rules on hyperspace upgrade

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

hey all, i'm having trouble convincing my gm that if i buy the hyperdrive upgrade for my ship and the mod enhancement that the ships hyperspeed becomes class 0.5, he seems to believe class 1 is the fastest as 0.5 is not listed anywhere in the hyperspace travel section.

can anyone provide back up clarification reference besides the mod it's self, as he seems to dismiss the mod it's self as proof.

any help would be greatly appreciated :)

It states pretty clearly, under modification options, that it can reduce the hyperdrive multiplier to a minimum of .5 which would be the same as 0.5 I believe. So if that is not proof, he's just being difficult...

I remember some discussions on this attachment. The base modifier can only reduce it to x1 - which is stated pretty clearly, however if you do that, how many is required to reduce it from x1 to x0.5 - one or two? I think some guys here agreed that after reducing it to x1, any further modifciations only reduced it by 0.25, therefore requiring both modification options to get to 0.5 - I'm not sure I agree with that, but there you are.

By RAW though, you can reduce it to 0.5 and your GM dismissing the attachment is pretty silly, but I guess he has his reasons, could be that he wants it to entail more than 7,400 to 8,400 credits and two mechanics check. It could also be small story arc in and of itself, and of course he might not want that to be revealed just yet.

There is however no other references that I can think of in the book to this sort of modification.

Edited by Jegergryte

Citing chapter and verse doesn't seem to help, but the hyperdrive generator rules are listed on page 271 of the Core Rulebook. The Hyperspace Travel times on page 247 simply state the travel times are modified by the hyperdrive class, AND GM's discretion. You may be working with GM's discretion.

I'm of the camp that getting a hyperdrive down to .5 requires some extra work as well. After all, Slave 1 only managed to get down to .75.

Perhaps a compromise is wise, as Class 0.5 hyperdrives should not be that easy to get... But if one has one, the travel times should reflect that.

You could always steal a page from WEG, where Galaxy Guide 6 had .5 hyperdrives as expensive and rare, but still doable. Of course there you're actually replacing the engine and not just overclocking the current one.

You could always steal a page from WEG, where Galaxy Guide 6 had .5 hyperdrives as expensive and rare, but still doable. Of course there you're actually replacing the engine and not just overclocking the current one.

Yes, I liked the idea of complicated maintenance from WEG and SAGA editions. In this system I'd simply add Setback to each hyperjump to reflect unstable, home-made hyperdrive. More fun with a lot of Threats :rolleyes:

If improving the hyperdrive multiplier reduced the ship's System Strain Threshold (and got worse the more it was modified) then there would be some built-in balance to the Hyperdrive Generator.