Do you gain a hard point if you remove weapon systems? Or that "I'll never use it" spare hyperdrive?
Modifying ships
RAW, no — you don’t get back a hard point.
But you do have to spend a hard point if you want to add one of those things.
Everyone think's they'll never use the spare until that one time when the main engines break down ![]()
Though when it makes sense I see no reason why you can't gain a hard point back. I think it would be a case by case basis on what you intend to remove and what you intend to put in. In some situations I don't think you'd gain a hard point back. For instance, I don't think you'd gain a new hard point to install another weapons system by removing the spare hyperdrive. However if you wanted to remove the spare hyper drive and maybe install a cloaking device I'd consider it a viable thing.
As noted, no. Presumably the weapons systems can't simply be swapped out for, say, higher output ion engines, because of all the dependent systems supplying the weapon (power lines, tibanna gas lines, targeting systems, etc) aren't relevant to an improved engine.
That said, if the PCs wanted to seriously reconfigure a ship--stripping weapons and other components--I'd allow it given suitable narrative reasons/investment. That would require a minimum docking and maintenance time...at least 1 week per hard point.
We house ruled that one can. Weapon system for a weapon system, internal components for internal components. The rules for modify a ship seem to support it with a bit of creative licensing. Like above gutting an entire ship and redesigning it to owns needs/desires is allowed in our game, however it takes some serious effort/time/credits/resources/etc.
We house ruled that one can. Weapon system for a weapon system, internal components for internal components. The rules for modify a ship seem to support it with a bit of creative licensing. Like above gutting an entire ship and redesigning it to owns needs/desires is allowed in our game, however it takes some serious effort/time/credits/resources/etc.
Actually swapping out a weapon system for another one is possible. Only silhouette plays a role there. You can use the oversized weapon mount upgrade on a sil 3 HWK-290 to install a Quad-Laser Cannon which is normally reserved for sil 4 ships. On it's younger sister the HWK-1000 which is sil 4 you can use the oversized weapon mount to even add a light turbolaser! Also, on a single weapon mount you can mount up to for guns of the same kind (the wingtips of an X-Wing and others like it are considered one mount for that matter, sorry). So you can decide if you want to switch out your YT-1300 turret gun for four linked Heavy laser Cannons Dam 6 range short or for a Quad Laser cannon dam 5 accurate 1 range close. Cost factor completely aside for that matter.
Speaking of weapon mounts. One would think there would be a Limit on the max number of guns a Certain Silhouette/engine size could power.
I have seen some custom Fighters that went Really heavy on weapon quantities.. and I wonder where the guidelines are.
with a Guideline, you then have modifications that would allow you to exceed that limit but still remain limited.
Speaking of weapon mounts. One would think there would be a Limit on the max number of guns a Certain Silhouette/engine size could power.
I have seen some custom Fighters that went Really heavy on weapon quantities.. and I wonder where the guidelines are.
with a Guideline, you then have modifications that would allow you to exceed that limit but still remain limited.
Speaking of weapon mounts. One would think there would be a Limit on the max number of guns a Certain Silhouette/engine size could power.
I have seen some custom Fighters that went Really heavy on weapon quantities.. and I wonder where the guidelines are.
with a Guideline, you then have modifications that would allow you to exceed that limit but still remain limited.
hard points i believe, Thats what they are there for. It represents both physical space and power that you can squeeze out of your ship.
Im curious though, i only have the EotE core, and the weapon systems it list are just the gun type, no mention of fixed or turret. Do any of the books mention hard point cost of a Turret install on a gun?
Im curious though, i only have the EotE core, and the weapon systems it list are just the gun type, no mention of fixed or turret. Do any of the books mention hard point cost of a Turret install on a gun?
RAW, if the turret is installed with the gun, then there’s no extra cost that I know of.
If you want to retrofit a turret to a gun, then that should probably cost an extra hardpoint since the systems that were originally installed were not designed to be mounted in/with a turret.
But it’s your game, so your rules. YMMV.
The reality of Why of Gun is Set to a fixed position or a Turret really depends on one factor and one only...
Is it meant to be fired by the Pilot or a separate gunner.
The Pilot needs to be able to focus on flying a Ship. He can not fly the Ship and Control a Turret Point of view While trying to fly and not get shot out of the sky...So a Pilots Guns are Fixed Direction. He "Aims" the Guns by Flying and Aiming the Ship. He may have a targeting system showing him a targets Relative postion and when they are in optimal Position to shot at... or even May show a Locking Screen for when they are "Locked in" for a Missile Launch. But the Guns and Tubes are Locked.
For Turret Guns.. the Firing is out of the main control of the Pilot, either being aimed by a computer or by a Co-pilot/gunner. This allows them to focus on Tracking the Targets while the Pilot focuses on Piloting and defense.
Single and Double Occupancy Fighters Mostly have Fixed Position Guns. Generally because they want the ship to be able to be used solo if needed.
A Co-pilot is generally there for Systems control and Spotting duty, basically to give the Pilot a second pair of eyes, though they do sometimes manage secondary weapons. This is a Fact in todays Fighter jets, which most Star Wars Fighters are based on, regardless of whether they are Light or Heavy fighters.
Turrets are for larger craft that generally are capable of handling more than a Pilot and Co-pilot.
I believe another part of it is structural availability. Most Fighters need to compact, so Adding Turrets limits what other things they are able to add. Where as space on a larger ship is not as much a premium, so turrets become more standard.
The reality of Why of Gun is Set to a fixed position or a Turret really depends on one factor and one only...
Is it meant to be fired by the Pilot or a separate gunner.
The Pilot needs to be able to focus on flying a Ship. He can not fly the Ship and Control a Turret Point of view While trying to fly and not get shot out of the sky...So a Pilots Guns are Fixed Direction. He "Aims" the Guns by Flying and Aiming the Ship. He may have a targeting system showing him a targets Relative postion and when they are in optimal Position to shot at... or even May show a Locking Screen for when they are "Locked in" for a Missile Launch. But the Guns and Tubes are Locked.
For Turret Guns.. the Firing is out of the main control of the Pilot, either being aimed by a computer or by a Co-pilot/gunner. This allows them to focus on Tracking the Targets while the Pilot focuses on Piloting and defense.
Single and Double Occupancy Fighters Mostly have Fixed Position Guns. Generally because they want the ship to be able to be used solo if needed.
A Co-pilot is generally there for Systems control and Spotting duty, basically to give the Pilot a second pair of eyes, though they do sometimes manage secondary weapons. This is a Fact in todays Fighter jets, which most Star Wars Fighters are based on, regardless of whether they are Light or Heavy fighters.
Turrets are for larger craft that generally are capable of handling more than a Pilot and Co-pilot.
I believe another part of it is structural availability. Most Fighters need to compact, so Adding Turrets limits what other things they are able to add. Where as space on a larger ship is not as much a premium, so turrets become more standard.
I under stand all of that. But the g9 rigger, an odd favorite of mine, has two fixed forward arc guns, and i just wanted to turn one or both into a turret to give other players things to do in combat besides the pilot and i (my character tends to coploit, so i can get up and go mechanic **** if it gets bad)
I under stand all of that. But the g9 rigger, an odd favorite of mine, has two fixed forward arc guns, and i just wanted to turn one or both into a turret to give other players things to do in combat besides the pilot and i (my character tends to coploit, so i can get up and go mechanic **** if it gets bad)
That’s between you and your GM. If it were my game, I’d be happy to work with you and see if we can find a solution that lets you do what you want. Then we could make it part of the story.
But that’s just me and my game, and YMMV.
I should say, what I really mean is, that for starfighters or smaller Silhouette vehicles, I would require a Hard point to add a Turret, but for larger vehicles it wouldn't mater as much. Most would likely already be on turrets.
I under stand all of that. But the g9 rigger, an odd favorite of mine, has two fixed forward arc guns, and i just wanted to turn one or both into a turret to give other players things to do in combat besides the pilot and i (my character tends to coploit, so i can get up and go mechanic **** if it gets bad)
I looked at several pictures of the G9, and the best one I found was at http://vignette3.wikia.nocookie.net/starwars/images/b/b0/TwilightOnFlorrum-DC.png/revision/latest?cb=20120925020312 and I put a copy up at https://dl.dropboxusercontent.com/u/79813707/SW-EotE/Ships/TwilightOnFlorrum-DC.png:

Looking at that starboard wing, the weapon mount there looks like it spins 360 degrees, so that is basically a turret mount to begin with. All you’d need is azimuth control, and you would be done. Or, replace that whole weapons mount with a ball turret, with a certain cost in monetary and time costs, but no net cost of hardpoints.
Of course, it couldn’t cover the port firing arc, otherwise you’d risk shooting through the ship, and maybe the same with the ventral firing arc, but it could cover front, starboard, rear, and dorsal.
For the other two weapon mounts, if you compare those to the weapon mounts on the YT-2400 and the Lambda Shuttle, it seems to me like you could put alternative remote-operated weapon mounts there which would give you the same functionality as a turret. Again, there would be a monetary and time cost, of course. I don’t know if those would cost hard points, or if maybe the GM should just make them a bit more fragile and conk out on two net Threat or something.
Of course, you’d need to be able to lock all weapons to forward-firing only, in the case you don’t have a separate gunner and the pilot has to do everything. But all turret-mounted weapons should be capable of that sort of thing.
Edited by bradknowles