Item Name |
Cost |
Mass |
Description |
Blaster Gas Canisters |
1000 |
1 |
Ammunition for starship Laser/Turbolaser weaponry.
(Optional rule) Canister allows 20 shots Capital scale, or 40 shots Starfighter scale. |
Backup Battery |
10,000 |
1 |
Corellian Eng. Corp. Lifesaver Provides 1 day of life support,
communications, and sensors. |
Universal Airlock |
3500 |
2 |
Extends from ship and forms an airtight seal around another
surface. |
Escape Pod & Launcher |
1200 |
5 |
|
Escape Pod (alternate) |
20,000 |
10 |
|
Droid Automation |
2000+ |
-- |
Droid fills one crew space on starcraft, has 3D in relevant
piloting or operations skill. Cost raises to 5000 for 4D skill. |
Enhanced Lateral Thrust |
* |
* |
Any "sliding" maneuver in one difficulty level easier. |
Backup Shields |
* |
* |
A Moderate Shields roll allows backup shields to be activated,
to replace shield dice lost to damage. Backup shields cannot be used to increase ship shield levels beyond
normal. (1D Starfighter scale shield uses 10 weapon emplacement points, Capital Ship scale uses 25) |
Slave Circuit |
varies |
* |
Allows ship to be remotely controlled by any ship with the
proper frequencies and access codes- pilot makes single maneuvering attempt using own ship, and
slaved ship follows. Can also be controlled by a handheld computer, without Maneuverability bonuses.
Cost is based on size of ship, from 5000 to 250,000: 20,000 for most starfighters, 50,000 for light
freighters, 100,000 for bulk cruisers and small capital ships. |
Item Name |
Cost |
Availability |
Description |
*Navigational Computer |
2000 |
|
Allows the ship to calculate hyperspace jumps. |
Hyperdrive Booster |
16,500+ |
4X |
Reduces hyperdrive multipliers (x10 or greater becomes x4,
x9 to x6 become x3, x5 to x3 become x2, x2 becomes x1, and x1 becomes x1/2). Difficult Repair roll
to install, and 1D is rolled whenever activated- if this number is less than the number of times the unit
has been used, hyperdrive suffers a serious malfunction (VD Repair roll to fix). Astrogation mishaps
are more serious (add +2 onto random result). Cannot be installed on ships with more than 100ton
cargo capacity. |
Navigational Computer Bypass |
|
4X |
Integrates a new hyperdrive route into one currently being
traveled, allowing a navigator to change hyperspace courses in transit without stopping (which can take
hours to re-calculate). Moderate Repair roll to install. Requires 3 Astrogation rolls to operate, first
duplicates the original course (1 difficulty level lower than original jump), second charts a new course
from an upcoming point in the current route (difficulty varies widely VE H). Missing either roll
prevents device activation. Third roll is 1 difficulty level lower than second, to feed course through
bypass into Nav Computer (failure causes a hyperdrive mishap). Adds 10% time onto new route, but
makes a smooth transition. Each successive use increases difficulties by 1 level (cumulatively)- nav
computer must be "cleaned" via programming (Moderate Computer Program/Repair or Astrogation)
to eliminate this penalty. |
Item Name |
Cost |
Mass |
Description |
*Basic System |
500 |
-- |
Moderate-level security. Can be attached to any desired
security circuit (i.e. alarms, anti-intruder weapons). The type of scanner determines what equipment
will help in disabling it. (Electronic Locks, Voice Identifier, Scanners -Palmprint, Retinal, DNA) This
is the "default" security level (simple electronic lock) on a starship. |
*Moderate System |
2000 |
-- |
Difficult-level security 2 of the above types of sensors,
working together. If upgrading, subtract the cost of the lower level
of security. The increases in price
are for the circuitry necessary to operate the systems in tandem with each other. |
*Advanced System |
5000 |
-- |
Very Difficult security 3 types of identification
necessary |
*Superior System |
20,000 |
-- |
Heroic-level security 4 or more security sensors. |
Ship-Boarding Cutter |
4750 |
n/a |
BlasTech Plasma Cut Boarding Device, availability X
(military smuggling interdiction ships only). Mounted in airlock
with controls inside ship-
extendable torch (fire control 0D, range 4m, damage 8D starfighter) cuts through ship hull (roll 8D
against other ship hull 2D; if
"lightly damaged" then the torch cuts)- takes one minute to cut a
1m by 2m hole. Extendable boarding tube attaches to hull and forms airtight seal in 30 seconds. |
Item Name |
Cost |
Mass |
Description |
*Solar Sail |
* |
* |
Provides some thrust with no power expenditure,
requires a light source. |
Solar Converter |
12,000 |
10 |
Solar power, usually only 4-5 units of power, but
unlimited provided a light source is available. |
Solid Fuel Converter |
8000 |
5 |
Usually 7-8 power units. Limited fuel supply. |
Fusion Backup Generator |
23,000 |
2 |
Gives 10-15 power units, almost unlimited. |
Emergency Power |
1000 |
3 |
Extra power, present on most ships. Generators
come in 5 sizes, and cost 1000, 2500, 7500, 15000 and 25000 credits, weighing 3, 5, 7, 10, and
14 tons respectively. Sizes 1-3 provide 1, 2 and 3 power units to Starfighter-scale ships. Sizes
3-5 provide 1, 2, and 3 power units to Capital Ships. |
Item Name |
Cost |
Mass |
Description |
Basic Comm System |
1000 |
|
Shortrange communications, ship-to-ship or to
planet from orbit. Limited to the range of a single planet. Typically audio only, but some
models also provide visual communications. |
Subspace Transceiver |
3000 |
|
System-wide communications, voice, visual, and
holographic where available. Signal range extends outside of a star system, but typically can
not contact another system. |
Hypertransceiver |
10,000 |
|
Visual, audio, and holographic communications.
Sends signals through hyperspace, so has almost no range limits, though long-distance
communications will lag. |
HoloNet Transceiver |
250,000 |
|
Real-time holographic communications, without
range limits. The HoloNet must be operational for the desired areas of communication. |
Signal Compressor |
3000 |
2 |
Adjusts message speed, so long messages can
be sent quickly (5 minutes transmits in 1 second). Also de-compresses signals. |
Narrow-Beam Transmitter |
3800 |
5 |
Directed signal, hard to intercept (interceptor
must be directly between transmitter and target. When using narrow-beam, must know the
location of the intended recipient. |
Signal Scrambler |
1200+ |
1+ |
Adds to Communications for scrambling or
descrambling signals. Cost and weight vary: 1200 credits/1 ton, 3000/2, and 7500/4 for
+1D-3D. |
Comm Jammer |
|
|
When active, other ships must make a Difficult
Communications roll to broadcast or receive transmissions. |
Item Name |
Cost |
Mass |
Description |
*High Resolution Sensors |
1000 |
|
Adds +1D to all sensor modes. |
*Emissions Sensors |
2200 |
|
+2D to locating a ship, detects electromagnetic fields. |
Image Analyzer |
1400 |
+1D to identify a target that has already been located. |
|
Sensor Mask |
20,000 |
-- |
Adds to sensor difficulty for other ships to detect or
identify. Cost varies: 20,000/+1D, 40,000/+2D, 80,000/+3D, and 150,000/+4D added difficulty.
In general, Capital Ships can not be masked from detection, and can be identified visually. |
Sensor Jamming |
1500 |
|
+2D difficulty to identify, but easier to locate. |
Type |
Cost |
Description |
Concealed |
200 |
Moderate Search roll to find |
Hidden |
400 |
Difficult to find |
Scanner-Resistant |
1000 |
Difficult to find, also Difficult to scan. |
Auto-Cargo-Jettison |
1000 |
Allows the pilot to instantly dump 1 ton of cargo (from
the specific compartment). |
Temperature Control |
100 |
Insulates and adds climate control to 1 ton of cargo space. |
Pressure Controlled |
150 |
|
Radiation/EMF Shielded |
250 |
|
Passenger Conversion |
400 |
Requires 10 tons of space to add life support and consumables,
25 tons if the cargo area is being converted to cabin space. |
Cargo Security |
varies |
Adds extra security measures to the compartment (may include
locks, alarms, or anti-intruder devices). Cost based on difficulty to disarm. |
Weapon |
Range |
Damage |
Control |
Cost |
Mass |
Points |
Notes |
Taim & Bak Lt. Blaster Cannon |
1-5/10/17 |
1D |
1D |
2000 |
1t |
1 |
|
font color="lime" face="verdana">TripleBlaster |
1-5/10/17 |
2D |
1D |
3300 |
2t |
2 |
No longer produced |
font color="lime" face="verdana">Light Laser Cannon |
1-3/12/25 |
2D |
0D |
3800 |
2.25t |
3 |
|
Improved Light Laser Cannon |
1-3/12/25 |
2D+2 |
2D |
4400 |
2.4t |
4 |
|
Kuat Vonak Light Laser Cannon |
1-3/12/25 |
3D |
0D |
5000 |
2.5t |
4 |
|
Medium Laser Cannon |
1-3/12/25 |
3D+2 |
+2 |
6000 |
3t |
6 |
|
Heavy Laser Cannon |
1-3/12/25 |
4D+1 |
1D+1 |
6500 |
3.25t |
7 |
|
Double Laser Cannon |
1-3/12/25 |
4D+2 |
1D+2 |
7000 |
3.5t |
7 |
|
Arakyn Tomral Heavy Laser Cannon |
1-3/12/25 |
5D |
1D |
8000 |
4t |
8 |
|
Twin Laser Cannon |
1-3/12/25 |
5D |
0D |
9000 |
3.75t |
9 |
(burst fire) |
Super Heavy Laser Cannon |
1-3/12/25 |
6D |
0D |
9500 |
4.5t |
10 |
|
Laser Cannon |
1-3/12/25 |
7D |
1D |
12,500 |
4.75t |
11 |
|
Incom W-34t Turbolaser |
1-3/12/25 |
7D |
2D |
13,500 |
5t |
11 |
|
Auto-Blaster |
1-8/25/40 |
3D |
1D |
8500 |
100kg |
7 |
(sustained fire) |
Quad Laser |
1-5/10/17 |
6D |
1D |
11,500 |
.3t |
10 |
(sustained fire) |
Quad Laser Battery |
1-3/12/25 |
4D |
2D |
10,000 |
.4t |
9 |
(sustained fire) |
Comar F-2 Lt Ion Cannon |
1-3/7/36 |
2D |
0D |
2000 |
.5t |
1 |
|
Comar F-4 Ion Cannon |
1-3/7/36 |
3D |
1D |
3500 |
1t |
3 |
|
Comar F-9 Hvy Ion Cannon |
1-3/7/36 |
4D |
1D |
5000 |
2t |
4 |
|
Heavy Ion Cannon |
1-3/7/36 |
5D |
2D |
7000 |
3t |
6 |
|
Dymex HM-6 C-Msl Launcher |
1/3/7 |
(6) |
|
3000 |
|
|
(standard on A-Wing) |
Lt. Concussion Missile Launcher |
1/3/7 |
(8) |
0D |
3500 |
3t |
3 |
|
Med. Concussion Missile Launcher |
1/3/7 |
(10) |
0D |
3650 |
3.5t |
3 |
|
Hvy. Concussion Missile Launcher |
1/3/7 |
(16) |
0D |
4000 |
4t |
4 |
|
Lt. Concussion Missile |
-- |
6D |
-- |
350 |
-- |
|
|
Med. Concussion Missile |
-- |
7D |
-- |
450 |
-- |
|
(standard) |
Arakyd Morne-3 C-Missile |
-- |
8D |
-- |
500 |
-- |
|
(uncommon) |
Hvy. Concussion Missile |
-- |
9D |
-- |
700 |
-- |
|
(rare) |
Energy Torpedo Launcher |
1/3/7 |
(8) |
0D |
3000 |
|
3 |
|
Energy Torpedo |
-- |
8D |
-- |
650 |
-- |
-- |
|
Krupx MG7 P-Torp Launcher |
1/3/7 |
(3) |
0D |
1500 |
|
|
(standard on X-Wing) |
Arakyd Flex-Tube P-Torp Lnchr |
1/3/7 |
(4) |
0D |
1750 |
|
|
(standard on Y-Wing) |
Krupx MG9 P-Torp Launcher |
1/3/7 |
(6) |
0D |
2000 |
2t |
3 |
(standard on B-Wing) |
Proton Torpedo Launcher |
1/3/7 |
(12) |
0D |
2500 |
2t |
4 |
|
Proton Torpedo Launchers are restricted to military use only. Disguising a
Proton Torpedo Launcher as a Concussion Missile
Launcher costs 1000 credits, plus the cost of the launcher. |
Lt. Proton Torpedo |
-- |
7D |
-- |
500 |
-- |
-- |
(older, Z95 armament) |
Med. Proton Torpedo |
-- |
8D |
-- |
600 |
-- |
-- |
|
Arakyd Hi-fex P-Torpedo |
-- |
9D |
-- |
800 |
-- |
-- |
(standard) |
Hvy. Proton Torpedo |
-- |
9D+2 |
-- |
950 |
-- |
-- |
(rare) |
Spr. Hvy. Proton Torpedo |
-- |
10D |
-- |
1200 |
-- |
-- |
(very rare) |
Tracking Torpedo |
-- |
-- |
260 |
-- |
-- |
|
Attaches to target and sends tracking signal through HoloNet (1000 credits
each) |
Tractor Beam |
2-12/30/60 |
5D |
3D |
8000 |
15t |
10 |
|
Item Name |
Range |
Notes |
Enemy Target Jammer |
1-3/7/15 |
Uses Sensors skill in these difficulties, has no "fire control." When active,
subtract 2D aim from incoming fire, for ships within Jammer's effective range (determined by roll). Cost is 2400
credits or more. Targeting jammers are used almost exclusively on starfighters (or at least starfighter-scale craft), and
are only effective against starfighter-scale craft (the high-power redundant sensor arrays on capital ships are
unaffected). |
Connor Ship Systems Type 1 Restraining Net |
5-25/50/100 |
Fire the net, enclosed in a metal canister, through a concussion missile
launcher or cargo shunt. The net expands from the canister to 50m diameter, and then requires a Difficult Starship
Gunnery roll to activate. Ships or other targets touched by the net suffer +5D penalty to use any electrical system
(drive, weapons, sensors, communications, etc.), and any unprotected person touching the charged net takes 10D
damage each round. Generator can run interference field for several hours, so an outside party is often necessary to
burn the net off. Cost is 5000 credits per net, availability 3R. |
Cluster Trap |
2 |
Automatic aim is 3D skill. For any ship that passes within 2 space units
of a cluster trap when it activates, a roll of Easy for the weapon's aim results in a hit. Targets may dodge if the
weapon is seen in advance. A cloud of small concussion explosives flies out of a cluster trap and detonates,
inflicting 6D damage on any ship that fails to Dodge greater than the 3D (or does not dodge at all). Cluster traps
are almost always mounted on Capital Ships, each one only fires once. |
Weapon |
Range |
Damage |
Fire Control |
Crew |
Cost |
Mass |
Points |
Notes |
+Laser Cannon |
1-5/12/25 |
2D |
1D |
2 |
1200 |
1t |
3 |
|
+Turbolaser Cannon |
3-15/35/75 |
2D |
2D+1 |
1-2 |
3000 |
4t |
5 |
|
+Double Turbolaser Battery |
3-15/35/75 |
2D+2 |
1D |
3 |
4000 |
5t |
6 |
|
+Laser Cannon |
1-10/25/50 |
3D |
1D |
1,4,12 |
4500 |
5t |
6 |
|
+Turbolaser Battery |
3-15/35/75 |
4D |
0D |
1,2,3 |
5000 |
6 |
8 |
|
Double Turbolaser Cannon |
3-15/35/75 |
4D |
0D |
5 |
5500 |
6 |
8 |
Burst |
Quad Laser Battery |
3-15/35/75 |
4D |
0D |
3 |
6000 |
6 |
8 |
Sustained |
Lt. 1 Turbolaser Cannon |
3-15/35/75 |
4D |
+1 |
2 |
6500 |
6 |
9 |
|
Lt. 2 Turbolaser Cannon |
3-15/35/75 |
4D |
+2 |
2 |
6800 |
6 |
9 |
|
Lt. 3 Turbolaser Battery |
3-15/35/75 |
4D |
1D |
1-4 |
7 |
|
9 |
|
+Quad Turbolaser Cannon |
3-0/40/80 |
4D |
1D |
3 |
7.5 |
|
9 |
(Sustained) |
+Turbolaser Battery |
1-5/8/14 |
4D+2 |
0D |
3 |
4250 |
4t |
7 |
|
+Double Turbolaser Cannons |
3-15-35-75 |
4D+2 |
0D |
5 |
|
|
|
(burst) |
+Turbloaser Battery |
1-5/10/17 |
5D |
1D+1 |
3 |
6800 |
5t |
8 |
Sustained |
Turbolaser Battery |
3-15/35/75 |
5D |
0D |
4 |
7000 |
8t |
9 |
|
Turbolaser Battery |
3-15/35/75 |
5D |
0D |
3 |
7200 |
8t |
9 |
|
+Double Turbolaser Cannon |
3-15/35/75 |
5D |
1D |
3 |
7400 |
8.5t |
10 |
Burst |
+Turbolaser |
3-15/35/75 |
5D |
1D |
2 |
7500 |
8.5t |
10 |
|
+Turbolaser Battery |
3-15/35/75 |
5D |
1D+1 |
2 |
7600 |
9t |
10 |
|
+Quad Turbolaser Battery |
3-15/35/75 |
5D |
2D |
|
8800 |
9.5t |
11 |
Sustained |
+Heavy Turbolaser Battery |
3-15/30/75 |
5D |
3D |
3 |
|
|
|
|
Hvy. Turbolaser Battery |
3-10/30/60 |
7D |
0D |
1-3 |
8750 |
1 |
12 |
|
Hvy + Turbolaser Battery |
3-10/30/60 |
7D |
0D |
1-4 |
8800 |
12 |
12 |
|
+Turbolaser Battery |
3-15/35/75 |
7D |
0D |
4 |
9000 |
12.5 |
12 |
|
+Turbolaser Battery |
3-15/35/75 |
7D |
0D |
3 |
9000 |
12.5 |
12 |
|
Heavy Turbolaser Battery |
3-15/35/75 |
7D |
0D |
2 |
9100 |
12.5 |
12 |
|
+Heavy Turbolaser |
3-15/35/75 |
7D |
1D |
3 |
|
13.5 |
13 |
aka Dbl T-laser Cannon |
+Turbolaser Battery |
3-15/35/75 |
7D |
1D |
1,2 |
|
14 |
13 |
|
+Heavy Turbolaser Battery |
5-20/40/60 |
10D |
0D |
2 |
60,000 |
19 |
19 |
|
+Turbolaser Battery |
3-15/35/75 |
10D |
0D |
3 |
|
20t |
20 |
|
Ion Cannon |
1-10/25/50 |
3D |
0D |
1-2 |
|
|
4 |
|
Ion Cannon |
1-5/15/30 |
4D |
3D |
3 |
|
|
5 |
|
Ion Cannon |
1-10/25/50 |
4D |
3D |
2-4 |
|
|
6 |
|
Ion Cannon |
1-10/25/50 |
4D |
4D |
1,2 |
|
|
6 |
|
Assault C-Missile Launcher |
2-12/30/60 |
9D |
1D |
|
10,000 |
|
12 |
|
Assault Concussion Missile |
-- |
9D |
-- |
-- |
2000 |
-- |
|
|
Tractor Beam |
1-5/10/15 |
4D |
0D |
3 |
|
|
4 |
|
Tractor Beam |
1-5/15/30 |
4D |
0D |
1-12 |
|
|
5 |
|
Tractor Beam |
1-5/15/30 |
4D |
1D |
3 |
|
|
5 |
|
Tractor Beam |
1-5/15/35 |
4D |
0D |
8 |
|
|
5 |
|
Tractor Beam |
1-5/30/60 |
4D |
1D+2 |
1-10 |
|
|
6 |
|
Tractor Beam |
1-5/15/30 |
6D |
1D |
2-10 |
|
|
8 |
|
Tractor Beam |
1-5/15/30 |
6D |
1D+1 |
1-10 |
|
|
8 |
|
Tractor Beam |
1-5/15/30 |
6D |
2D |
3 |
|
|
9 |
|
Tractor Beam |
1-5/15/30 |
6D |
4D |
1-10 |
|
|
10 |
|
Tractor Beam |
1-5/15/30 |
9D |
4D |
1 |
15 |
|
|
|
Gravity Well Projectors |
1-5/75/150 |
N/A |
6D |
1-10 |
|
|
100 |
|
Lower-scale weapons can be mounted on most starcraft with no cost in
terms of Weapon Emplacement points. Any of these weapons can be fired by a single person unless otherwise specified.
Anti-vehicle or anti-personnel weapons mounted on starcraft typically must be registered with appropriate governments, though
special permits are not necessarily required. |
Points |
Ship Size |
Examples |
Length |
Scale |
Modifiers |
150 |
Colossal |
SSD, Torpedo Sphere |
3.5km+ |
CS |
Mvr 3D, Hull +3D, Speed -2 |
100 |
Gargantuan |
ISD |
1.001-3.5km |
CS |
Mvr 2D, Hull +2D, Speed -1 |
50 |
Huge |
VSD |
501m-1km |
CS |
Mvr 1D, Hull +1D, Speed -1 |
25 |
Large |
Dreadnaught |
201-500m |
CS |
Hull +1D |
10 |
Medium (Frigate) |
|
51-200m |
CS |
|
10 |
Medium (Transport) |
|
41-100m |
SF |
Mvr 1D, Hull +1D |
5 |
Small |
Large Starfighter, Shuttle |
21-40m |
SF |
Hull +1, Speed +1 |
3 |
Diminutive |
X-Wing, B-Wing |
11-20m |
SF |
Mvr +1, Speed +2 |
2 |
Tiny |
all TIE ships |
6-10m |
SF |
Mvr +1D, Hull 1D, Speed +3 |
1 |
Fine |
|
1-5m |
SF |
Mvr +2D, Hull 2D, Speed +4 |
Points |
Crew Required |
Sizes |
0 |
30,001-50,000 |
Huge, Gargantuan, Colossal |
1 |
15,001-30,000 |
Large, Huge, Gargantuan, Colossal |
2 |
5001-15,000 |
Large, Huge, Gargantuan, Colossal |
3 |
1801-5000 |
Medium, Large, Huge, Gargantuan |
4 |
601-1800 |
Medium, Large, Huge, Gargantuan |
5 |
201-600 |
Medium, Large, Huge |
6 |
65-200 |
Medium, Large, Huge |
7 |
17-64 |
Small, Medium, Large |
8 |
5-16 |
Diminutive, Small, Medium |
9 |
3-4 |
Tiny, Diminutive, Small |
10 |
1-2 |
Fine, Tiny, Diminutive, Small |