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.
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
Model: Comar Goalkeeper CIWS
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:
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.
Model: Comar f-2 Ion Cannon
The Comar line of ion cannons are cheap and simple, suitable for light
defense.
Model: Comar f-4 Ion Cannon
Model: Comar f-9 Ion Cannon
No more powerful than the f-4, the f-9 offers a superior fire control
computer.
Model: SoroSuub Type IV Ship Restraining Net
Model: RahlTech v-140 Ion Shield Generator
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.
Model: Defoulian Weapons' Light Beam Laser
Model: Bonadon Cargo-Mover Tractor Beam
A standard commercial grade tractor beam, the Cargo-Mover is intended for
ordinary cargo transfers, but can be adapted to less legitimate pursuits.
Model: Selonian Armaments Mag Pulse
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.
Model: Guruk System Yards' BL-M3a Medium Beam Laser
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.
Model: Trantor Staryards Partical Beam Cannon (PBC)
Model: Trantor Staryards Plasma Projector Gun (PPG)
Model: Lan Ships Railgun
Model: Trantor Staryards Rapid Fire Laser (RFL)
Selonian Light Beam Laser Cannon
Model: Selonian Armaments Very Light Beam Laser
Model: Arakyd Morne-3 Concussion Missile Launcher
ENGINES AND ENGINE MODIFICATIONS
Model: Cracken Ion Baffles
Model: Sienar Fleet Systems' Sublight Laser Acceleration Module
Model: Axial Starships Solid Fuel Booster Rockets
Model: Rendili StarDrive Whisper Thrust
Fabritech Ship Security System
Model: Fabritech ANx-v Array
Model: Sienar Fleet Systems' 6-d5.2TAG Security System
Model: Corellian Engineering Corporation Cammo Net
Model: Fabritech Starship Hull Coating
Model: Arakyd Nightshadow anti-sensor treatment
Model: IntelStar BlindSide Sensor Jammer
Model: Fabritech Vanish 2 Military Sensor Masking System
Model: Relune Shipyards Antimatter power system
Model: Corellian Engineering Corporation Lifesaver Emergency Battery
Model: IntelStar Silencer Comm Jammer
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.
Model: TaggeCo. Cotterdam Universal Airlock
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.
Function: Emergency Hyperdrive Repair
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:
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.
Model: BlasTech Plasma Cut Boarding Device
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.
Model: Standard scuttling charges
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.
Model: SoroSuub Corp. Univeral Airlock
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
Equipped With:
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.
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.
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.
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)
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
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
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
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.
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)
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.
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
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)
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Type: Ship-to-ship airlock
Cost: 3,500 credits
Availability: 2
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
1. The hyperdrive explodes
2. The hyperdrive explodes destroying the ship
3. The ship jumps to hyperspace... and never comes out
Type: Plasma torch boarding device
Scale: Starfighter
Skill: Starship gunnery
Crew: 2
Cost: 4,750 credits
Availability: X
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
Type: Space-to-ship portable airlock
Cost: 3,000 credits
Availability: 2
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)
- 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)
CHARACTER EQUIPMENT SHIPS
VEHICLES
MISC. STUFF
SHIP ADD-ON'S
UNIVERSE MAP
REBEL ALLIANCE
LINKS
Commander Skywalker's Star Wars RPG Post � 1998
http://home.earthlink.net/~tedcushman/lucas/
Lucas Meyers
[email protected]