Missing Starship Customization Options

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

The lines of these games are fairly mature now, and the game has numerous Attachments for customizing starships. However, several fairly common traits of starships remain without Attachments for improvement. When might we expect to see Attachments that modify:

  • Handling?
  • Sensor Range?
  • Encumbrance Capacity?
  • Passenger Capacity?
  • Consumables?

I'm not looking for rules on building my own starship (and the ones in Fully Operational are anything but fully operational), just Attachments that apply to the above presented with Price & Rarity values so they can be legitimately applied to existing starships.

**** freezes over, probably.

Besides, them publishing rules is hardly what makes them 'legitimate'. You GM can make house rules which are just as legitimate if not as standardized.

38 minutes ago, korjik said:

**** freezes over, probably.

Besides, them publishing rules is hardly what makes them 'legitimate'. You GM can make house rules which are just as legitimate if not as standardized.

I mean, it does kind of make them more legitimate as they are in theory play tested, or at least designed by people who have experience writing rules and so are more likely to produce balanced output*. One thing people really want is the ability to trade-off encumbrance and passenger capacity for more hard points, for example, and that would be incredibly easy to screw up (whoops, suddenly the encumbrance 30000 silhouette 6 Temple-class Heavy Freighter is more powerful than a silhouette 8 Imperial-class Star Destroyer). It's particularly difficult as hard points themselves are a bit iffy, as a ship-wide upgrade (e.g. advanced targeting systems or upgraded shields) uses 1 HP whether on an X-Wing or Star Destroyer, whilst that 1 HP could also be used to add a single Laser Cannon.

TBH it's partly because, other than handling, the game really doesn't have well-thought-through mechanics for the other properties. Sensor range is the most egregious example; an X-wing technically can't detect an ISD at Long range, even whilst coming under turbo laser fire. Plus the chase rules collapse as soon as you consider sensors; once a fighter leaves Close range of another (by winning a single round in a chase) it's out of sensor range and can fly away undetected; unless their pursuer uses active sensors, and even then that only buys them one more round.

* Very big 'in theory'

Edited by Talkie Toaster
6 hours ago, HappyDaze said:

The lines of these games are fairly mature now, and the game has numerous Attachments for customizing starships. However, several fairly common traits of starships remain without Attachments for improvement. When might we expect to see Attachments that modify:

  • Handling?
  • Sensor Range?
  • Encumbrance Capacity?
  • Passenger Capacity?
  • Consumables?

I'm not looking for rules on building my own starship (and the ones in Fully Operational are anything but fully operational), just Attachments that apply to the above presented with Price & Rarity values so they can be legitimately applied to existing starships.

There are actually attachments that cover some of these, but they are technically specific to the KOENSAYRAD·15 MODULAR MULTl·ROLE STARFIGHTER from Special Modifications:

  • Cargo Pod: Add 50 to your encumbrance rating
    • Mods: Add 2 to passenger capacity (up to 3 times)
  • Fine-tuned Microthrusters: Add 1 to Handling rating
    • Mods: Add an additional 1 to Handling (once only)

I don't see any reason other ships couldn't use these options (subject to a GM's veto if things get silly, of course)

12 minutes ago, Ominovin said:

There are actually attachments that cover some of these, but they are technically specific to the KOENSAYRAD·15 MODULAR MULTl·ROLE STARFIGHTER from Special Modifications:

  • Cargo Pod: Add 50 to your encumbrance rating
    • Mods: Add 2 to passenger capacity (up to 3 times)
  • Fine-tuned Microthrusters: Add 1 to Handling rating
    • Mods: Add an additional 1 to Handling (once only)

I don't see any reason other ships couldn't use these options (subject to a GM's veto if things get silly, of course)

Mask of the Pirate Queen has a handling mod as well. But no stats for it

I seem to recall there is also a Handling attachment specifically for Pod Racers / Silhouette 2 vehicles as well, but that is of really limited use.

Finally, some ships (typically shuttles like the Cygnus Spaceworks Eta-Class Shuttle ) seem to have flexible passenger / encumbrance ratings:

  • The Eta-Class shuttle can carry 10 passengers, or 100 encumbrance of cargo, or some combination of the two
  • This indicates you can probably add one to your passenger capacity by converting 10 encumbrance of cargo space into passenger housing.
  • Of course, the game doesn't go into details about this, so this might just indicate how much space is required for an extra seat during a fairly short flight.

I've given some thought to ships, and I've concluded the best ships in general are all-rounders like the YT-2400 Light Freighter or the Ghtroc 720 Light Freighter : Lighter freighters might be faster, but you can compensate for this with attachments and talents, while it is really difficult to compensate for a light freighter's shortcomings (typically some combination of passenger, encumbrance, armor, and/or HT ratings).

  • Disclaimer: I was thinking around a 5 person group, so the typical '2 crew + 4 passengers' always felt a little 'tight' to me. Smaller parties might prefer something along the lines of the CEC HWK-1000 Light Freighter.