Fully Operational Hardpoints

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

I was going over Fully Operational to make a custom capital ship but noticed something off about the hardpoints allowed on bigger ships, mostly that there's not enough. A Destroyer, which starts as silhouette 8, is supposed to be like an ISD but since each hardpoint is needed for a weapon there aren't nearly enough. Even a Victory-Class has 60 weapons on it. And that's not even including the hardpoints needed for the hyperdrive and shield. And there's not a good way to increase the hardpoint cap. Does anyone know a fix besides just overruling it?

Yeah, the Fully Operational vehicle building rules are kinda worthless for anything above Sil3. It just doesn't scale well at *all*, so unless you have literally no other option, it's actively a detriment for using them.

You can make some decent fighters and smaller though

Me and my Gm were thinking of fixing it but ultimately ended up abandoning the project, so I unfortunately have no tips for houseruling it

17 hours ago, TheJack said:

Yeah, the Fully Operational vehicle building rules are kinda worthless for anything above Sil3. It just doesn't scale well at *all*, so unless you have literally no other option, it's actively a detriment for using them.

You can make some decent fighters and smaller though

Me and my Gm were thinking of fixing it but ultimately ended up abandoning the project, so I unfortunately have no tips for houseruling it

try these house rules, I've been working on them on and off since the release of Fully Operational. The more feedback I can get on them the better the final version will end up being. But my was approach/goal was the minimum departure from RAW that let me reproduce a 95% quality match on 95% of official ships.

Edit: tagging

@Rozial to make sure he sees this (since he hasn't replied or reacted yet)

Edited by EliasWindrider

While I haven't really picked it over, as the resident grouch who prefers to stick to RAW on most things, I'll back up the Nubian handbook as a fix for a lot of the issues that the vehicle crafting system does have.

2 hours ago, Ghostofman said:

While I haven't really picked it over, as the resident grouch who prefers to stick to RAW on most things, I'll back up the Nubian handbook as a fix for a lot of the issues that the vehicle crafting system does have.

Thanks, that means a lot, coming from you. I do want people to use/abuse them and provide feedback, so that I can fix issues. As someone who develops code (I make computers do complex math), I expect everything I do to be wrong until it has been thoroughly tested and debugger. So I've fixed a lot of bugs in this ruleset in response to feedback but I am thoroughly convinced that there are issues in the nubian handbook ruleset that I don't know about because not enough people have tried to break them yet.

19 hours ago, EliasWindrider said:

try these house rules, I've been working on them on and off since the release of Fully Operational. The more feedback I can get on them the better the final version will end up being. But my was approach/goal was the minimum departure from RAW that let me reproduce a 95% quality match on 95% of official ships.

Edit: tagging

@Rozial to make sure he sees this (since he hasn't replied or reacted yet)

Thank you! This is probably far better than what me and my GM could do all by ourselves. 95% accuracy on 95% of ships is a pretty ambitious goal too! I'll be sending this to my GM forthwith

And I feel you on the "it's wrong until tested" thing. There's no such thing as bugfree code, and by extension no such thing as an error-free rule system... But if we get close enough, it doesn't matter :P

3 hours ago, TheJack said:

Thank you! This is probably far better than what me and my GM could do all by ourselves. 95% accuracy on 95% of ships is a pretty ambitious goal too! I'll be sending this to my GM forthwith

And I feel you on the "it's wrong until tested" thing. There's no such thing as bugfree code, and by extension no such thing as an error-free rule system... But if we get close enough, it doesn't matter :P

I view what I did as what the developers would/should have done if they had debugged their ruleset with feedback from the users. They had a lot of great ideas in there but crafting, especially starships/vehicles, is an area of the rules that really needs thorough beta testing to get it right.

Edited by EliasWindrider