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STARSHIP WEAPONS AND ADD-ON'S



  • Starship Weapons

  • Starship Engine Add-ons and Modifications

  • Starship Security Systems

  • Starship Cammo Systems

  • Stealth Gear

  • Other Add-ons and Modifications

    STARSHIP WEAPONS

    Automated Laser Cannon

    Model: MetaCorp Interceptor Laser
    Type: Automated laser cannon
    Scale: Starfighter
    Weight: 500 kilograms
    Cost: 5,500 credits
    Avaliability: 2,F
    Fire Control: 6D
    Range: 1-3/5/15
    Damage: 3D
    These small lasers are fully automated, requiring no crew. They can be set to target a specific target type (starfighters, missiles, etc) or just to general engage mode. In target specific mode, the laser will fire on the closest target of the type specified, on general engage mode they will simply engage the closest valid target (Starfighter scale or smaller). If the ship mounts more than one, they will coordinate and not engage the smae target unless there are more targets than lasers, in which case extra lasers will be allocated to the highest threat target. The Interceptor Laser can shhot down incoming missiles before they hit, roll to hit at one difficulty higher than normal and treat the range as half the distance from the vessel that fired the missile, or the lasers maximum range, whichever is higher. Most missiles can be considered walker scale with 1D hull, anything over light damage renders the missile ineffective. These weapons are readily avaliable and are considered to be an excellent defense against pirates, especially on ships that have a low crew complement.

    Chain Gun

    Model: Carshuul Munitions AK-30 Chain Gun
    Type: 30mm chain gun
    Scale: Walker
    Weight: 100 kilograms
    Ammo: 100
    Cost: 1,500 (Ammo: 250 for a full load)
    Avaliability: 2,F
    Fire Control: 4D
    Space Range: 1/3/7
    Atmosphere Range: 100/300/700
    Damage: 4D+2/3D+2/2D+2
    Game Notes: Note that the 100 ammo listed is only how many bursts the weapon can fire on a full load of ammo. The full ammo load is 10,000 shells. Normally used on ships that fill a ground attack roll, the high rate of fire gives them the edge over higher powered lasers. The shells are depleted uranium tipped for armour penetration. also, the propellant for each shell includes and oxidising agent, allowing the weapon to be fired in space. Allthough it has limited range and power compared to lasers, it still makes a good backup in a dogfight.

    Model: Comar SpaceGuard CIWS
    Scale: Speeder
    Crew: None (fully automated droid brain)
    Skill: Vehicle Blasters
    Cost: 30,000 credits (black market only)
    Weight: 4 metric tons
    Fire Control: 4D
    Space Range: 1/5/10
    Atmosphere Range: 100/500/1 km
    Damage: Destroys missiles (6D against other targets)
    Capsule: The standard CIWS in Imperial service for large combat vessels.

    Model: Comar Goalkeeper CIWS
    Scale: Speeder
    Crew: None (fully automated droid brain)
    Skill: Vehicle Blasters
    Cost: 20,000 credits (black market only)
    Weight: 4 metric tons
    Fire Control: 2D
    Space Range: 1/5/10
    Atmosphere Range: 100/500/1 km
    Damage: Destroys missiles (4D against other targets)
    Capsule: The standard CIWS in imperial service for smaller combat vessels and support crafts.

    For a long time was there no effective metod against anti-starship missiles except to try to dodge, drop decoys or even better, shoot down the launcher of the missiles. The Imperial Navy started researching for new weapons t counter missile attacks after they had lost several vessels in battle with rebel forces. The imperial Navy discovered that the only effective defence against anti-starship missiles is to use fully automatic guns known as CIWS, Close-In Weapon Systems, and plans to fit these weapons on their vessels as soon as possible, with priority to large vessels such as Star Destroyers.

    Current doctrine gives the following complement of CIWS:

    Ship: Qty: Arcs:
    Executor SSD 26 CIWS (Fire Arc: 6 Front, 8 Left, 8 Right, 4 Rear)
    Imperial SD 9 CIWS (Fire Arc: 2 Front, 3 Left, 3 Right, 1 Rear)
    Victory SD 7 CIWS (Fire Arc: 2 Front, 2 Left, 2 Right, 1 Rear)
    Dreadnought Cruiser 3 CIWS (Fire Arc: 1 Front, 1 Left, 1 Right)
    Strike Cruiser 4 CIWS (Fire Arc: 1 Front, 1 Left, 1 Right, 1 Rear)
    Nebulon B Frigate 4 CIWS (Fire Arc: 1 Front, 1 Left, 1 Right, 1 Rear)
    Lancer Frigate 5 CIWS (Fire Arc: 1 Front, 2 Left, 2 Right)
    Star Galleon Frigate 1 CIWS (Fire Arc: 1 Turret)

    Note: Variations exists between no CIWS up to full complement. Other kinds of vessels in imperial service have been or will be fitted with a CIWS, but that depends on availability, mission profile and cost.

    It is illegal for civilians to possess this type of weapons, but for pirates and smugglers is a CIWS a highly prized weapons to mount on their vessels. The Alliance is also very interested to fit these weapons on their ships, and rumours says that they even have started to manufacture copies of the imperial designs.

    Light Ion Cannon

    Model: Comar f-2 Ion Cannon
    Type: Light ship-to-ship ion cannon
    Scale: Starfighter
    Skill: Starship gunnery
    Cost: 1,000 credits
    Weight: 0.5 metric tons
    Availability: 2, F
    Space Range: 1-3/7/36
    Atmosphere Range: 100-300/700/3.6 km
    Fire Control: 1D
    Damage: 2D

    The Comar line of ion cannons are cheap and simple, suitable for light defense.

    Medium Ion Cannon

    Model: Comar f-4 Ion Cannon
    Type: Medium ship-to-ship ion cannon
    Scale: Starfighter
    Skill: Starship gunnery
    Cost: 1,500 credits
    Weight: 1 metric ton
    Availability: 2, F
    Space Range: 1-3/7/36
    Atmosphere Range: 100-300/700/3.6 km
    Fire Control: 2D
    Damage: 3D

    Heavy Ion Cannon

    Model: Comar f-9 Ion Cannon
    Type: Heavy ship-to-ship ion cannon
    Scale: Starfighter
    Skill: Starship gunnery
    Cost: 3,000 credits
    Weight: 1 metric ton
    Availability: 2, F
    Space Range: 1-3/7/36
    Atmosphere Range: 100-300/700/3.6 km
    Fire Control: 4D
    Damage: 4D

    No more powerful than the f-4, the f-9 offers a superior fire control computer.

    Conner Web

    Model: SoroSuub Type IV Ship Restraining Net
    Type: Ship restraining unit
    Scale: Starfighter
    Skill: Starship gunnery
    Cost: 5,000 credits per canister
    Availability: 2, R
    Space Range: 1/5/10
    Atmosphere Range: 100/500/1 km
    Blast Radius: Net is 50 meters in diameter
    Fire Control: 2D
    Damage: 5D (ionization)
    Game Notes: A modified and updated version of the older conner nets, the modern conner web is not confined to ground targets and can be used in space or atmosphere. A successful use enmeshes a ship with the web, which delivers a strong electritcal charge, essentially the same as an ion charge. Damage done causes controls to be ionized. The net is powered by a battery with a one-hour charge, which can be switched off by a signal from the firing ship. The base difficulty to hit with a conner web is Difficult.

    Ion Shields

    Model: RahlTech v-140 Ion Shield Generator
    Type: Ion shielding
    Scale: Starfighter
    Skill: Starship shields
    Cost: 10,000 credits
    Availability: 4, X
    Range: 10 meters
    Damage: 7D (ionization)
    Game Notes: Effect: produces an enlarged shield using ionized particles so it functions like an ion blast Shields: reduces ship's shielding by 1/2 (radius from ship is increased to 10m; 0.1 space moves) Charging: the shield charges +1D per round up to 7 rounds and 7D Movement: Space move reduced by 3 while charging (cannot go below 2)

    Ion shields are for those starfighter pilots that like to get up close and personal during dogfights. The ion shielding concept is a bit far fetched, considering that it is rare that one can get close enough to an enemy ship to actually hit it with the shields.

    Light Beam Laser

    Model: Defoulian Weapons' Light Beam Laser
    Scale: Starfighter
    Weight: 3 metric tons
    Cost: 8,500 credits
    Availability: 3,X
    Fire Control: 2D+2
    Range: 1-5/12/25
    Damage: 4D+1
    Game Notes: For each 10 the to hit roll beats the difficulty by, add 1D to the damage.

    Tractor Beam Projector

    Model: Bonadon Cargo-Mover Tractor Beam
    Type: Light ship-to-ship cargo tractor beam
    Scale: Starfighter
    Skill: Starship gunnery
    Cost: 8,000 credits
    Weight: 15 metric tons
    Availability: 2
    Space Range: 1-3/7/15
    Atmosphere Range: 100-300/700/1.5 km
    Fire Control: 2D
    Damage: 2D

    A standard commercial grade tractor beam, the Cargo-Mover is intended for ordinary cargo transfers, but can be adapted to less legitimate pursuits.

    Magnetic Pulse Gun

    Model: Selonian Armaments Mag Pulse
    Type: Magnetic pulse cannon
    Scale: Starfighter
    Weight: 2 metric tons
    Cost: 10,000
    Availiability: 3,X
    Fire Rate: 1/2
    Fire Control: 0D
    Space Range: 1/2/5
    Atmosphere Range: 100/200/500
    Damage: 8D (ionization)

    The Mag Pulse or Magnetic Pulse Gun, is an excellent way of making sure that most ships will stop dead. A favorite with pirates, it is still classified as a military grade weaponary and hence civilian ownership is a class two infraction is Imperial space. It works by directing a massive electro-magnetic pulse into the target which disables it's electronic systems. While short ranged it is VERY effective.

    Medium Beam Laser

    Model: Guruk System Yards' BL-M3a Medium Beam Laser
    Type: Medium beam laser
    Scale: Starfighter
    Weight: 5 metric tons Cost: 12,000 credits
    Avaliability: 3,X
    Fire Control: 2D+1
    Range: 1-7/15/30
    Damage: 5D+2
    Game Notes: For each 10 the to hit roll beats the difficulty by, add 1D to the damage.

    As the Light and Very Light beam lasers. This is the upper end of starfighter scale weaponry, capable of inflicting massive damage to a target.

    Partical Beam Cannon

    Model: Trantor Staryards Partical Beam Cannon (PBC)
    Type: Partical beam cannon
    Scale: Starfighter
    Weight: 4 metric tons
    Cost: 8,500 credits
    Availiability: 3,X
    Fire Rate: 1/2
    Fire Control: 1D
    Space Range: 1-10/30/50
    Atmosphere Range: 50-500/1.5/2.5 km
    Damage: 5D/3D/1D+2 and 3D (ionization) *
    Game Notes: An effective space combat weapon, but innefectual in an atmosphere as the gases cause the pulse to dissepate more rapidly. In an atmosphere reduce all range bands by 50% and subract 1D from the damage at all ranges. The charged partical beam is capable of punching through shields and armour at close ranges, but as the range drops off it will probably do little more than fry the targets electronics.
    * Note that both the ion damage and the real damage are applied to the target when hit, but only the ion damage goes through the shields. Obviously mounting one of these on a civillian ship is going to attract some unwanted attention.

    Plasma Projector Gun

    Model: Trantor Staryards Plasma Projector Gun (PPG)
    Type: Plasma cannon
    Scale: Starfighter
    Weight: 1 metric ton
    Cost: 12,000
    Availiability: 3,X
    Fire Rate: 1/2
    Fire Control: 1D
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5 km
    Damage: 6D
    Using magnetic coils to accelerate superheated ionized gas (plasma) taken direct from the ships reactor core, the PPG is a superiorly powerful starship weapon. However it's slow recharge/cooling rate makes for a low rate of fire and it is not as accurate as a laser cannon.

    Railgun

    Model: Lan Ships Railgun
    Type: Railgun
    Scale: Starfighter
    Skill: Starship Gunnery
    Cost: 1,500 credits
    Availabilty: 2
    Fire Control: 1D
    Space Range: 1-2/7/15
    Atmosphere Range: 100-200/700/1.5 km
    Damage: 3D
    Game Notes: The railgun is a 'silent' weapon, firing it produces only a small trace on most sensors. As a projectile weapon the railgun ignores particle shields.
    Railguns are primative projectile weapons that accellerate microprojectiles to massive speeds with magnetic or repulsor fields.

    Rapid Fire Laser Cannon

    Model: Trantor Staryards Rapid Fire Laser (RFL)
    Type: Rapid fire laser cannon
    Scale: Starfighter
    Weight: 250 kilograms
    Cost: 3,000 credits
    Avaliability: 3,F
    Fire Control: 4D
    Space Range: 1-2/5/12
    Atmosphere Range: 100-200/500/1.2 km
    Damage: 4D
    Game Notes: When fixed mounted, reduce the Fire Control to 3D.
    The RFL is an excellent close dogfight weapon, it's long bursts of laser fire make it highly accurate. However its range is short compared to most starship weaponary and it is too low powered to do much damage. Of course, you can always twin, triple or quad mount them.In terms of appearance it is a blue/white strobing laser burst. It is usally mounted on a swivel which gives it a 180� fire arc, and the ability to track targets for greater accuaracy.

    Selonian Light Beam Laser Cannon

    Model: Selonian Armaments Very Light Beam Laser
    Type: Laser beam projector
    Scale: Starfighter
    Weight: 1.5 metric tons
    Cost: 6,000 credits
    Availiability: 3,R
    Fire Control: 3D
    Range: 1-3/10/18
    Damage: 3D
    Game Notes: For each 10 the to hit roll beats the difficulty by, add 1D to the damage.
    A continuous firing beam of laser energy. Each burst lasts for approx. 5 seconds. A skilled gunner can use it to slice through enemy ships causing massive damage. The weapon tends to heat up rather quickly, so there is a fire inhibitor which only allows the weapon to fire under a certain temperature. This makes for a slower fire rate that normal lasers.

    Concussion Missile Launcher

    Model: Arakyd Morne-3 Concussion Missile Launcher
    Type: Concussion missile launcher
    Scale: Starfighter
    Skill: Starship gunnery
    Cost: 3,500 credits, plus 500 per dumb missile, 1,500 per smart missile, 3,000 per savant missile
    Availability: 2, X
    Space Range: 1-2/8/15
    Atmosphere Range: 100-200/800/1.5 km
    Fire Control: 1D
    Damage: 8D
    Game Notes: The basic Arakyd missiles are "dumb;" not able to track a target.
    "Smart" missiles can track a target; they have 4D Fire Control and move 15 spacial units per round, for up to 10 rounds. The smart missile's simple droid brain is clever enough to pick up on the nearest target, should the first target move out of range. "Savant" missiles behave like dumb missiles, but activate if they miss their target on the first round; that is, on the second round, savants become smart missiles if they miss their targets.

    ENGINES AND ENGINE MODIFICATIONS

    Ion Baffles

    Model: Cracken Ion Baffles
    Type: Ion drive "baffles"
    Cost: 10,000 (base) plus 1,000 per Space rating point above four
    Weight: 1 metric ton (per engine)
    Availability: 3, X
    Game Notes: The ion baffles are large metal plates that slide over the ion engines and ion exhaust ports. These plates reduce the energy signature of the ion engines and make it difficult to detect. At the same time, the baffles make running the ion engines extremely dangerous. In game terms: The ship has +3D to sensor difficulties to detect at a range of 50 units. While the baffles are operational, maneuverability is reduced by -2D (if it goes below 0D the pilot's skill is reduced). The ship's safe Space rating is reduced to 4 (if this speed is exceeded, role on the sub-light drive mishap table. 1-3 Moderate mishap, 4-6 Catastrophic mishap) and the ship can remain "baffled" for a number of rounds equal to the ship's Space Rating. Maintenance should be done on the ion engines after every use of the baffles.

    SLAM Module

    Model: Sienar Fleet Systems' Sublight Laser Acceleration Module
    Type: Add-on module
    Scale: Starfighter
    Weight: 0.5 metric tons
    Cost: 100,000 credits
    Availability: R (Imperial permit required)
    Effect: Temporarily doubles a ship's Space move using laser power
    Game Notes:
    - originally developed for the Imperial Navy by Santhe/Sienar (Fleet Systems Division), the SLAM has recently been declassified for commercial sales. However, the Imperial version is suspected to be at least 1.5-2 times more powerful than this commercial version.
    - like many ship modifications, the SLAM module requires an Imperial Starship Permit GH6*91-LAM (permit requires Letter of Intent).
    - use of a SLAM to evade Imperial Customs, Navy, or law enforcement vessels is a CLASS 2 INFRACTION and is a VIOLATION of the Starship Permit and Letter of Intent.
    - when activated, SLAM reroutes power stored in the Laser Capacitor Relays to the engines. This power is provided in a form that boosts engine output. Power normally used to recharge the ship lasers systems is also rerouted through SLAM, to boost engine output.
    - although installation of SLAM requires some modifications to the ship's engines, these alterations do not fully protect them from burn-out. Occassional use of SLAM will result in 2-3 times more engine overhauls than normal. Frequent use is not recommended because burn-out may occur before the next available overhauling.
    - due to the complex integration of SLAM with the ship's power distribution net, installation of a SLAM is a Difficult Starship Repair roll and requires approximamtely 34 person-hours of work (skill and facility dependent).
    Game Use:
    - SLAM cannot be turned on in hyperspace
    - pilot or co-pilot may turn SLAM on or off
    - NO laser or ion weapons may be used when SLAM is active
    - NO laser or ion weapons may be used for five rounds after SLAM i turned off or ended. After the recharging period, ALL ship weapons may be fired
    - every 2D of total laser and/or ion damage yields five rounds of SLAM power
    - SLAM may be turned off by the pilot before the maximum duration is reached

    Solid Fuel Booster Rockets

    Model: Axial Starships Solid Fuel Booster Rockets
    Type: Starship Booster rockets
    Scale: Starfighter or Capital
    Cost: 150 credits per speed increase per Starfighter scale Hull die 450 credits per speed increase per Capital ship scale Hull die
    Availabilty: 2
    Mass: 2 metric tons per speed increase per Starfighter scale Hull die 10 metric tons per speed increase per Capital ship scale Hull die
    Game Notes: Booster rockets will increase a starship's speed code by up to two points for three rounds after activation, after which they are automatically ejected. However the rockets can not be deactivated after firing and the ships manouverability is reduced by 2D per point of speed code while the rockets are firing. It is possible to mount several sets of rockets on a ship however.
    For that added thrust when you need it the most the addition of booster rockets provides a disposable source of rapid acceleration.

    Baffled Drive

    Model: Rendili StarDrive Whisper Thrust
    Type: Baffled realspace drive
    Scale: Starfighter
    Cost: 100,000 credits minimum on the black market
    Weight: 20 metric tons; extra tank: 2 metric tons
    Availability: 4, X
    Game Notes: The Whisper is a highly illegal baffled realspace drive used on stealthy military starships. The Whisper allows a ship to move in space while running silent at a base speed of 2. Cautious movement is no more detectable than drifting; Cruiser movement adds +5 to the sensor operator's roll; High Speed adds +10; All- Out movement adds +15. A Whisper Thrust engine has a limited storage capacity for the necessary gases to move: enough to move 100 spacial units. An extra or replacement tank costs 7,000 credits. Synthesizing the necessary fuel requires 120 liters of spin-sealed tibanna gas and 2 kilos of high-grade hyperbarides and a standard power generator. The fuel-refining process takes roughly three standard days.
    A baffled drive uses a simple principle to move a ship through space: chemical thrust, a very old spacedrive concept. Most chemical thrust drives leave a superheated trail behind them, a "wake," that appears on modern sensors for hours after the ship passes through an area. Baffled drives use supercooled gases and specially-designed thrust modules that scatter the escaping gases, so as to leave as little wake as possible. While such units are dangerously inefficient, they are harder to track than convential ion engine drives (which cannot be baffled). Fuel for such drives is extremely hard to come by, and many pirates synthesize their own.

    SECURITY SYSTEM

    Fabritech Ship Security System

    Model: Fabritech ANx-v Array
    Type: Military protection
    Weight: 0.5 metric tons
    Cost: 7,000
    Availability: 3, F
    Game Notes: The security system used in the famous Falcon this system is much wanted. It is not illegal, but extremely hard to get since most are in the hands of the Alliance. A permit of 2,500 credits and a clean record is needed to have permission to install this system. It has an early warning system (good for up to 7 meters). Any ship weapons pointed toward the target will fire if the target tampers with the ship in anyway.

    Sienar Ship Security System

    Model: Sienar Fleet Systems' 6-d5.2TAG Security System
    Type: Military Protection
    Scale: Starfighter
    Cost: 10,000
    Weight: 1 metric ton
    Availability: X
    Game Notes: This security system is equipped with a speaker system, a remote transmitter that alerts local police in case of a break in, an early warning system (good for up to 10 meters) and a pair of fire linked blaster cannnons (8D) to deal with those who want to steal the ship.
    This security system is primary used against pirates. They are available on the black market (for monstrous costs). Possession is a class one infraction in Imperial space.

    SHIP CAMOFLAUGE

    Starship Camouflage Net

    Model: Corellian Engineering Corporation Cammo Net
    Type: Starship camouflage netting
    Cost: 500 per meter (refill tints: 150)
    Availability: 2, R
    Game Notes: The Corellian Engineering Corp, is also based on the micro- capillary system and sensor absorbing material. It comes in the same colors and mixtures as Doc's ship cammo. The netting provides 1D difficulty to sensors/search for the purposes of hiding. This bonus is cumulative.

    Starship Hull Coating

    Model: Fabritech Starship Hull Coating
    Type: Starship hull "paint"
    Cost: 1,000 per meter
    Weight: N/A
    Availability: 2
    Game Notes: Seemingly empty space can be filled with microscopic debris so for protection starship hulls are given a protective coating. Most coatings are hi-visibility white, however some colorful spacers and some pirates have been known to apply garishly tinted coatings and art work on their ships. While not illegal, the use of a black or lo-visibility coatings is frowned upon by Imperial officials. Before applying an "artistic" coating spacers are recommended to check with Imperial officials for "known" pirate or Rebel markings. It is recommended that coatings be replaced every six months. In game terms, black or lo-vis coatings add one level of diff to Mec rolls for purely visual sightings. Hi-vis coatings sub one level of diff to Mec. This type of coating has no effect on sensors.

    STEALTH MODIFICATIONS

    Sensor Baffling

    Model: Arakyd Nightshadow anti-sensor treatment
    Type: Sensor countermeasure coating
    Scale: Starfighter or Capital
    Cost: 20,000 credits/starfighter scale Hull die (ignore pips);
    50,000 credits/capital scale Hull die (ignore pips)
    Availability: 4, X
    Game Notes: A ship treated with this material adds to a sensor operator's d difficulty to detect the ship. A light treatment adds 1D to the difficulty. A heavy treatment (a second coat) adds 2D. Additional treatments are futile, since the treatment does nothing to prevent the detection of engine exhaust, a primary method of detecting ships. The type of vessel affects how well the ship can be "stealthed" - blunt, angular ships, 500 meters or more in length, or with more than 5D Hull (either capital or starfighter scale) can only be "baffled" up to 1D of protection. Slender, rounded off ships (smaller Mon Calamari vessels, for example) are easier to baffle, due to their natural design.
    Military ships typically use stealth equipment on covert missions, to hide prowler ships, recon satellites, probots, and starfighter-based bombing missions. A sensor baffled civilian ship in a legal port tends to raise official interest, so such ships must generally restrict themselves to shadowports or face arrest. Baffle treatment is also used by some smugglers to make their secret compartments sensor resistant. Possession of a sensor baffled ship is an Imperial code one violation.

    Sensor Jammer

    Model: IntelStar BlindSide Sensor Jammer
    Type: Sensor jammer
    Skill: Sensors
    Cost: 5,000 credits, plus installation costs
    Availability: 2, X
    Game Notes: Any ship can use their sensors array to jam, this jammer uses a ship's transmitters to flood sensor frequencies with static. A ship being jammed must make an opposed Sensors roll against the jamming ship's sensor operator. The jamming ship adds its Sensor dice to the jamming roll, using the standard sensor arcs, in active modes only.
    Sensor jammers are also restricted to military and law-enforcement use, as they prevent even simple navigational arrays from functioning properly. A misused sensor jammer can cause a vessel to crash into space debris or other ships; hence the restriction on such devices.

    Sensor Mask

    Model: Fabritech Vanish 2 Military Sensor Masking System
    Type: Sensor countermeasure masking system
    Scale: Starfighter or Capital
    Cost: 150,000 credits/starfighter scale Hull die (ignore pips);
    300,000 credits/capital scale Hull die (ignore pips)
    Availability: 4, X
    Game Notes: When activated, the sensor mask adds 2D to enemy sensor operator's difficulty to detect and identify. Current masking technologies offer a maximum of 3D of sensor protection. Such items are practically impossible to locate, and are often considerably more expensive than the market norm.
    Sensor masks are anti-detection systems combining electromagnetic and holo- graphic transmitters to effectively make a ship blend into the background of space. Such units are extremely expensive, but can be highly effective, and have the advantage of being less obvious than sensor baffling (since they can be turned on or off).
    Rather than absorb sensor emissions - which can be detected - a sensor mask makes a ship harder to see by monitoring conditions around the ship (radiation, comm signals, visible light, and so on) and re-emitting these signals instantly on the opposite side of teh ship, instead of allowing them to be absorbed and reflected away. This - combined with interior sensor baffling - allows a ship to operate much closer to orbital space than a simply baffled ship could. A ship operating its sensor mask can, for example, cross in between a ship and a star without automatic detection, something a baffled ship could never do. Sensor masking does leave a refracting edge, but is otherwise effectively camouflaged. When used in combination with baffling and other stealth techniques, masking can render a ship virtually invisible.

    Antimatter Power System

    Model: Relune Shipyards Antimatter power system
    Type: Starship power system
    Scale: Starfighter
    Cost: 75,000 credits
    Availabilty: 3
    Game Notes: Upgrading to an antimatter power system will solve a ship's power problems and allow Capital scale systems to be fitted. If the ship looses power to the containment field the antimatter will escape catastrophically, destroying the ship.
    They're dangerous and inefficient but if you want a lot of power an Antimatter system could be for you. While most spacecraft use fusion power, which is generally failsafe, replacing it with an Antimatter system gives a lot of power but with some risk; loss of containment will easily destroy a ship. Most antimatter power systems are for starfighter scale vessels, but capital scale systems have been known. The system includes the reaction chamber, storage pods and upgrading the power grid.

    Backup Battery

    Model: Corellian Engineering Corporation Lifesaver Emergency Battery
    Type: Backup battery
    Cost: 10,000 credits
    Weight: 1 metric ton
    Availability: 2
    Game Notes: This backup battery is marketed as a life support systems fail- safe, allowing up to an hour's extra survival in the event of a catastrophic power failure. Ordinarily, life support fails while running silent in only a few minutes, due to lack of power, but the backup battery allows the ship to lurk in space for an extended period.
    Backup batteries are commonly available as life-support boosters, and most major shipwrights manufacture such devices; in the event of system-wide power failure, a backup battery can provide energy to critical life-support systems for a short time. In theory, a backup battery can keep a crew alive long enough for a system patrol to arrive and effect a rescue.
    Pirates use such devices quite frequently when running silent. Since many key systems are deactivated to reduce a silent ship's power signature, life support power is often drained at a precipitous rate. A backup battery slows this power drain.

    Comm Jammer

    Model: IntelStar Silencer Comm Jammer
    Type: Communications jammer
    Skill: Communications
    Cost: 5,000 credits, plus installation costs
    Availability: 2, R
    Game Notes: While any ship can use their communications array to jam, this communications jammer uses a ship's transmitters to flood communications frequencies with static. However, comm jammers have extremely high power demands and can only be used for a short duration; basic jammers can operate for 10 combat rounds before requiring recharging (which takes an additional to rounds). In addition, for each fire arc that is being jammed, subtract one round from the operating time (focussed jamming subtracts 5 rounds from the overall operating time). A ship being jammed must make an opposed Communications roll against the jamming ship's communications operator. The jamming ship gains a bonus dice to jam, based on how many firing arcs are being jammed:
    Fire Arcs Jammed Communcations Bonus
    All arcs ---
    Three arcs +1D
    Two arcs +2D
    One arc +3D
    One ship (focused jamming) +4D

    Comm Jammers are used to block a nearby vessel's outside communications. Obviously, pirates find such devices extremely useful; preventing a prize ship from calling for help increases a cruise's chance of success. Comm jammers are generally restricted to military use, though Imperial Intelligence operatives are authorized to possess such equipment. Some law enforcement groups - the Corellian Security Force in particular - also use comm jammers; since many constabulary groups combat pirates, they need the capability of cutting a target off from any support ships.

    Cotterdam

    Model: TaggeCo. Cotterdam Universal Airlock
    Type: Ship-to-ship airlock
    Cost: 3,500 credits
    Availability: 2

    One of the older and more proven universal spacelocks is a "cotterdam." This is a flexible tube with an interior ladder/walkway with a multi-lock ring on the extended end. The multi-lock ring houses three sets of pressure, chemical, magnetic, and mechanical surface-to-surface sealing methods.

    Emergency Hyperdrive Repair

    Function: Emergency Hyperdrive Repair
    Skill Code:
    Build: Starship Repair or Capital Ship Repair
    Use: Astrogation
    Building Dificulty:
    To check if casing is not cracked, Difficult
    To make repair, Moderate

    Game Notes: First the Gamesmaster should determine if the casing is cracked or not, if it is any attempts to repair the hyperdrive will fail automatically. The player then rolls to examine the casing, if the difficulty level is passed the GM should accurately inform them of any damage, if failed the player either cannot tell or makes an incorrect assessment. If the drive is successfully repaired the ship can make the jump to lightspeed with the astrogation difficulty one level higher than normal. If the casing is cracked and the ship attempts to jump to lightspeed the following can happen:
    1. The hyperdrive explodes
    2. The hyperdrive explodes destroying the ship
    3. The ship jumps to hyperspace... and never comes out

    There is nothing more annoying than being stuck in deep space with a broken hyperdrive waiting for the Space Rescue Corp to turn up and tow you in... unless of course they aren't going to turn up. If you're subspace radio is damaged it will take years for a signal to reach civilization - and most starships only have supplies for a few months. The repair mearly consists of replacing a pair of power couplings within the hyperdrive motivator and resetting the breakers, however if the casing has been fractured attempting to jump to lightspeed could destroy the ship.

    Plasma Torch Boarding Device

    Model: BlasTech Plasma Cut Boarding Device
    Type: Plasma torch boarding device
    Scale: Starfighter
    Skill: Starship gunnery
    Crew: 2
    Cost: 4,750 credits
    Availability: X

    Game Notes: The plasma torch boarding device is mounted on a ship's airlock system. The controls are just inside the main airlock. The extendable plasma torch (fire control 0D, range 4 meters, damage 8D) slowly cuts through a ship's hull. Roll the target's hull -2D; if the torch's roll scores "lightly damaged" result, it has breached the hull. Once the hull is breached, the torch requires a full minute to cut a one meter wide by two meter high hole. The extendable boarding tube attaches to the hull and forms an airtight seal in 30 seconds.

    Scuttling Charges

    Model: Standard scuttling charges
    Type: Starship destruction charges
    Scale: Starfighter or Capital
    Cost: 100 credits per Starfighter scale Hull die
    500 credits per Capital Ship scale Hull die
    Availabilty: 2

    Game Notes: The scuttling charges will totally destroy a ship when activated by a deadman's switch or remote detonator.

    You never forget seeing a ship being scuttled, charges placed strategicly throughout the hull blow it apart more effectively than battle damage or mishap could ever do.

    Universal Airlock

    Model: SoroSuub Corp. Univeral Airlock
    Type: Space-to-ship portable airlock
    Cost: 3,000 credits
    Availability: 2

    This airlock is made of durable synthetic fabric stretched over a geometrically collapsible frame. Collapsed, is is no larger than a half meter in diameter, but expands to a five meter diameter capsule with a hatch and bag-lock. The bag-lock exits to space, and is pressurize by a high power pneumatic pump. The other exit is a simple hatch, with multi-lock sealing ring. The pressurized interior, although the frame resists instant depressurization - 3D Strength to resist damage.

    Salamander Technologies Ship Computer

    Model: Salamander Technologies' SSC-4 Ship Systems Computer
    KNOWLEDGE: 2D
    Languages: 3D (+1D Bonus)
    Planetary Systems: 4D
    MECHANICAL: 2D
    Astrogation: 4D
    Space Transports: 3D
    Sensors: 3D
    PERCEPTION: 1D
    Command Droids (S): 2D
    TECHNICAL: 4D
    Capital Starship OR Space Transports Repair (S): 5D
    Computer Programming: 5D
    Droid Programming: 5D
    System Diagnostics: 5D (+2D Bonus)

    Equipped With:
    - Tran Lang I Communication Module (+1D Languages)
    - Arjan Vocoder (Vocal Communication)
    - Cybot Acustics Signaller (Droid Communication)
    - System Diagnostics Equipment (+2D System Diagnostics) Cost: 40,000 (new) 25,000 (used)

    Constructed by Salamander Technologies as a shipcomputer able to handle most of the tasks onboard space transports like maintenance, routine piloting and astrogation. The SSC-4 is the latest model of this computer and has the ability to command up to 16 maintenace and repair droids at anytime and can run up to 4 tasks without penalty. The earlier SSC-2 handled up to 4 droids and 2 tasks and the SSC-3 handled 8 droids and 3 tasks, all SSC-1 was freely upgraded to -2 standard because of several small bugs in the systems and the inability to run more than one task and handle more than 1 droid at a time which made them nearly useless.

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    Commander Skywalker's Star Wars RPG Post � 1998
    http://home.earthlink.net/~tedcushman/lucas/
    Lucas Meyers
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