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GENERAL NOTE: |
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All improvements require the appropriate repair skill. The difficulty will be determined in accordance with Star Wars: the Roleplaying Game (Second Edition Revised and Expanded). |
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Vehicles and Starships |
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Speeders: |
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Privately owned speeders cannot legally mount weapons. |
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Some exceptions are granted on a case-by-case basis. Examples would include a private armored car company or a wealthy businessman who requires the personal protection. |
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Swoops and speeder bikes used in dueling arenas may be modified in any way desired, but may not be used outside of competition. |
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Most populated areas require that speeders be registered with city controllers and that they follow set traffic patterns. Registration entails an easy Bureaucracy roll and a fee of from 50-500cr. Violators will have their vehicle impounded and may be subjected to fines or imprisonment. |
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Speeders may be modified through jury-rigging or actual modifications. |
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Cost of Speeder Modifications: |
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Weapons may be added at a base price of cost of the weapon + 1500cr. |
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Starships: |
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Ships may mount weapons if properly licensed in accordance with guidelines established in Platt's Starport Guide. |
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Freighters and similar ships may be modified using the rules outlined in Galaxy Guide 6: Tramp Freighters. |
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Miscellaneous Options: |
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Auto-Defense Globe - rotating globe fitted with sensors and blaster. +2 difficulty to hit globe due to its size. 4D fire control; damage 5D; range same as heavy blaster pistol. STR of globe is 2D to resist damage. Cost: 7000cr. |
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Gas Canister - releases a 5m radius cloud which persists for 1D6 rounds. Cost: 500cr plus gas type. |
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;Sleep gas - 6D stun. Requires breath mask to resist. Cost: 100cr. |
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Nerve gas - 6D damage. Requires environmental suit to resist. Cost: 1000cr. |
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Blackout gas - fills area with inky-black cloud. All actions requiring sight are at -5D. Sensors can negate this. Cost: 500cr. |
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Diffusion gas - reduces effectiveness of blaster bolts. Shots entering the cloud lose 2D of effectiveness. Cost: 500cr. |
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Paralysis Grid - causes neural paralysis to anyone standing on the grid. Grid covers area 2m square. Roll stamina + any energy resistance gained from armor. Very difficult roll allows movement otherwise target is paralyzed until field is shut off. Grid has 3D to resist damage. Cost: 10000cr + 1000cr/2m square. |
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Security Sensors - may be concealed at an additional cost of 500cr per sensor. Requires a Very Difficult search to find. Each may be connected to a central control computer at a cost of 500cr per scanner. |
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Automated Scanners - 3000cr. Each may be set to scan for lifeforms, energy, motion, etc within 50m. |
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Infrared Beam Scanner - 300cr. Each may secure one door or 50m of perimeter. May be linked to auto-defense lasers (6D damage; Very Difficult to dodge) at a cost of 2000cr per door or 25m of perimeter. |
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Pressure Sensor - 100cr + 50cr per 1 square meter. Moderate security to avoid or disable. |
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Surveillance Holocams - 300cr per camera. |
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Sonic Sensor - 1000cr + 200cr per 1 square meter. Difficult sneak to fool or disable. |
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Fiber-Optics Computer - immune to EMP effects. Twice as large as normal. Cost: 5x normal cost. |
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Distortion Mesh - dampens sensor probes. May be placed on starship hulls or buildings. Subtracts 1-3D from sensor attempts. Causes ship to expend power cells twice as fast. Cost: 500-1500 per 5m squared. |
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Portable Solar Power Converter - manpack portable. Provides recharge power for energy cells. Recharges 1D3 cells per two hours of use when placed in sufficient sunlight. |
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Dedicated Computer -oversees one specific function. Cost: 60% less than equivalent multipurpose computer. |
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Minicomputer - memory of 20D. Cost: 20000cr. |
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Microframe Computer - miniature mainframe computer with 25D of memory. Cost: 50000cr. |
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Mainframe Computer - memory of 30D. Cost: 60000cr. |
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Megacomputer - memory of 50D. Very bulky and consumes twice as much energy. Cost: 100000cr. |
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Sentient "Self-Aware" Computer - outlawed. Memory of 50D. STR 1D, DEX 0D, PER 1D, MEC 1D, KNO 5D, TEC 5D. All knowledge skills are possessed at 6D+. Computer Programming/Repair 10D+. Cost: 1000000cr+. (Basic model may be upgraded. Unlike a droid, a sentient computer cannot be memory wiped and they tend to develop distinct personalities. Some have even been known to be moody at times. Rumors abound that one model once developed rudimentary psionic abilities though this has never been proven.) |
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Electronic Locks - +10 to base difficulty if proper tools are not available to circumvent. |
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Numerical Keycode - 1000cr for Moderate lock. 3000cr for Difficult lock. 6000cr for Very Difficult lock. 10000cr for Heroic lock. |
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Infrared or Laser Key - 3000cr for Moderate lock. 5000cr for Difficult lock. 8000cr for Very Difficult lock. 12000cr for Heroic lock. |
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Identity Scanner Lock - requires computer link to remote scanner device to operate properly. Computer must have MEC program of Scanner Analysis to function. |
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Remote Scanner - 4D scanner for 4000cr. |
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Locking mechanisms - may be combined to require multiple security successes to circumvent. Note: These locks are nearly impossible to circumvent as the computer directly monitors them. However, some electronic methods exist to bypass these locks and they are priced accordingly. |
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Voiceprint Analyzer - 2000cr + 1000cr for each additional print. |
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Palm Scanner - 4000cr + 2000cr for each additional pattern. |
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Retina Scanners - 6000cr + 3000cr for each additional retinal pattern. |
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Scanner Analysis Program - 4000cr for 4D Scanner Analysis skill. |
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Remote Starship Gunnery Program - for a ships' computer. 6000cr per die of skill. Must be linked to each weapon's fire control at a cost of 1000cr per die of fire control per weapon. |
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