So I just spent some time tonight having a bit of fun statting out the Millennium Falcon. Take a look and let me know what you think.
First, I started with the old WEG stats and the basic YT-1300 in the Core (p. 264), Starship Attachments (p. 269-271), and Starship Weapons (p. 229-230). I found that I didn't really need the additional mods from Dangerous Covenants as everything I needed was in the Core book.
Craft: The Millennium Falcon
Type: Modified Corellian stock light freighter
Crew: 2 (minimum)
Cargo Capacity: 100 metric tons
Consumables: 2 months
Hyperdrive Multiplier: [x1/2]
Nav Computer: [Yes]
Hyperdrive Backup: [Yes]
Sublight Speed: [4D]
Two Quad Laser Canons (fire separately)
Fire Control: [3D]
Two Concussion Missile Tubes (fire linked)
Fire Control: [3D]
Combined Damage: [9D]
One Light Laser Canon
Fire Control: [4D]
Then I got to work...
MILLENNIUM FALCON–MODIFIED YT1300 LIGHT FREIGHTER
Silhouette: 4 Speed: 4 Handling: -1
Fore: 1 Port: - Starboard: - Aft: 1
Armor: 3 Hull Trauma: 22 System Strain: 14
Hull Type/Class: Frieghter/YT-1300.
Manufacturer: Corellian Engineering Corporation.
Hyperdrive: Primary: Class 1, Backup: Class 12.
Sensor Range: Short.
Ship’s Complement: One pilot, one co-pilot/engineer.
Encumbrance Capacity: 165.
Passenger Capacity: 6.
Consumables: Two months.
Cost/Rarity: ® 129,700/5.
Customization Hard Points: 6.
Weapons: One Dorsal and One Ventral Turret Mounted Quad Laser Cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]; Accurate, Linked 3), Ventral Mounted Light Blaster Cannon (Fire Arc Forward; Damage 4; Critical 4; Range [Close]), Concussion Missile Launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Limited Ammo 3, Slow-Firing 1).
Smuggling Compartments: Stores items up to 25 Encumbrance per compartment. This still counts as part of the total encumbrance threshold of ship. Increases difficulty of checks made to find compartment by +2. (Hard Points 1; 1,400 Credits)
Hyperdrive Generator: Reduces Hyperdrive class by 1, to a minimum of 1. (Hard Points 1; 6,600 Credits)
Advanced Targeting Array: Upgrades the Ability of Gunnery checks when firing the ship’s weapons by one. (Hard Points 1; 4,300 Credits)
Innate Talent (Sniper Shot 1) Mod: (Active [Manuever]; Increases the maximum range of a ranged weapon up to one range band per rank. For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one [this is in addition to the increased difficulty of the shot due to longer range]).
Innate Talent (True Aim 1) Mod: (Active [Manuever]; Once per round, before the character makes a ranged attack, he may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also upgrades his attack roll once per rank of True Aim).
High-Output Ion Turbine: Add one point to a ship’s speed and reduces system strain threshold by one. (Hard Points 1; 5,300 Credits)
Blaster Cannon (Light): (Hard Points 1; 4,000 Credits)
Concussion Missile Launcher: (Hard Points 1; 7,500 Credits, each additional Concussion Missile ® 500 Credits)
I tried to include the prices for the mods with the attachments, but didn't list that it also costs 600 credits to put the six attachments on (getting supplies, etc.) though I did go ahead and add that into the final cost of the MF.
I mainly used the WEG stats just as a jumping off point for the weapons systems that the MF carries. I ran out of Hard Points to put the Light Blaster Cannon on a turret, but figured that it was the small drop down blaster that is used in the landing bay and therefore would have to account for the landing gear getting in the way. With it having just the forward 90 degree firing arc, I felt that it allowed for some side-to-side range of fire and might not need the turret after all.
I used the films as sources/justifications for the other attachment choices. Advanced Targeting Array sounds similar to what Luke and Han use to gun down the TIE fighters escaping from the Death Star I.
The MF is a fast ship. I increased the Hyperdrive speed to accommodate a 12 parsec trip across the Kessel Run, but also boosted the Ion Drives, being that Han is a smuggler and needs to be able to outrun Imperials to jump to Hyperspace more than others.
Finally, and most obviously, I included the compartments in the floor that allow the adventurers to hide within from Imperial searches.
That's basically it. So, tell me where I went wrong or what you think could be improved (using RAW as parameters for design).