armor and more HT and SS

i think adding an internal hyperdrive would cost A LOT of HP, maybe 3 or 4, but HP is something i really never understood (1 HP for luxury interior? seriously?).

However, you can "house rule" something similar to

- buying an hypersled; they has also an R2 socket

- then "fusing" it with the ship, by spending 5.000 cr on raw materials, a mechanics roll at least PPP where a failure means you lose raw materials and despair means you lose the sled

- permanently reducing 1 handling to the ship (i would say reducing 1 on space and 2 on atmosfere/when attempting docking or landing maneuvers).

optional: you can use advantage/threat to remove/add some penalities (like speed or handling reduction) or to add some special effect (special modifications-like)