Table of Content
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With reference to new rules (second edition), equipment cannot be improved beyond 1 D + 2 and require a repair skill roll. This includes nearly all following listed.
Spending character points to improve or modify starships and their equipment is treated the same way as improving character skills. In old rules such items are believed to be unlikely lost during adventures.
Costs in price list are for new parts and include installation. If characters utilize used parts price can go down to 50%. If they supply themselves with parts installation costs can go down to 25 %. Selling removed parts will never bring more than 25%. Repairing damage themselves needs a repair bay, which costs 100 Cr. A
Docking Fees vary. Standard class spaceports charge 50 Cr per day. A busy Imperial-class starports might charge 150 Cr per day. A
Restock and Maintenance includes replenishment of all fluids, gases and basic proteins. Air filters, firing cells and hyperdrive are basically inspected. The consumables are also restocked. Freighter captain can choose how much of these items will be restocked. Imperial services advice to restock to full capacity of a ship. A
Cost: 10 Cr x total capacity (crew & passengers) x "Consumables" (in days)
A standard light freighter carries 50 cells. Additional cells cost 500 Cr and weight 0.1 t each. Following prices are Standard starport class per cell! A
Trickle (1 cell/day) |
5 Cr |
Standard (1 cell/hour) |
10 Cr |
Fast (4 cells/hour) |
50 Cr |
Emergency (20 cells/hour) |
500 Cr * |
* The cells are only replaced by full ones.
After 20 hyperjumps system failures may (will) occur, if the ship isn't overhauled. It costs 2,000 Cr plus costs of replacements parts. A
Nearly all equipment can be upgraded. Here are the rules in the case this is done in a regular dock by someone else.
Hyperdrive Engines
Multiplier |
Price |
Weight |
x 5 |
2,500 Cr |
8 t |
x 4 |
4,000 Cr |
10 t |
x 3 |
7,000 Cr |
12 t |
x 2 |
10,000 Cr |
15 t |
x 1 |
15,000 Cr |
18 t |
x ½ * |
30,000 Cr |
20 t |
* only on black market, installations cost 2,000 Cr.
Ion Drive (Sublight Speed) and new Move
During introduction of the second edition rules vehicle movement has been changed to an fixed amount. Rudimentary conversion chart is listed below. (+2 = uneven move)
Old Move |
Price |
Weight |
New Move |
1 D |
3,000 Cr |
8 t |
2 |
2 D |
10,000 Cr |
10 t |
4 |
3 D |
20,000 Cr |
12 t |
6 |
4 D |
50,000 Cr |
16 t |
8 |
5 D |
100,000 Cr |
18 t |
10 |
6 D |
500,000 Cr |
24 t |
12 |
7 D |
1,000,000 Cr |
28 t |
14 |
Maneuverability
A +1-Pip-Increase (or 0D to 1D) takes no weight. It costs hull rating times the maneuverability dice desired (rounded down) times 100. Each increase must be purchased separately. A
Cost: hull rating x desired maneuver dice x 100 Cr
Hull
To increase a ship's hull by one pip, multiply the ship's hull rating to be achieved (rounded down) times 1,000 Cr. Each pip of increase must be purchased separately.
The improvement of the Hull rating decreases the maneuverability at the same time. A rating of less than 1D is treated as 0D.
Cost: hull rating desired x 1,000 Cr A
Shields
Strength |
Price |
Weight |
1 D |
4,000 Cr |
6 t |
2 D |
10,000 Cr |
8 t |
3 D |
20,000 Cr |
10 t |
Maneuver
Increase |
Difficulty |
Cost |
1 |
easy |
5% |
2 |
moderate |
10% |
+ 1D |
difficult |
15% |
+ 1D + 1 |
very difficult |
20% |
+ 1D + 2 |
heroic |
25% |
Hyperdrive
Change |
Difficulty |
Cost |
x4 to x3 |
easy |
10% |
x3 to x2 |
moderate |
15% |
x2 to x1 |
very difficult |
25% |
x1 to x0,5 |
heroic |
35% |
Space Move
Increase |
Difficulty |
Cost |
1 |
moderate |
10% |
2 |
difficult |
15% |
3 |
very difficult |
20% |
4 |
heroic |
25% |
Shields
Increase |
Difficulty |
Cost |
1 |
easy |
15% |
2 |
moderate |
25% |
+ 1D |
difficult |
30% |
+ 1D + 1 |
very difficult |
35% |
+ 1D + 2 |
heroic |
50% |
Electro-Photo Receptors 300 Cr
Full Spectrum Transceivers 500 Cr
Dedicated Energy Receptors 600 Cr
Life Form Indicators 800 Cr
Weapons require a fee or permit, which is gained by a successful CON or BUREAUCRACY roll against the damage code of the weapon.
All listed weapons are starfighter scale. Capital ship weapons are available for an additional four to six times the price! C
Fire linking: 100 Cr per linked weapon A
Multi-linking: 100 Cr per separate station A
Blaster Cannon A
Fire Control: 1D Damage: 1D
Space:
Atmosphere:
Cost: 1,000 Cr
Weight: 1t
Laser Cannon A
Fire Control: 2D Damage: 2D
Space:
Atmosphere:
Cost: 1,500 Cr
Weight: 2t
Scanning Laser A
Fire Control: 3D Damage: 2D
Space:
Atmosphere:
Cost:
Weight:
Heavy Laser Cannon A
Fire Control: 2D Damage: 5D
Space:
Atmosphere:
Cost: 3,000 Cr
Weight: 4t
Light Ion Cannon *, C
Fire Control: 1D Damage: 2D
Space: 1-3/7/36
Atmosphere: 100-300/700/3,6 km
Cost: 1,000 Cr
Weight: 0,5 t
* Availability: 2, F
Medium Ion Cannon *, C
Fire Control: 2D Damage: 3D
Space: 1-3/7/36
Atmosphere: 100-300/700/3,6 km
Cost: 1,500 Cr
Weight: 1t
* Availability: 2, F
Heavy Ion Cannon *, C
Fire Control: 4D Damage: 4D
Space: 1-3/7/36
Atmosphere: 100-300/700/3,6 km
Cost: 3,000 Cr
Weight: 1t
* Availability: 2, F
Conner Web *, C
this modern net is not confined on ground targets, it can also be used in space or in atmosphere. Base difficulty is Difficult! Net is powered for one hour, can be switched off via comlink.
Fire Control: 2D Damage: 5D, Ionization
Space: 1/5/10
Atmosphere: 100/500/1 km
Cost: 5,000 Cr per canister
Weight:
Blast Radius: 50 m in diameter
* Availability: 2, R
Turbolaser *, A
shoots only every second round.
Fire Control: 3D Damage: 7D
Space:
Atmosphere:
Cost: 9,000 Cr
Weight: 5t
* Availability: ?, X
Proton Torpedoes *, A
Fire Control: 2D Damage:9D
Space:
Atmosphere:
Cost: 2,500 Cr price for launcher and 12-rack (Torpedoes are not included)
Torpedoes: 800 Cr each
Weight: 2t
* Availability: 2, X
Concussion Missiles *, C
Fire Control: 1D Damage: 8D
Space: 1-2/8/15
Atmosphere: 100-200/800/1,5 km
Cost: 3,500 Cr price for launcher and 10-rack (Missiles are not included)
Weight: 3t
Dumb M.: 500 Cr each
unable to track target
Smart M.: 1,500 Cr each
can track, have 4D Fire control, move 15 spacial moves up to 10 rounds. If target moves out of range, it picks the nearest target!
Savant M.: 3,000 Cr each
behave like dumb; if it misses target on first round it activates and becomes a smart missile
* Availability: 2, X
Damage/Fire Control
Increase |
Difficulty |
Cost |
1 |
easy |
15% |
2 |
moderate |
25% |
+ 1D |
difficult |
30% |
+ 1D + 1 |
very difficult |
35% |
+ 1D + 2 |
heroic |
50% |
Range
Increase |
Difficulty |
Cost |
5% |
easy |
5% |
10% |
moderate |
10% |
15% |
difficult |
15% |
20% |
very difficult |
20% |
25% |
heroic |
25% |
These items are used to recharge powers cells in space and avoid therefore the costs of starport recharges.
Solid Fuel Converter
needs 5 t light stuff or 1 t heavy stuff to recharge 1 cell; can recharge 1,5 cells per hour.
Cost: 8,000 Cr
Weight: 5 t
Scoops
collects stuff for conversion by dipping in atmosphere or seas to steal it.
Cost: 15,000 Cr
Weight: 15 t
Solar Converter
uses solar particles; efficiency varies on distance to sun; 1 - 3 cells per day In-system; 0,1 - 0,2 cells per day Out-system.
Cost: 12,000 Cr
Weight: 10 t
Tractor Beam *, C
pulls smaller objects to freighter or freighter to object.
Fire Control: 2D Damage: 2D
Space: 1-3/7/15
Atmosphere: 100-300/700/1,5 km
Cost: 8,000 Cr
Weight: 15 t
* Availability: 2
Passenger Conversion A
Cost: 400 Cr price for 1 additional passenger capacity
Weight: 10t
Refrigeration Equipment A
used for precise temperature control of the ship's Cargo Hold.
Cost: 100 Cr
Weight: 1t per 20t Cargo Hold
Escape Equipment A
standard freighter size escape pod for 8 passengers; supply for 2 weeks.
Cost: 1,200 Cr
Weight: 5 t
Replacement Nav. Computer A
Cost: 2,000 Cr
Environmental Converter A
provides many different environments only to one of the following: throughout the ship, in one passenger cabin or the cargo hold.
Cost: 4,000 Cr
Weight: 4 t
Secret Cargo Hold *, A
Only up to 20% of Cargo Hold. (Who should believe a ship to have no Cargo Hold?) Costs depend on efficiency of it.
Concealed:
requires diff. Perception roll, but scanner detects it immediately.
Cost: 200 Cr per 1 t hidden space
Weight: 1 t weight per 5 t capacity
Hidden:
requires very. diff. Perception roll and moderate scanner roll.
Cost: 400 Cr per 1 t hidden space
Weight: 1 t per 5 t capacity
Scanner Resistant:
requires very diff. Perception roll and will not show upon scanners.
Cost: 1,000 Cr per 1 t hidden space
Weight: 1 t per 5 t capacity
* Availability: 2, X
Automatic Cargo Jettisoning A
throws cargo out off the ship in case of emergency, i.e. imperial patrol or pirate attack.
Cost: 1,000 Cr
Weight: 1t
Crystal Gravfield Traps *, A
creates a gravitation field in hyperspace and forces an emergency exit of any ship in range.
Cost: 3,000 Cr
* Availability: ?, X
Hyperway Signal Interceptors *, A
sends signal and forces space ships to drop out from hyperspace.
Cost: 2,000 Cr
* Availability: ?, X
Alliance Communications Encoder *, C
Spacer's Chest C
Heavy Fusion Cutter C
Battering Ram *, C
Plasma Punch *, C
Plasma Torch Boarding Device *, C
Lock Breaking Kit *, C
Space-to-ship Airlock *, C
Cotterdam *, C
Sensor Baffling *, C
Cost: 20,000 Cr / Starfighter Hull die **
50,000 Cr / Capital Hull die **
* Availability: 4, X
** pips are ignored for prize.
Sensor Mask *, C
combine electromagnetic and holographic transmitters to hide a ship. They add 2D to enemy sensor difficulty. More expensive Masks offer a protection of 3D!
Cost: 150,000 Cr/Starfighter Hull die
300,000 Cr/Capital Hull die
* Availability: 4, X
Sensor Decoys C
fool a sensor system into thinking the decoy is in fact a real ship. Need a launcher. *
* Or a moderate Starship weapon repair roll to accept the drone in any other launcher.
Trickster Decoy **
Adds 2D to sensor difficulty. Move on preprogrammed course. Speed up to Move 5.
Cost: 7,500 Cr (for 1 launcher tube and 5 decoys), 500 Cr per additional drone
** Availability: 2, F
Mimic Decoy ***
Adds 2D to sensor difficulty. Has simple droid brain, that can be reprogrammed via comlink. Speed up to Move 10.
Cost: 13,000 Cr (for 2 launcher and 3 decoys), 1,000 Cr per decoy
*** Availability: 2, X
Comm Jammer *, C
floods communication frequencies with static. Lasts 10 rounds, subtract 1 round for each fire arc covered/focused subtracts 5 rounds.
Fire Arcs Jammed |
Bonus |
All arcs |
--- |
3 Arcs |
+ 1D |
2 Arcs |
+ 2D |
1 Arc |
+ 3D |
focused Jamming |
+ 4D |
Cost: 5,000 Cr plus Installation Costs
* Availability: 2, R
Sensor Jammer *, C
Floods sensor frequencies with static. Only in active mode.
Cost: 5,000 Cr plus Installation Costs
* Availability: 2, X
Baffled Drive *, C
Uses supercooled gases** and specially designed thrust modules, to leave as little wake as possible. Silent Speed Move 2; +5 to detect with cruising speed, +10 with High speed, +15 at All-out speed. Fuel is limited to 100 spacial moves.
Cost: 100,000 Cr minimum at black market!
7,000 Cr for extra fuel tank
Weight: 20 t, 2 t for extra tank
* Availability: 4, X
** synthesizing requires 120 liters of spinsealed tibanna gas and 2 kilos (!) of high-grade hyperbarides and a standard power generator. The refining process takes about 3 days.
Backup Battery C
is used to maintain life support while the ship is running silent. The battery slows the power drain only.
Cost: 10,000 Cr
Weight: 1 t
Cloaking Device *, C
seem to be only a legend. Rumors claim the Empire to have functional devices, but they are prohibitively expensive, energy-draining and bulky.
* Availability: 4, X
Code Masking *, C
needs a code masking modulator and setting it to interfere with a ship's transponder code.
Masking can be done at shadow ports, many fringe ports or by a sufficiently skilled ship's engineer.
1 code |
easy |
1,500 Cr |
2 codes |
moderate |
3,000 Cr |
3 codes |
difficult |
4,500 Cr |
4 codes |
very difficult |
6,000 Cr |
The more codes a ship carries (including the inactive „ghosts“ codes), the more likely the deception is to be detected.
Easy sensor |
five or more |
moderate sensor |
up to four |
difficult sensor |
up to three |
very difficult sensor |
up to two codes |
heroic sensor |
single ghost |
The acquiring of an unused/neutral code requires one week research and 1,000 Cr in expenses. Registering the Code requires a moderate to difficult CON or BUREAUCRACY roll and 1,000 Cr.
* highly illegal
A Tramp Freighters
B Second Edition Rules Supplement
C Pirates and Privateers