Starwars - Starship Equipment

Table of Content

General

Repair Costs

Mundane Costs

Maintenance and Restocking

Fuel

Overhaul

Upgrades

Do-it-yourself Improvement

Sensors

Weapons

Weapon Improvement

Fuel Converters

Miscellaneous

Smuggler's Gear

Pirate's Gear

Stealth Gear

Literature




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General

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.

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Repair Costs

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

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Mundane Costs

Docking Fees vary. Standard class spaceports charge 50 Cr per day. A busy Imperial-class starports might charge 150 Cr per day. A

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Maintenance and Restocking

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)

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Fuel

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.

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Overhaul

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

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Upgrades

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

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Do-it-yourself Improvement

The stats may only be increased one „pip“ at a time. If done by someone else the costs are at least doubled! The system stats can not be improved beyond 1D + 2. B

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%

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Sensors A

Electro-Photo Receptors 300 Cr

Full Spectrum Transceivers 500 Cr

Dedicated Energy Receptors 600 Cr

Life Form Indicators 800 Cr

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Weapons

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

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Weapon Improvement

The stats may only increased one „pip“ at a time. If done by someone else the costs are at least doubled!

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%

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Fuel Converters

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

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Miscellaneous

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

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Smuggler Gear

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

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Pirate's Gear

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

is used to encode transmissions so that intercepted communications are difficult or impossible to understand.
Cost: Not for Sale
* Availability: 4

Spacer's Chest C

used to store the personal equipment. Locked with electronic combo-lock (moderate), sealed against vacuum, 6D Character Strength.
Cost: 200 Cr

Heavy Fusion Cutter C

with rechargeable power pack.
Damage: 3D, Starfighter Scale
Cost: 150 Cr

Battering Ram *, C

will break through any door or hatchway, by weakening the material at the molecular level.
Damage: 4D, Character Scale
Cost: 3,500 Cr
* Availability: 3

Plasma Punch *, C

breaks through a ship's hull. Cuts a circle from 3 centimeters to 3 meters in diameter, can only be activated twice, for up to 10 minutes, recharge takes 6 hours, Range is limited to 0-2 meters; difficult to acquire.
Damage: 6D, Starfigther Scale
Cost: 5,000 Cr
* Availability: 2, X

Plasma Torch Boarding Device *, C

is mounted on a ship's airlock system with the controls just inside.
Fire Control: 0D Damage: 8, Starfighter
Range: 4 meters
Skill: Starfighter Gunnery, 2 Gunners
Cost: 4,750 Cr
* Availability: X
The ship's Hull –2D is rolled; if the torch scores „lightly damaged“, it has breached the hull. Now the torch requires a full minute to cut a 1 meter wide by 2 meter high hole. The boarding tube needs a half minute to be attached and form an airtight seal.

Lock Breaking Kit *, C

in most cases are self assembled. Used for electronically security locks. Adds + 2D to security rolls
Cost: 8,000 Cr (legitimate agent), 16.000+ Cr (black market)
*Availability: 4, R or X

Space-to-ship Airlock *, C

is made of a durable synthetic fabric stretched over a frame. Expands to a 5 meter diameter capsule with a hatch and bag-lock. Vulnerable to punctures. 3D Strength
Cost: 3,000 Cr
* Availability: 2

Cotterdam *, C

is a flexible ship-to-ship tube with an interior ladder/walkway. Three sets to seal against vacuum.
Cost: 3,500 Cr
* Availability: 2

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Stealth Gear

Sensor Baffling *, C

is a sensor countermeasure coating. Adds 1D to to difficulty for light treatment or 2D for heavy treatment, a second coating.

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

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Literature

A Tramp Freighters

B Second Edition Rules Supplement

C Pirates and Privateers

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