Equipment and Starship Mods List

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max_vale
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Equipment and Starship Mods List

#1 Post by max_vale »

The following few posts will have lists of weapons, armor, equipment and vehicle modifications and their costs, along with info on how they work (game mechanics). Please let me know if anyone has any questions/concerns, thanks!


BLASTER LIST:

-Holdout Blaster: These are very small Blaster pistols that fit in the palm of a hand and have very limited range, can only fire a limited number of shots before the powerpack is used up and don't do much damage; but their appeal is that they are very easy to conceal. They are illegal in most 'civilized' Star Systems. Range (in meters) is 3-5/10/15 and they do 4D damage per shot and hold 10 shots per Powerpack. Cost: 350 credits.

-Sporting Blaster Pistol: These are well-made, long-barreled pistols intended for use in hunting and target shooting and they are typically found in the hands of many aristocratic or well-to-do members of society. They are typically legal, though require a Permit in most parts of the Galaxy. They have excellent range, but limited hitting power and a Powerpack holds enough for 25 shots. Range (in meters) is 3-20/40/120 and they do 4D+1 damage per shot. Cost: 600 credits.

-Blaster Pistol: The most common Blaster weapon in the galaxy, there are a myriad of versions and with a Permit, they are legal throughout most of the Galaxy. A Powerpack holds enough charge for 50 shots, they deal 4D+2 damage per shot and they have a range (in meters) of 3-15/30/100. Cost: 500 credits.

-Heavy Blaster Pistol: This is typically a large Blaster Pistol that has been designed to pack a heavier punch at the expense of ammo and range. They are illegal throughout most of the Galaxy, though many Mercenary and Bounty Hunters can get special Permits to carry them. A Powerpack holds enough charge for 25 shots, they deal 5D damage per shot and they have a range (in meters) of 3-12/25/75. Cost: 750 credits.

-Hunting Blaster Rifle: These weapons are designed for those living on more primitive worlds to be able to obtain food and/or protect themselves from predators as well as for trophy hunting 'sportsmen' and are legal almost everywhere in the Galaxy with a Permit. A Powerpack holds enough charge for 25 shots, they deal 4D+2 damage per blast and they have a range (in meters) of 3-35/120/200. Cost: 700 credits.

-Blaster Carbine: These weapons are a favorite among many members of various Military, Mercenary, Bounty Hunter, Law Enforcement and Criminal groups due to the power, versatility and ammunition they pack. The favorite weapon of Imperial Stormtroopers, they are typically only legal with a special permit granted to Mercenary, Bounty Hunter or Law Enforcement agencies. They may be fired with either 1 or both hands, they have Powerpacks that hold enough charge for 50 shots, they deal 5D damage per shot and they have a range (in meters) of 3-25/75/150. Cost: 850 credits.

-Blaster Rifle: These are military weapons and have amazing range and power. They are illegal everywhere in the 'civilized' galaxy and a powerpack for these weapons holds enough energy for 50 shots. They do 5D+1 damage per shot, and have a range (in meters) of 3-50/150/300. Cost: 1,000 credits.

NOTE: All 'pistols' can be fired with 1 hand with no penalty while any Rifle fired with only 1 hand incurs a +5 to the Difficulty Number (i.e. a Short Range shot, typically a Difficulty number of 10 becomes 15 if someone fires a Blaster Rifle with 1 hand). Carbines can be fired with either 1 or both hands.

SECOND NOTE: All blasters EXCEPT for Holdout Blasters and Sporting Blaster Pistols have an attached scope. If used for 1 full round of aiming at a target (no other actions possible that round), they will modify the Difficulty of a Medium Range shot (typically 15) to that of a Short Range shot (typically 10) and the Difficulty of a Long Range shot (typically 20) to that of a Medium Range shot (typically 15). They will never alter the Difficulty of a Point Blank, Short or Extreme range shot.
Last edited by max_vale on Sat Nov 23, 2019 3:29 pm, edited 1 time in total.

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Re: Equipment and Starship Mods List

#2 Post by max_vale »

REPEAT BLASTERS:

Repeat Blasters are military weapons that are large, long-barreled weapons that fire bursts of several blaster bolts with each pull of the trigger. They are completely illegal for anyone outside of the military except for a few special Mercenary or Law Enforcement Agencies, which are heavily regulated.

These weapons come in two varieties:

-Light Repeat Blaster: These weapons are capable of being carried and fired by 1 person (though with difficulty), or being operated by a pair of troops or mounted to a vehicle. They are quite long and heavy and are either powered by a powerpack or are hooked to a generator (the generator is either part of the vehicle the weapon is mounted on or carried by a second individual). The weapon is always equipped with a bi-pod that can be snapped down for firing from a prone or stable position (i.e. the Bi-pod is resting on a shelf/wall/etc.) or snapped up for easy (well, easier) carrying. If they are being carried and fired 'from the hip' (i.e. WITHOUT using the bi-pod); the weapon draws from its own Powerpack (enough ammo for 15 bursts) and due to the heavy weight and recoil, a STR roll of 10 (which doesn't count as an Action for the round) is made before any Blaster rolls are made. If the roll succeeds, proceed with Blaster rolls per usual. The roll fails, the shots still occur, but they automatically miss as the recoil and weight proved too much and the shots go high (or low, or wide). If the weapon is hooked into a generator (operated by a second individual or part of the vehicle/ship its mounted too), then ammo is essentially unlimited. These weapons do 6D damage per burst (2D to vehicles) and have a range (in meters) of 100/200/400. Cost: 2,500 credits.

-Heavy Repeat Blaster: These weapons are massive and require 3 or 4 people to carry (1 or 2 carry the Weapon itself, 1 carries the Tripod and 1 carries the generator); and 2 to operate. Once assembled and placed on a tripod and hooked into a power generator, one person utilizes the spade grips to fire the weapon (and rotate it; it has full 360 degree arc on its tripod and up to 70 degrees elevation) while another has to monitor the power flow from the generator. If there is no one to monitor the power flow from the generator, then each round the weapon is fired, a roll of 3D is required from the firer. On the fist round, a Difficulty number of 5 must be beat on the 3D roll (this does NOT take an action); on the second round a Difficulty number 10 must be beat and on the third round, a Difficulty number of 15 must be beat; all on a 3D roll. If the roll is made, shots are fired per usual. If the roll is failed, the generator overheats and burns out and the weapon may not be fired again until the generator is repaired per GM decision on how much time, Difficulty number etc. is required. These heavy weapons do 7D damage per burst (3D to vehicles) and they have a range (in meters) of 150/300/600. Cost: 5,000 credits.

Note: When mounted on vehicles or ships, they can either be pintle mounted (meaning someone has to actually point and shoot the weapons) OR they have be mounted as Vehicle Weapons themselves. In this case, they are called "Light Auto Blasters" (Light Repeat Blasters) or "Heavy Auto Blaters" (Heavy Repeat Blasters).
Last edited by max_vale on Mon Nov 11, 2019 1:32 am, edited 1 time in total.

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Re: Equipment and Starship Mods List

#3 Post by max_vale »

MELEE WEAPONS:

Note: Melee weapons include all hand-to-hand weapons (with the notable exception of Lightsabers) and any missile weapons that are NOT thrown (i.e. Bows, Crossbows, slings, etc.). Weapons designed to be hurled by hand, i.e. Throwing Knives, Spears, etc., use the THROWN WEAPONS skill (also under DEX). Melee weapons use the skill 'Melee Weapons' under DEX to achieve a hit; the Difficulty number is determined by the weapon used (listed below) UNLESS a missile weapon, in which case the range determines the Difficulty number per usual (i.e. Short = Difficulty 10, Medium = Difficulty 15, etc.).

-Knife: a catch-all category that covers all non-large knives designed for anything from cutting meat to pocket knives; DIFFICULTY TO USE: 5; Range in meters: (If designed for throwing) 2-4/6/12; Damage: STR +1; Cost: 5 credits.

-Large/Combat Knife: a category for larger blades like Cleavers, Machetes, Saw-toothed Survival Knives and the like; DIFFICULTY TO USE: 5; Damage: STR + 2, Cost: 15 credits.

-Clubs: a category to cover anything easily carried in one hand and that is a blunt weapon; anything from a tree branch to a bar stool leg to a billy club to a collapsible baton. DIFFICULTY TO USE: 5; Damage: STR +2; Cost: 20 credits (for collapse baton/billy club).

-Gaffi Stick/Staff/Large Clubs: a category to cover kind of large/long/heavy blunt instrument to include Tusken Raider Gaffi Sticks to Quarterstaves used by Martial Artists to Maces. DIFFICULTY TO USE: 10, Damage: STR + 1D; Cost: 30 credits.

-Swords: a category that covers any 1 or 2 handed blade that is longer than a knife to include Rapiers, Long Swords, Broad Swords, Dueling Swords, Katanas, etc. DIFFICULTY TO USE: 10, Damage: STR + 1D+1; Cost: 50 credits.

-Spears: a category that covers any pole weapon with a sharply pointed end to cover everything from simple Ewok javelins to 2 meter long, expertly crafted hunting weapons. DIFFICULTY TO USE: 10, Damage: STR + 1D; Cost: 25 credits (Crafted Hunting weapon). Range in meters (if designed for hurling): 2-5/15/30.

-Bows: category to cover everything from simple weapons used by primitive cultures for hunting to modern pull-bows; Damage: 4D; Range in meters: 3-10/20/40, Cost: 30 credits. Arrows: bundle of 10 Cost: 15 credits; Quiver (holds 20 arrows) Cost: 10 credits.

-Crossbows: Damage: 4D+1, Range in meters: 3-12/25/50; Cost: 50 credits. Bolts: bundle of 10 Cost: 15 credits, Case (holds 30 Bolts) Cost: 10 credits.

MODERN MELEE WEAPONS:

VIBROWEAPONS: These are blades or axes that have a generator built into the handle that can be switched on and cause the blade to vibrate (audibly) and therefore be able to cut through much thicker material than they otherwise would be able too, much faster. A typical weapon's charge can last for approximately 2 hours of use if 'locked on'; or for quite a long time if only used in small segments of time here and there.

-Vibroblade: This is a large knife with a vibrating blade; Difficulty to use: 10; Damage: STR + 1D+1; Range in meters (if thrown): 2-4/5/10; Cost: 250 credits.

-Vibroaxe: This is a large (meter to a meter and a half) axe with a large, heavy head that can be turned into a devastating, vibrating weapon; but one which takes a lot of talent to wield effectively and requires both hands to utilize. Difficulty to use: 15; Damage: STR + 2D; Cost: 300 credits.

ELECTRO-WEAPONS: These are weapons that are similar to lightsabers in that they have a metal handle with a push-button that activates a generator that creates an electric field; but smaller than the 'blade' of a lightsaber and typically either on either one end or sometimes both. Some weapons can utilize these electric fields only in a lethal manner, others only in a stunning capacity and a rare few, both. In all cases, these weapons can be used to parry lightsabers (the 'electrified end or ends' anyway).

-Stun Staff: a meter and a half to two meter long staff with 1 end that generates a stun energy field when activated. Difficulty to use: 10; Damage: STR +1D+2 (Stun); Cost: 350 credits.

-Electro Staff: a meter long to two meter long staff that generates lethal energy fields on both ends when activated and which is quite difficult and tricky to effectively wield in combat. Difficulty to use: 15; Damage: STR +1D+2; Cost: 400 credits.

-Force Pike: a two meter long weapon that has the ability to be used as either a Stunning weapon OR as a lethal weapon. Difficulty to use: 15; Damage: STR + 2D; Cost: 500 credits.

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Re: Equipment and Starship Mods List

#4 Post by max_vale »

ARMOR:

-Blast Vest: This is a heavy vest that protects the wearer's torso from damage and gives a +2 to STR to resist damage, but also causes a -1 penalty to all DEX skills rolls. Cost: 500 credits.

-Armored Clothing: Typically tailored to look like a jacket or thick, long-sleeved pull-over; these can also be tailored to look like a formal suit jacket or dress. No matter the appearance, they are thin enough to wear easily, yet still provide a modicum of protection as well. They give a +1 bonus to STR to resist damage and cause no DEX penalties. Cost: 500 credits.

Body Armor: This is a full suit of armor that covers the entire body and due to its expense, is rarely seen outside of military or Bounty Hunter usage. They provide a full +1D to STR to resist damage, but they also cause -1D to all DEX related skill rolls. They are also illegal without special permits throughout 'civilized' space. Cost: 2,000 credits.

'Sealed' Body Armor: This is a full suit of armor that is also sealed for usage in any and all environments (underwater, in space, on poisonous gas filled worlds, against radiation, etc.) and the most famous example would be the armor suits worn by Imperial Stormtroopers. They come complete with special gloves, a body suit, boots and a full, enclosed helmet and typically have a re-breather/tank system built in that allows the wearer to survive for up to 4 hours in any environment. It is STRONGLY suggested that any wearer also ensure they have a built-in comms system in the Helmet or added to the armor to ensure the ability to call for help in an emergency (Stormtroopers have this built into their helmets). These suits, like standard Body Armor, provide +1D to STR to resist damage and give a -1D to all DEX related skill rolls. They are illegal for anyone outside of Imperial usage; though some 'approved' Bounty Hunters who wear such suits are frequently 'overlooked' by the Empire. Cost: 3,500 credits.

-Helmet: This is the standard helmet that leaves the face uncovered and provides a +2 bonus to STR rolls to resistant head-specific injuries (assuming the attack doesn't hit the unprotected face). They cause no PER related skill penalties. Cost: 150 credits.

Full Helmet/Flight Helmet: This is a helmet that covers the entire head and face (either all the time or with a pull down/pull up mask; and typically has a built in visor, re-breather, vacuum seal to connect at the neck with a Flight Suit or Utility Space suit and comms system to ensure that it can be worn in vacuum/poisonous gas environments and the wearer can still see, breath and communicate. It provides a +1D to STR rolls to resist any head-specific injuries and they Cost: 500 credits.
Last edited by max_vale on Sat Nov 23, 2019 3:45 pm, edited 1 time in total.

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Re: Equipment and Starship Mods List

#5 Post by max_vale »

SLUGHTHROWERS, LAUNCHER WEAPONS AND EXPLOSIVES:

-Note: Weapons that use a chemical reaction (typically a powder exploding) to propel a solid missile (the 'slug') through a metal tube (the 'thrower') to inflict damage on an opponent. Typically only found in primitive, low technology worlds, they are sometimes used as an 'exotic' weapon or because some can be 'silenced' (i.e. their sound made VERY quiet), which can be of benefit to Special Forces and/or Assassins.

-Black Powder Pistol: A one-handed pistol that can only carry a single round at a time and has a limited range but inflicts a decent amount of damage. They are quite loud and give off a solid amount of smoke when fired. A permit is required to own/carry one on 'civilized' worlds. It takes 2 rounds to reload them (no other actions being possible during those rounds) after being fired; they inflict 4D damage per shot and have a range (in meters) of: 2-3/6/12. Cost: 100 credits; 20 rounds and powder for those 20 rounds costs: 50 credits.

-Black Powder Rifle: A much larger (typically a meter to a meter and a half in length) version of the weapon listed above; they require 2 hands to fire and like the black powder pistol it is quite loud and gives off a lot of smoke when fired. It takes 3 rounds to reload after firing (it only holds 1 shot at a time); it inflicts 4D+2 damage per shot and it has a range (in meters) of 3-12/40/80. Cost: 200 credits; 20 rounds and powder for those 20 rounds costs: 50 credits.

-Semi-Auto Pistol: A much more advanced weapon than the black powder weapon, these pistols carry 8 rounds in a 'clip' that fits inside the handle and each bullet (round) already has its own powder contained in the casing of the round (ejected when fired). While the weapon is still fairly loud, there is very little smoke from the shot and the weapon can fire with each pull of the trigger until the clip is empty. A silencer (or suppressor) can be attached to the barrel, and if this option is taken it makes anyone's chance of hearing the weapon fired from more than 3 meters away to have to beat a 15 on a Perception roll if within 10 meters; or a 20 on Perception roll if within 11-50 meters. Anyone further away than that has no chance to hear it. Permits are required for these weapons. Damage is 4D+1, range (in meters) is 3-10/25/50. Cost: 250 credits; Ammo: (weapon comes with 1 clip) 25 credits for 100 rounds, 5 credits for spare clips (which come empty). Silencer/Suppressors cost 50 credits.

-Semi-Auto Rifle: A larger and longer barreled version of the weapon listed above; these weapons come with a clip holding 20 rounds and they cannot be fitted with suppressors/silencers; but they CAN be fitted with a scope (cost 25 credits). Permits are required for these weapons and a Damage is: 4D+2, range (in meters) is 3-25/50/100; Cost: 300 credits; Ammo: (weapon comes with 1 clip) 25 credits for 50 rounds, 10 credits for spare clips (which come empty).

-Submachinegun: These weapons can be fired with 1 or 2 hands and unlike semi-automatic weapons, each pull of the trigger fires a burst of 5 rounds. They are illegal except for select law enforcement, mercenary and bounty hunter groups, who can get special permits for them. They may NOT be fitted with a suppressor/silencer or a scope but they can utilize either a standard clip which holds 30 rounds OR a large drum which carries 50 rounds. The DO have an unfortunate tendency to jam; so every time they are fired, a special d6 is rolled along with the firing dice and if a 1 is rolled, the weapon jams (i.e. the ammunition feed stops and the weapon can't be fired until cleared). This requires an Easy (10) roll on Equipment repair) Damage is: 5D per burst, range (in meters) is 3-15/30/100; Cost: 400 credits; Ammo: the weapon comes with 1 clip (NOT a drum, they must be purchased separately), 25 credits for 50 rounds, 10 credits for spare clips, 15 credits for a drum (spare clips and drums comes empty).

-Enforcer .48 caliber revolver pistol: These are rare, extremely powerful slugthrower pistols from the Morellian system. Instead of a clip, they have a 6 round revolving cylinder holding the rounds that rotates with each pull of the trigger to bring the next round to the firing chamber. A number of rounds can be reloaded per turn on the basis of 1 per action; though it takes 1 full round to unload all 6 spent rounds as the 'shell' is not ejected when fired. These weapons require a permit to use and they can't be fitted with a suppressor or scope. They may be fired with both hands (1 hand bracing the other) or with only 1, but if fired with only 1 a STR roll of 10 is required (doesn't impact skill rolls) due to the tremendous recoil. If this roll is failed, the shot is fired, but misses. They inflict 5D damage, have a range (in meters) of 3-10/25/50; Cost: 450 credits, Ammo: 30 rounds cost 50 credits due to their rareness.


LAUNCHER WEAPONS:

-Note: This is a catch-all term for weapons which propel missiles such as Grenade Launchers, Missile Launchers, Flechette Launchers, Wookie Bowcasters, or Grapnel Throwers.

-Grenade Launcher: a break-open weapon that holds 1 grenade, it takes 1 whole round to break open and load a new grenade in after firing. These weapons are illegal except for special permits given to Mercenary, Bounty Hunter and Law Enforcement groups and even then, they are only allowed to use these weapons to fire Stun grenades. They are not typically fired directly at a target, but rather are 'arced' to a spot on the ground; they have a minimum range of 10 meters and if the round impacts something before this distance is reached, it will NOT explode. This is done to prevent an errant shot or misfire from harming the firer or those near him/her. Damage is dependent on grenade type fired, range (in meters) is 10-25/75/150; Cost: 750 credits, Ammo: 1.

-Missile Launcher: A (primarily) anti-vehicle weapon that consists of a tube with a pistol-style handle and trigger and an attached scope; the Missile Launcher is about a meter long and has the capability to destroy or severely damage most vehicles. These weapons hold a single missile at a time and like grenade launchers, they have a minimum range of 10 meters that the missile must travel before being armed and able to explode. These weapons are illegal to all except for the Imperial military and they have a range (in meters) of 10-50/100/200 and each missile inflicts 8D (4D vehicle scale) damage. Each missile has a blast radius of 3/6/10 meters, going down 3D in damage each range bracket (i.e. 8D/5D/2D) as they were NOT designed to take out personnel like (most) grenades are. Cost: 1,500 credits (launcher); 1,000 credits per Missile. If the attached scope is used for 1 full round before firing, the firer gets a +1D bonus to their Launcher Weapons skill when firing. Note: There is a special 'back-pack' that can carry 3 Missiles that costs 250 credits (with no missiles).

-Flechette Launcher: A large, boxy, double-barreled break-open weapon that fires special canisters filled with dozens of razor-sharp metal missiles (flechettes), this weapon propels the canister out, which then quickly explodes to fill a 5 meter wide area with said flechettes, which have the ability to do tremendous damage to a large group of personnel out in the open. They are NOT particularly well suited to doing damage to vehicles, so the damage against vehicles is reduced by -1D from the typical scale (i.e. they only do 1D+2 damage to vehicles instead of 2D+2). Both barrels may be fired in the same round, but each shot is a separate shot and each canister deals its own damage. It takes a whole round to reload both barrels. These weapons are highly illegal. Damage is 6D+2 to all within the 5 meter radius. Range (in meters) is 3-15/30/100 and the weapon costs 1,000 credits. Ammo: 2; each canister costs 750 credits.

-Wookie Bowcaster: A large 'laser crossbow' utilized by the Wookies of Kashyyk; the Bowcaster is a powerful weapon that launches a missile that is enveloped in an energy 'cocoon' when fired and it inflicts powerful damage when it hits. It is loaded with a cylindrical ammunition magazine that holds 6 'bolts'; while it ALSO has a powerpack that provides enough energy for 30 shots. Each shot has a powerful recoil that requires any non Wookie (or similarly large and strong alien) to make a Difficulty 10 STR roll to handle or the shot goes wide. (This roll does NOT count as an action for the round) Damage is 5D+2, Ammo: 6 per magazine; 30 per powerpack with a magazine costing 25 credits and a powerpack costing the same. Range (in meters) is 3-20/60/120 and the Cost for the unique weapon is 1,000 credits.

-Grapnel Thrower: This is a launcher that fires a 10 meter long syntherope with attached grappling hook and it can be utilized in 3 main ways. The first is to put a rope somewhere higher than the firer for the purposes of climbing. The second is to 'harpoon' an object, so that it can be brought back to the firer (GM's discretion on how to rule the Difficulty for this). The last is as a means of "tying up" an opponent (like Boba Fett tries to do to Luke in Return of the Jedi). Typically the Difficulty for the 'shot' is 10 (to just put in on the right place of a wall, cliff, etc. to climb...or to snare a medium sized object); but for special 'harpooning' situations, GM decision. For 'tying up' an opponent; the Difficulty is 15 and if the shot succeeds, the target will be unable to take any actions others than trying to get free for 1d6+1 rounds. (Special Modifiers may be in place for opponents who are holding vibroweapons or lightsabers, etc.). Grapnel Throwers can be carried separately, like a weapon OR they may be integrated into a suit of Body Armor or on a vehicle for a cost of 500 credits. Cost: 250 credits; Range: 3-5/7/10.

EXPLOSIVES:

-Note: This category covers grenades, thermal detonators and explosive charges of detonite.

-Grenades: These are spherical weapons that are tossed at opponents and they then explode to do damage/stun/release smoke a few moments after being armed and thrown. They utilize the 'thrown weapons' skill and the Difficulty number to beat is based on range and possible other modifiers (if trying to throw into a narrow alley or behind a certain rock, etc.) and they have a 'blast radius' that all in the effected area must check to see how they are affected. If the throw misses, the weapon scatters 2d6 meters in a direction chosen by a roll on the Scatter chart by the GM. There are 3 main types of Grenades; 'Standard' grenades, which are designed to take out personnel with a powerful blast and fragmentation of sharp metal missiles; 'Stun' grenades which deliver a bright, disorienting flash of light and a concussive sound at the time of the explosion; and 'Smoke' grenades, which fill the air with a thick cloud of various colored smoke to hide/disorient opponents. Stun and Smoke grenades are only legal for Mercenary, Law Enforcement or Bounty Hunters which pay for special permits to use them; while Standard grenades are illegal for all except for Imperial Military forces. All grenades can be fired from Grenade Launchers; and all can be thrown with a range (using Thrown Weapons skill) of 10/20/40 meters. Standard and Stun grenades have a blast radius of 4/8/12 meters and they inflict 7D/5D/3D damage (normal or Stun for Stun grenades) to all in the blast radius. Standard Grenades do 3D damage to vehicles in the 4 meter blast radius (none to vehicles past this range) and Stun grenades don't impact vehicles but MAY have an affect on those crewing/riding in the vehicle depending on the circumstances (GM's disrection). Smoke grenades spew forth a large amount of thick, colored smoke that covers a 5 by 5 meter area (height and width in all directions). Anyone in the area is reduced to coughing (if no breathing apparatus/mask is worn) and they must immediately move to get out of the Smoke in a randomly determined direction. All shots fired into/thru a smoke screen receive a +10 modifier to the Difficulty to hit the target in or on the other side of the Smoke Screen. Standard Grenades cost 500 credits each, Stun grenades and Smoke grenades cost 200 credits.

-Thermal Detonator: These highly illegal weapons are extremely powerful weapons and they follow all of the rules of Standard grenades as listed above with the following modifiers; they inflict 7D+2/6D/4D+2 damage (3D+2 to vehicles within 5 meters), they have a throwing range (using Thrown Weapons skill as per Grenades) of 10/20/30 meters, they may NOT be used by Grenade Launchers and they have a blast radius of 5/10/15 meters. Thermal Detonators cost 1,500 credits each.

-Explosive Charge: This is a cube (approximately grenade sized) of a plastic explosive compound known as Detonite that has an adhesive surface, a remote trigger button (when pressed, it 'arms' the receiver antennae) and if inflicts damage to a very specific place...typically a vehicle or wall of a building. The weapon is triggered by a Remote Detonator trigger (carried separately and which can activate up to 10 charges at once) and it inflicts 9D damage (5D vehicle scale) to whatever its attached too. It is not really designed to take out personnel, but anyone within 3 meters will suffer 5D damage from the blast; while anyone in the vehicle or building so triggered will obviously suffer harm as a result. These weapons are highly illegal and each cube of detonite costs 750 credits each while the Remote Detonator Trigger costs 500 credits.
Last edited by max_vale on Fri Nov 22, 2019 2:35 am, edited 3 times in total.

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Re: Equipment and Starship Mods List

#6 Post by max_vale »

MISCELLANEOUS EQUIPMENT:

-Comlink: Essentially a cell-phone (that can only make calls) with an approximate range of 100 kilometers (cannot reach orbit); with the ability to access approximately 100 different channels. If used to attempt to listen in and/or jam (by filling with white noise) certain channels, they have a +1 to any/all Systems Operations rolls (Typically this would be a Difficult or Extremely Difficult Number to beat). They can be made to be a head-set (i.e. hands free) for an extra 25 credits; or installed in a Helmet or Full Helmet for 50 credits. Cost: 100 credits.

-Subspace Comms Pack: Backpack sized, these communications devices have the ability to contact anyplace on a world or reach ships/stations in orbit (and vice-versa) and are only legal if a special permit is obtained (typically for Mercenary Units, special Law Enforcement divisions, Special Rescue or Scout teams, etc.). They can be used to access over 200 different channels and can be used for special encrypted calls or to be utilized in attempts to listen in/jam certain channels with a game affect of +2 to any Systems Operations rolls (Most often, this will mean a Moderate Difficulty number to beat) and they cost 500 credits.

-10 Meter Syntherope: Extremely strong and able to support up to 200 kilograms of weight. Cost: 5 credits. A Flexi-steel lanyard (i.e. a grappling hook) can be attached, cost: 5 credits.

-Glow Rod: This is a hand-held light (flashlight) that typically has a charge that can run for approximately 10 hours total life. Cost: 5 credits.

-Rations: 5 days worth: Preserved food bars and canteens of water that can provide enough nourishment for most species for 5 days and come in a container that can fit in most packs. Cost: 50 credits.

-Chronometer: A time-piece that typically comes with a strap to wear around a wrist (i.e. a watch). Cost: 25 credits.

-Macrobinoculars: Field glasses in a sturdy, plastic shell that give x2, x5, x10 and x25 magnification out to 500 meter range. They typically have a small range-finding laser (invisible beam) that provides range-data when a button is pressed; this has a battery life of 2 hours total. Cost: 150 credits. Note: a Monocular (i.e. telescope) version approximately half-a-meter long is available as well. Stats are the same except it does not have the range-finder but it also has a longer range of 1,000 meters. Cost is the same.

-Recording Rod: A small hand-held recording device that will record all nearby sounds (frequently used to capture music, speeches, someone's notes, etc.) for up to 6 hours. Play-back, re-wind and fast-forward are all options. Cost: 30 credits.

-Pocket Computer: A tablet sized device that is essentially a small lap-top computer. Typically used for writing things down, making computations, etc. Cost: 200 credits.

-Pack: These include shoulder bags, back-packs and satchels. They can typically hold about half-a-meter cubic volume of material (GM discretion). Cost: 25 credits.

-Sleeping Bag/Bedroll: A zip-up blanket/bedding combo that can be rolled up for easy transport. Cost: 10 credits.

-Equipment Tool Kit: This is a set of tools that can be utilized for almost any character-scale equipment repairs/modifications to include Weapons, Armor, Computers, Comms, etc. They typically come in either a specialized belt or a folding box designed to carry/hold them (separately, the box or belt cost 10 credits with no tools included). Cost: 150 credits.

-Vehicle Tool Kit: This is a set of tools utilized to fix all manner of repulsorcraft, wheeled land vehicles, skimmers, boats, starfighters, light frieghters, shuttles, etc. They tend to come in a large box about a meter long and half that wide; and a tool-belt that can hold perhaps a third of the tools at any one time can be purchased separately for 10 credits. Cost: 300 credits.

-Droid Tool Kit: This is set of tools designed to be used on Droids of all kinds. They typically come with 3 restraining bolts and a remote that can activate/de-activate those bolts. They come in a box about the same size as a Vehicle Tool kit and a tool-belt can be purchases separately that can hold about half the tools in the kit can be purchases for 10 credits. Cost: 200 credits.

-Face-breathing mask: This is a mask that can be placed over the face and which has a tube that connects to a belt-clipped gas tank which holds approximately 1 hours worth of air and will allow for the wearer to be able to survive in areas filled with gasses which would be harmful to them; though it does NOT allow someone to survive in vacuum or deep underwater, etc. Cost: 125 credits.

-Storage Locker: A large 1.5 meter tall by 1 meter wide by 1 meter deep metal box for holding various items. Door is opened with a 4 digit press button lock and can hold anything from clothes to space suits to weapons to general equipment. Cost: 150 credits.

-Medpac: An item that is used to treat the wounded as a one-use emergency kit. Cost: 100 credits.

-Medicines: This represents a shipment of medicines and medical equipment such as bandages, gauze, sutures, etc. that are good for up to 15 uses in a hospital/clinic/med bay by trained professionals such as Doctors or Medical Droids. If not utilized, the medicines will go bad in approximately 6 months. Cost: 500 credits.

-Bacta Tank: A powerful 2 meter tall by 2 meter wide tank which requires ample power and a full supply of the miraculous medicine known as Bacta to be operational. If these conditions are met (i.e. the Tank is set up at a base or on a Ship for example), the Bacta Tank can heal almost any Wound in a matter of days. (Mortally Wounded characters placed in a Bacta Tank will be healed fully over the course of 1d3 days with a roll by a Doctor/Healer using the Medicine skill to defeat a Difficulty of 15; Failure means they are healed to a status of Wounded and after those 1d3 days have passed, another roll may be made. Incapacitated characters placed in the Tank may be fully healed on a roll that defeats a 10 (again 1d3 days pass)...if failed, they are only Wounded and a second roll can be made after 1 day; if Wounded, a 5 is the Difficulty number and if beat, they are fully healed in 1 day. Bacta Tanks cost 2,500 credits and a supply of Bacta (good for 10 healing rolls and will last for 3 months) costs 2,500 credits.

-Casual Clothes: These represent informal clothes and typically cost 50 credits for one complete outfit.

-Work Clothes: These represent semi-formal clothes that people typically wear to their jobs and they typically cost 100 credits for one complete outfit.

-Formal Clothes: These represent the finest clothes that people typically only wear to very formal occasions and they typically cost 250 credits for one complete outfit.

-Cold Weather Suit: This represents a parka and insulated pants designed to keep one warm in extreme cold. Cost: 200 credits.

-Flame-Proof Suit: This represents a flame retardant jump suit that is frequently worn by fire-fighters or others who are frequently around areas that are likely to combust. Cost: 200 credits.

-Flight Suit: This represents a suit that is designed for High-G and sub-zero environments while also being not so bulky that it would adversely impact someone's ability to fly an Airspeeder or Starfigther or similar craft. They include boots and gloves that are vacuum-sealed, along with a neck seal that typically connects to a Flight Helmet (Full Helmet with a vacuum seal to the Flight Suit) and if needed it can provide up to 6 hours worth of oxygen (or other necessary gasses) to the wearer in vacuum conditions. Also, it can keep a being from blacking out if performing high-G maneuvers in an atmosphere. They can be worn for about a year if no damage is dealt to them before becoming unsafe. Cost: 1,200 credits. (Flight Helmet NOT included)

-Utility Space Suit: This represents the typical suits found in Emergency closest on most Space Ships of Shuttle, Light Freighter, etc. size and larger. They include built in gloves and foot coverings along with a hood and special face-mask to allow for limited time surviving in a Vacuum. They take about 2 minutes to put on and they will keep someone alive in vacuum for up to 2 hours. They typically can only handle vacuum conditions 1-3 times before being rendered unsafe. Cost: 500 credits.

-Full Space Suit: This is high quality, bulky space suit that includes a built in gloves, boots and a full helmet with built-in comlink AND emergency beacon and mini propulsion unit that allows the wearer the ability to make small maneuvers and short 'trips' in space. There is enough oxygen (or other necessary gasses) to keep the wearer alive for up to 12 hours and the suit can be worn up to 3 years if no damage is dealt to the suit before it begins to degrade to 'unsafe' levels. The suit IS quite bulky and anyone wearing one is at -1D to all DEX related skills; and the suit takes approximately 15 minutes to put on/take off. Cost: 2,500 credits.

-Flight Helmet: See Full Helmet above; Cost: 500 credits.
Last edited by max_vale on Sat Dec 14, 2019 4:40 pm, edited 2 times in total.

max_vale
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Re: Equipment and Starship Mods List

#7 Post by max_vale »

VEHICLES:

-Repulsorcraft: These are a family of vehicles that all operate on 'repulsor-technology' and all use the 'Repulsorlift Operation' skill. Military models abound, but discussed below are just the far more common civilian models and Repulsorcraft are typically divided into 4 major types:

1. LANDSPEEDERS: A category of vehicles that have an altitude range of half-a-meter to 3 meters off the ground; are designed to operate over land, usually have a single driver and a number of passengers and fall between 2.5 to a dozen meters in size (length, width, height) and these are by FAR the most common vehicle in the Galaxy. A typical model:

-SoroSuub XP-38: an extremely popular model of landspeeder that has a permanent windshield with optional convertible canopy roof; it is operated by a driver and has a passenger seat next to the driver in the front and a bench seat in the rear to hold up to 3 more people. It is fairly fast, agile and is hardy enough to require little maintenance. For these reasons, it has sold quite well throughout the Core, Inner Rim, Mid-Rim and even the Outer Rim territories.

Size: 3 meters long
Crew: 1
Passengers: 1-4 (1 in seat next to Driver, up to 3 in bench seat in the back)
Cargo Capacity: 10 kilograms
Speed: +1D+1
Maneuverability: +1D
Body: 2D
Sensors: +1
Comms: +1
Notes: 2 main models sold, Standard has a permanent windshield but no roof; the 'Deluxe' Model has a convertible canopy roof/side screens.
Cost: 8,500 (Standard), 10,000 (Deluxe)

2. SKIMMERS: These are Speeders that are designed to operate over water. They typically operate no more than 2 meters off a large body of water's surface and they will stall out if operated over land or very shallow water. They are as common as Landspeeders, though far less are usually found on any given planet, save for those which have a large number of maritime cities/civilizations. Please note that this category does NOT include boats or submersible craft. An example model is the 'Hydronics Aqua-Sled Skimmer'

Size: 4 meters long
Crew: 1 (Front Seat in an retractable canopy)
Passengers: 3 (All in a rear bench seat with a retractable canopy that is separate from that used by the driver)
Cargo Capacity: 40 kilograms
Speed: +1D
Maneuverability: +2
Body: 2D
Sensors: +2
Comms: +2
Cost: 12,000 credits

3. SPEEDER BIKES: These are fast repulsorcraft that are operated by 1 person with room for a single passenger sitting behind them that typically operate 1-5 meters above the ground and are extremely agile, though quite fragile. A typical example would be the "Ikas-Adno Starhawk';

Size: 2 meters long
Crew: 1
Passengers: 1
Cargo Capacity: 3 Kilograms
Speed: 1D+2
Maneuverability: +1D+1
Body: 1D
Sensors: +1
Comms: +1
Cost: 7,000 credits

4. AIRSPEEDERS: These are much less common than the other types of Repulsorcraft and they are designed to operate at MUCH higher altitudes. Airspeeders typically 'cruise' at altitudes of 100-5,000 meters off the surface of any given world and they are MUCH more complicated to learn how to operate than other types of Repulsorcraft (GM discretion on mods to Difficulty rolls). They are correspondingly much more expensive and its much harder to obtain the required licenses/permits to operate them on most worlds. They are typically 3-40 meters in size and most have 1 or 2 pilots (the second usually being known as 'the Co-Pilot') and sometimes several other crew members if quite large in size and have much higher maintenance requirements than other types of speeders. A 'typical' example is the 'Incom T-16 'Skyhopper'.

Size: 7 meters long/high.
Crew: 1
Passengers: 1
Cargo Capacity: 10 Kilograms
Speed: +1D+2
Maneuverability: +1D+2
Body: 2D+2
Sensors: +2
Comms: +2
Cost: 47,000 credits

max_vale
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Re: Equipment and Starship Mods List

#8 Post by max_vale »

STARSHIPS:

Note: Starships come in two broad categories; 'Light' which includes everything up to about 100 meters in length, so all star fighters, shuttles, light freighters, shuttles, small transports, etc. would fall into this group; and 'Capital', which is everything 100 meters or longer and generally includes medium freighters and transports, bulk freighters, corvettes, frigates, light cruisers, heavy cruisers, star destroyers, etc. on up to super star destroyers. A VERY RARE third category exists for space stations the size of the Death Star; but these are so few and far between that there's no real reason to go into detail here. Here are a few examples of the more common type of 'civilian ships' encountered along the space lanes.....

-Shuttles: These are ships that have been designed to primarily move people (and small loads of cargo) from ship to ship or ship to planet or any variation thereof. Some of the larger ones have hyperspace engines, but many do not and most are designed to at least have SOME level of comfort for the passengers on what is typically a 'short' journey. They are NOT typically designed to operate for extended periods of time on their own. A typical example would be the 'KDY (Kuat Drive Yards) Kappa' class shuttle that has been employed by the Empire for over a decade now and is slowly getting replaced by the newer 'Lamda' class shuttle. The 'Kappa' has also, for the past 5 years or so, been sold on the civilian market, though without the self-defense weapons and superior sensors/comms systems the Empire utilizes.

Type: KDY Kappa class shuttle
Size: 22 meters long
Crew: 2 (with 2 extra stations that can operate systems, weapons and shields)
Passengers: 16
Cargo Capacity: 40 tons (60 with no pasengers)
Consumables: 1 month
Hyperdrive Multiplier: None
Nav Computer: Yes
Hyperdrive Backups: None (No escape pods)
Sublight Speed: +1D
Maneuverability: +2
Hull: 4D
Shields: 1D
Weapons: None
Sensors: +2
Comms: +2
Cost: 50,000 credits (new); 15,000 credits (used)

-Light Freighter: Tens of thousands of these ships of a myriad different designs work the spacelanes carrying cargo and passengers anywhere and everywhere for the right price. Typically between about 20-50 meters in length and usually crewed by 1-4 people with the ability to carry 1-6 more passengers and 50-150 tons of goods; a typical example would be the Corellian YT-1300 design, made famous by Han Solo and Chewbacca who fly a HEAVILY modified version...

Type: CEC (Correllian Engineering Corporation) YT-1300
Size: 26.7 meters long
Crew: 1-2 (with 2 extra stations that can operate systems, weapons and shields)
Passengers: 2-4 (Four total cabins, stock model comes with 2 double bed cabins, 2 cabins with 2 bunk beds)
Cargo Capacity: 100 tons
Consumables: 2 months
Hyperdrive Multiplier: x2
Nav Computer: Yes
Hyperdrive Backups: Yes (2 6 person escape pods)
Sublight Speed: +1D
Maneuverability: +1D
Hull: 4D+1
Shields: 1D
Weapons: 1 Light Laser Cannon in a Dorsal Turret; Fire Control: +2 (+0 if fired from cockpit); Damage: 4D
Sensors: +2
Comms: +2
Cost: 100,000 credits (new); 25,000 credits (used)

-Starfighters: Small, one or two man attack craft that are high performance and able to carry powerful weapons in a small and maneuverable package though usually not one designed to be able to operate on its own for very long. Some are equipped with hyperdrives, but most aren't; and except for special Planetary Law Enforcement groups and Mercenaries, owning/operating one is illegal in almost all 'civilized' parts of the Galaxy. One of the most common 'civilian' starfighters in the galaxy is the Z-95 Headhunter; which in many ways was the precursor to the famous (or infamous, depending on your viewpoint) X-Wing Fighter....

Type: Subpro/Incom Z-95 Headhunter
Size: 11.8 meters
Crew: 1 (1 Droid Socket)
Passengers: none
Cargo Capacity: 80 kilograms
Consumables: 2 days
Hyperdrive Multiplier: none
Nav Computer: none
Hyperdrive Backups: none
Sublight Speed: +1D+1
Maneuverability: +1D
Hull: 4D
Shields: 1D
Weapons: 2 Triple Heavy Auto Blasters (Fire linked); Fire Control: +1D; Damage: 4D+2
Sensors: +2
Comms: +2
Cost: 70,000 credits
Last edited by max_vale on Tue Sep 13, 2022 11:50 am, edited 3 times in total.

max_vale
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Re: Equipment and Starship Mods List

#9 Post by max_vale »

SHIP/VEHICLE MODIFICATIONS:

Notes: Many owners of various vehicles or starships decide to modify their possessions to their own tastes....perhaps they add a weapon; perhaps they increase its speed by installing a more powerful engine; perhaps they add plush carpeting and a higher quality auto-chef to make it more luxurious; the possibilities are limitless. Here then are some examples of modifications that can be made and their costs (please always consult the GM if a mod can be made) and rules....

-Adding Weapons: Any weapon that is mounted to a ship or vehicle can be mounted in one of two ways; either FIXED in a certain direction (Forward, Back, Left or Right) or in a Turret (which allows 180-360 degrees of fire: anything less than 180 is considered fixed). This is chosen at the time of adding the weapon to the vehicle/ship. In addition there are limits as to how many and what types of weapons can be mounted to each vehicle or ship.

-In general, only 1 or 2 weapons may be mounted to a Speeder Bike; only 1 to 4 weapons may be mounted to a Speeder; 1 to 8 weapons may be mounted on a Starfighter; and 1 to 6 weapons may be mounted on Shuttles or Light Freighters. This number is dependent on many things such as power source of the vehicle/ship, size of the ship/vehicle, etc. (i.e. GM discretion) Please note that a Turret of 1-4 weapons still only counts as 1 weapon. Some weapons will reduce Cargo Capacity by a certain amount of tonnage; this ONLY applies to Shuttles and Light Freighters/Transports and Speeders designed to carry large amounts of people/cargo...it does NOT impact Speeder Bikes or Starfigthers or the like.

-Typically, no more than 2 turrets may be mounted on a Vehicle or Starship (of Starfighter thru Light Freighter size) and a Speeder bike may NOT have a turret weapon. This is also dependent on vehicle size, etc. Each turret may house 1-4 Blaster, Laser or Ion Cannons. Rockets, Proton Torpedo Tubes, Concussion Missiles or HYPE bombs may NOT be put in Turrets.

-Fixed weapons (of the same type; i.e. you can link 2 light lasers, but NOT a light laser and a heavy laser or a heavy blaster and a medium laser) may be 'Fire-linked' to fire at the same time, at the same target. This increases the damage inflicted on any given hit and increases efficiency as it doesn't require separate firing triggers (and therefore separate skill rolls) to fire each weapon. If a turret has 2 Light Laser Cannons for example, they are automatically linked. Multiple Turrets may NOT be linked to fire together. Each weapon linked MUST be facing the same direction, you can't link a Heavy Laser cannon facing forward with a Heavy Laser cannon facing back,

-Turrets are fired either by a station (typically on the Driver/Pilot's controls) or by a gun-well or controls in the turret itself. They can be made to be fired from both (like Han's quad Heavy Laser turrets on the Falcon; though the fire-control bonus is always less when fired from a non gun-well. Turrets may used with Blasters, Lasers and Ion Cannons and they can can hold 1-4 of the same weapon type; i.e. a Twin light laser turret holds 2 light laser cannons; it CANNOT hold 1 Light laser and 1 Heavy laser cannon). Single weapon Turrets cost 3,000 credits (NOT counting the cost of the weapon), Twin weapon Turrets cost 4,000 credits, Triple Weapon Turrets cost 5,000 credits and Quad Weapon Turrets cost 6,000 credits. Add 1,000 credits if this Turret has a Gun-Well; and each Turret with a gun-well reduces Cargo Capacity by 5 tons (The weight of weapon(s) in the Turret do NOT reduce Cargo Capacity any further); each Turret without a gun well reduces cargo capacity by 3 tons.

-List of Weapons; Damage they inflict and cost (Cost includes Installation as a Fixed Weapon. Turret cost will be listed later):

Blasters: These are smaller, lighter and shorter-ranged laser weapons that come in two types; "Auto-Blasters", which are just light or heavy Repeat Blasters mounted on a vehicle/ship; and Blaster Cannons (Light or Heavy) which don't fire bursts like Auto-Blasters, but rather more powerful bolts.

-Light Auto Blaster (i.e. Light Repeat Blaster): Damage: 2D (6D Character Scale), Cost: 3,000 credits and reduce Cargo capacity by 1 ton per Light Auto Blaster mounted.
-Heavy Auto Blaster (i.e. Heavy Repeat Blaster): Damage: 3D (7D Character Scale), Cost: 5,550 credits and reduce Cargo capacity by 2 tons per Heavy Auto Blaster mounted.
-Light Blaster Cannon: Damage: 3D+1, Cost: 7,000 credits and reduce Cargo capacity by 3 tons per Light Blaster Cannon mounted.
-Heavy Blaster Cannon: Damage: 3D+2, Cost: 8,500 credits and reduce Cargo capacity by 4 tons per Heavy Blaster Cannon mounted.

Laser Canons: These are heavier, harder-hitting Blasters; energy weapon cannons that have good range and hitting power. They come in four types: Light, Medium, Heavy and 'Assault'. A more powerful kind; the 'Turbolaser' can only be powered and mounted on Capital Ships.

-Light Laser Cannon: Damage: 4D; Cost: 10,000 credits and reduce Cargo capacity by 5 tons per Light Laser Cannon mounted.
-Medium Laser Cannon: Damage; 4D+2; Cost: 12,500 credits and reduce Cargo capacity by 6 tons per Medium Laser Cannon mounted.
-Heavy Laser Cannon: Damage: 5D; Cost: 15,000 credits and reduce Cargo capacity by 7 tons per Heavy Laser Cannon mounted.
-Assault Laser Cannon: Damage: 6D+2; Cost: 20,000 credits and reduce Cargo capacity by 9 tons per Assault Laser Cannon mounted.

Ion Cannons: These are energy weapons that are designed to short-circuit and knock-out enemy ships/vehicles as opposed to doing direct damage to them. They are not particularly effective in atmospheres (all shots have a +10 modifier to the Difficulty Number and they lose -1D from their Damage rolls); so they tend to be used in space or on massive anti-orbital cannons firing from major ground bases at starships in near orbit. They come in four types, but the anti-orbital version won't be listed here, so the relevant types are: Light, Medium and Heavy.

-Light Ion Cannon: Damage: 3D+2; Cost: 8,000 credits and reduce Cargo capacity by 2 tons per Light Ion Cannon mounted.
-Medium Ion Cannon: Damage: 4D; Cost: 10,500 credits and reduce Cargo capacity by 3 tons per Medium Ion Cannon mounted.
-Heavy Ion Cannon: Damage: 4D+2; Cost: 13,000 credits and reduce Cargo capacity by 5 tons per Heavy Ion Cannon mounted.


Rockets, Missiles, Torpedoes and Bombs: These are 'ordinance' weapons; which means that each shot fires a munition from a limited supply. They tend to be able to inflict a great deal of damage, but tend to have limited range and/or are only effective against slower-moving targets or have other limiting factors that prevent them from being more common. Speeder Bikes may mount a single Rocket launcher but cannot carry any other type of ordinance; Speeders/Walkers/Starfighters/any type of Starship may carry up to 2 Rocket or Missile or Torpedo launchers and a Bomb bay may only be carried by Air-Speeders and Starfighters. If two launchers are mounted on the same ship/vehicle, these weapons are NEVER fire-linked.

-Rockets: These are Anti-Vehicle missiles (same as the kind fired from a 'Missile launcher' as listed in the personal weapons above) that are almost always only mounted on vehicles as they have a very limited range that makes them VERY difficult to employ in space; but can be fired against other vehicles (or rarely ships) with no penalties. A magazine for a Launcher (or Two Launchers) holds 8 Rockets. Rockets do 4D damage and a single launcher with 8 Rocket capacity magazine costs: 6,000 credits. Two launchers with 8 Rocket capacity magazine costs: 8,000 credits. Each individual Rocket costs 1,000 credits. Each Rocket launcher reduces Cargo capacity by 1 ton and the magazine reduces capacity by another 1 ton.

-Concussion Missiles: These are powerful missiles designed to be able to inflict damage on Capital Ships and/or on heavy fortifications and are NOT well suited to fire against manned vehicles/starships. If fired at a moving vehicle/starship the difficulty number is raised by +10; but Concusion Missiles DO have the best range of any Vehicle/Ship ordinance weapon. They inflict 8D damage to any target they hit and a further 4D damage to any target within 10 meters if within an Atmosphere. If they miss on a target within the atmosphere, anything in the 10 meter blast radius takes 4D damage. A concussion missile launcher costs 5,000 credits and there are varying Magazine sizes which cost differing amounts. A 4 missile capacity magazine costs 5,000 credits, a 5 missile capacity magazine costs 6,500 credits and a 10 missile capacity magazine costs 8,000 credits. Therefore, if someone wants to install Two Concussion Missile launchers (10,000 credits) and a 5 Missile capacity magazine (6,500 credits); this would cost a total of 16,500 credits (pre-missiles that is). Each individual Concussion Missile costs 2,500 credits. Each launcher reduces Cargo Capacity by 2 tons and a 4 missile Capacity magazine reduces Cargo by 3 tons, a 5 missile capacity magazine reduces Cargo by 4 tons and a 10 Missile Capacity magazine reduces Cargo by 7 tons.

-Proton Torpedoes: These powerful weapons are rarely used in an atmosphere as their proton-scattering warheads are designed to penetrate thick armored capital ship hulls before they explode and in vacuum this is no problem, but in an atmosphere, the protons tend to end up TOO scattered so the weapons detonate early (damage is reduced -4D to 5D), before being able to penetrate the armor in most cases. In space, they are EXCELLENT weapons to utilize against powerful Capital Ships and/or space stations; if fired against smaller vehicles/ships, the Difficulty number to hit is increased by +15. They inflict 9D damage (5D Capital Scale) on a hit and they are fired by Tubes that draw from a magazine of varying sizes. A tube costs 7,000 credits while a 3 Torpedo capacity magazine costs 6,000 credits; a 4 Torp Magazine costs: 8,000 credits; an 8 Torp Magazine costs: 10,000 credits and a 12 Torp Magazine costs: 12,000 credits. Each Torpedo costs: 3,000 credits. Each tube reduces Cargo Capacity by 3 tons and a 3 torp Capacity magazine reduces Cargo by 3 tons, a 4 Torp capacity magazine reduces Cargo by 5 tons, an 8 Torp magazine reduces Cargo by 10 tons and a 12 Torp Capacity magazine reduces Cargo by 15 tons.

-HYPE Bombs: These High Yield Proton Explosives are powerful spheres that have a proton-scattering explosive in a thin-skinned, spherical shell that when armed and dropped on a target tend to inflict heavy damage to anything within a 20 meter radius (if within an atmosphere; anything within a 10 meter radius in vacuum) on a hit; or anything within a 10 meter radius if a miss. They are carried in a boxy 'bomb-bay' complete with a launch (drop) door and a 20 bomb capacity magazine. Bombs are dropped one at a time and typically are only used on targets that are on the ground (or on the surface of a moon/asteroid/etc.); if used on a vessel in motion (only a Capital ship or perhaps a crippled smaller vessel) or moving vehicles on the 'ground'; a +15 modifier is applied to the Difficulty Number. However, due to the blast radius, a hit isn't required to do damage if the bomb lands close enough). On a hit 7D damage (3D capital) is applied to anything within 20 meters and 5D (1D capital) to anything within 21-30 meters from the blast. On a miss, 5D damage is inflicted on anything with 10 meters of where the bomb hits. Only one Bomb-bay (with attached door and magazine) may be carried by a Starfighter or Airspeeder and they cost 15,000 credits and reduce Cargo Capacity by 20 tons. Each individual HYPE bomb costs: 2,700 credits.

*NOTE: Ordinance weapon launchers/tubes/bomb bays can be made to be 'Form-locked'; this means the entire launcher and magazine assembly can be easily removed and replaced with a separate 'form-locked' ordinance weapon. This costs an extra 5,000 credits. (I.e. Y-Wings have 2 proton torpedo tubes with an 8 Torp Magazine that is form-locked; it can be removed and replaced with a form-locked HYPE Bomb Bay).


-Adding Armor and/or Shielding: All ships/vehicles may add Armor and/or increase Shielding using the following guidelines:

-No ship/vehicle may increase its Body/Hull value by more than +2 pips higher than its base value; so for example, a CEC YT-1300 Light Frieghter that has a base Hull value of 4D+1 may only be upgraded to a maximum hull strength of 5D.

-Each Pip the Body/Armor is increased by decreases the Speed and/or Maneuverability (GM discretion) by -1 Pip (to a minimum of +0) UNLESS more efficient material is utilized and/or it is installed in such a way so as to NOT impact aerodynamics, etc. (i.e. it costs more)

-To increase the Body/Hull by +1 pip costs 5,000 credits (Speeder Bike), 10,000 credits (Speeder/Air Speeder/Skimmer/Starfighter) or 15,000 credits (Shuttle/Light Freighter). Increase these numbers by +1,000/+2,500/+5,000 to do it 'efficiently' (i.e. to NOT suffer any Speed/Maneuverability penalties). Each Pip increase reduces Cargo Capacity by 20 tons (or 10 tons if 'efficient').

-Shielding: Shielding is purchased per pip and special generators are installed on the vehicle/ship (speeder bikes and small speeders/skimmers/etc. may NOT utilize shields as they do not generate enough power); and Shield ratings range from +1 to 3D. The Maximum for any land vehicle is 1D+2; the maximum for any Starfighter is 2D, the maximum for any Shuttle or Light Freighter is 3D. Each pip of the generator takes up 2 tons of Cargo Capacity; so a +2 Shield will eat up 4 tons of Cargo Capacity while getting full 3D shields will eat up 18 tons of Cargo Capacity. Each pip generator costs 5,000 credits....so a +2 generator would cost 10,000 credits; a 1D+2 generator would cost 25,000 credits, etc. Note: Original shielding (if the ship/vehicle has any) does NOT take away from Cargo Capacity; so if a Shuttle with base 1D shields; has generators added to increase the Shielding to 1D+2; this costs 10,000 credits and takes away 4 tons of Cargo Capacity NOT 10 tons of Cargo Capacity.


-Engine Mods: These tend to come in two major types; Increasing the Engines for faster sublight or standard speed (i.e. any Vehicle) and increasing the Hyperspace Modifier (only for certain Starfighters, Shuttles and Light Freighters).

Standard/Sublight Speed: Any vehicle or ship may increase its Speed up to +2 pips over its base (i.e. if the Base speed is +2, it can be increased to a maximum of +1D+1....NOTHING can be increased to more than a Speed of +2D) by adding in more powerful engines; though this tends to come at a cost in space and/or making the vessel have handling problems (GM's discretion; but typically this means a higher Difficulty number to handle Piloting/repulsorcraft, etc. rolls and/or a penalty in the Maneuverability of the vehicle/ship). Due to design limits, any given vehicle or ship CANNOT go faster than this even if the entire engine is removed and a different model installed. Increasing the Speed by +1 pip costs 3,500 credits (Speeder Bike), 5,000 credits (Speeder/Skimmer), 10,000 credits (Starfighter/Air Speeder) or 20,000 credits (Shuttle/Light Freighter). Each Pip increase reduces Cargo Capacity by 15 tons.

Hyperspace Engines: This only applies to Starfighters (certain models), Shuttles (certain models) and Light Freighters. There are 4 possible speeds; x3 (slowest; this is the speed of REALLY outdated ships and backup hyperdrive systems), x2 (standard for many civilian and older military ships), x1 (standard for state of the art and newer military ships) and x 1/2 (handful of daring smugglers, pirates, etc. as engines of this speed are pushing every limit and frequently break-down). A hyperspace engine can ONLY be modified to go 1 level faster and this can be done without removing the hyperdrive engine. Unlike sublight/vehicle engines; faster hyperdrives CAN be installed after the old one is removed. Ships are built around hyperdrive engines so it is VERY difficult and costly to replace and/or modify them. Removal of any hyperdrive costs 5,000 credits and to replace a x3 hyperdrive engine costs 10,000 credits. To replace a x2 hyperdrive engine or modify a x3 engine to x2 speed costs 15,000 credits. To replace a x1 engine or modify a x2 hyperdrive to x1 speed costs 20,000 credits. To modify a x1 engine to x1/2 speed or build/install a x1/2 speed hypespace engine costs 30,000 credits and GM discretion on what this means to the ship (i.e. increased chances of engine failure/mishaps with various other systems, etc.).

-Maneuverability Mods: Vehicles and ships can be made to be more maneuverable by various means such as lightening them, changing the shape of certain wings/planes/edges to be more aerodynamic, adding maneuvering thrusters, etc. Maneuverability ratings range from +0 to +2D and a vehicle or ship may have its base rating improved by a maximum of +2 pips (to a maximum of +2D rating). Like Armor increases, there are 'efficient' ways to do it and the cheaper, non-efficient way of doing it. If the latter, each added Pip of Maneuverability LOWERS the Body/Hull rating by a pip. If done efficiently, there is no loss of Body/Hull rating. To increase the Maneuverability by +1 pip costs 3,000 credits (Speeder Bike), 7,000 credits (Speeder/Air Speeder/Skimmer/Starfighter) or 12,000 credits (Shuttle/Light Freighter). Increase these numbers by +500/+1,500/+2,000 to do it 'efficiently' (i.e. to NOT suffer any Speed/Maneuverability penalties). Each Pip increase reduces Cargo Capacity by 5 tons (or 3 tons if 'efficient').

-Systems Mods: These changes refer to 3 different areas of concern: Comms, Sensors and Fire Control. Unlike other modifications, original systems CANNOT be modified to work better for any length of time (GM discretion on 'Jury Rigged short-term mods rules); but they all CAN be replaced with new and improved (or same/worse) systems. Removal costs for Comms or Sensors is a flat 1,000 credit fee while EACH Fire Control system costs 250 credits.

-Comms: The Communications systems of the Vehicle/Ship; Comms are how the vehicle/ship manages to contact other ships/vehicles/people/stations/etc. This system can ALSO be used to generate 'jamming' by trained personnel to impact other vehicles/ships in close proximity (the rating is added to the Systems Operation roll; i.e. a Comms of +1D would add +1D to a Character's Systems Ops skill of 3D+2 to make it 4D+2 when trying to jam the comms of a nearby Imperial AT-ST Walker). Comms ratings are +0 (no comms at all) to +2D. A brief description, cost and Cargo Capacity reduction of each rating follows:

+0: no system at all

+1: In essence, a Comlink system with a limited range of about 100 kilometers (cannot reach orbit if on a vehicle; cannot reach the surface of a world if on a ship), this is typical of a system on a Civilian Landspeeder or Speeder Bike, especially those on more distant worlds. Cost: 150 credits, No Cargo Capacity reduction.

+2: A comms system that can reach anywhere on a world or low-orbit (or anywhere on the surface from low orbit) or an intra-system (anywhere in space to anywhere in space in that solar system) ability between ships; THIS is the most common form of Comms on civilian ships and/or older military vessels as well as serving as the typical 'best available' Comms system on civilian land vehicles for the very wealthy on well-to-do worlds or as the common comms systems on most military land vehicles. Cost: 650 credits, No Cargo Capacity reduction.

+1D: This is the common military communications level for Starships which give them the ability to contact any world in a star system from anywhere in the system (as well as any ships anywhere in the same system); ALONG with the ability to receive messages from further away systems (though NOT reply back). For land vehicles, this rating indicates that they are able to send messages from the surface of the planet to vessels ANYWHERE in the same solar system. VERY few civilian ships/vehicles have this level of communications equipment and they should definitely have a very good justification for having it if its discovered by Imperial authorities. A dish antennae/receiver is required at this level. Cost: 5,000 credits, 1 ton Cargo Capacity reduction.

+1D+1: This is a very rare and illegal level of communications which currently represents the BEST level of Comms a land vehicle (LARGE speeders and walkers only) may have and which is also the best Starfighters, Shuttles and Light Freighters may be equipped with. It allows for two way communications anywhere within a Galactic Sector and if within the same system, 3D holo communications are possible. A handful of Rebel Alliance specially equipped speeders, ships, etc. have this level of gear along with several important base stations; listening posts, etc. A large dish antennae/receiver and the means to power it is required. Cost: 15,000 credits, 5 tons Cargo Capacity reduction.

+1D+2: This level of communications is only possible on Capital Ships and allows for two way communications and 3D holographic communications (if conditions are right) anywhere within a Galactic Region. Star Cruisers, Star Destroyers, Space Stations, etc. are the only places that mount this level of equipment. Cost/Cargo Capacity reduction: N/A

+2D: To date, the only known Comms systems this powerful are those that have been installed on the handful of massive Super Star Destroyer class ships, along with the most powerful of the Empire's bases, space stations, the Emperor's palace on Coruscant, etc. This system allows for 3D holographic communications ANYWHERE within the Galaxy. Cost/Cargo Capacity reduction: N/A

-Sensors: These are the scanning systems used to tell 'what's out there' beyond visual range by a vehicle or ship. Many civilian land vehicles don't have any Sensors, but all Starships are required to have at least basic sensors to be able to detect other ships or various other possibly lethal objects in space that they may collide with. Likes Comms, they are rated from +0 to +2D and they can also be used to 'jam' other ships/vehicles sensors (though if used this way, they CANNOT be used to 'look around' in the same round they are being utilized to jam something).

+0: No sensors of any kind.

+1: VERY basic sensors that will tell you what's within about 1 kilometer (if the right conditions) of your vehicle or 100 kilometers in Space. This level of sensor is pretty common on most civilian speeder bikes/speeders. Cost: 500 credits; no Cargo Capacity reduction.

+2: Typical Civilian Starship/Military vehicle level of sensors, which can be used to tell what's within about 50 kilometers of your vehicle or anywhere on a world from orbit or within about a planet's distance in space from a ship; this level of sensors is on most Shuttles, Light Freighters, etc. and is frequently found on many military land/air speeders, speeder bikes, walkers, etc. They are also found on older Military starships. Cost: 1,500 credits, 1 ton Cargo Capacity reduction.

+1D: This level of sensors is typically found on newer Military Starships and top of the line/or modified civilian Starships along with top of the line Military Speeders (it's too big for Speeder Bikes), Walkers, etc. They can be used to scan out to 100 kilometers away from your vehicle or anywhere within about half a Planetary System from a Ship in space. Cost: 3,000 credits, 3 tons Cargo Capacity reduction.

+1D+1: This is best level of sensors a land vehicle may currently employ (only big landspeeders/boats/walkers/etc.); it's likewise the best a Starfighter or Shuttle/Light Freighter may currently use as well and they are frequently mounted on many Capital Ships and they represent VERY sophisticated sensors/scanners that can detect all manner of activity, life, movement, etc. across multiple ranges of light, thermal bands, etc. Range is about 500 kilometers on a land vehicle and anywhere within a Planetary System from a ship in space. Cost: 10,000 credits, 5 tons Cargo Capacity reduction.

+1D+2: These massive sensors are only found on large land installations or on large Capital Ships. They can detect activity in orbit or anywhere on a world from a ground station or anywhere within several nearby Star Systems if in space. Cost/Cargo Capacity reduction: N/A

+2D: This is the best level of sensor/scanning equipment in the Galaxy and can ONLY be found in a handful of Imperail massive space stations designed around them and they are INCREDIBLY expensive and require a LOT of manpower to operate and utilize. They can detect activity anywhere within a Galactic Sector; though it can be tricky for the operating crews to be able to utilize the data found from so much scanning in a timely manner. (I.e. a tech might be able to ascertain that some weird ship activity is going down on Planet X in the Sector.....but only 2 hours after the activity was seen as he is one of dozens of techs poring over the data these massive sensors are constantly spitting out). Cost/Cargo Capacity reduction: N/A

-Interior Mods: This is a catch-all category for any number of modifications to the interior of a Light Freighter/Shuttle or similar type vessel (i.e. these are NOT the kind of changes that apply to Speeder Bikes, Starfighters or most Land vehicles).

-Cabin Changes: In general, most Cabins are equipped with either 2 bunk beds or 1 larger double bed. To add a bunk to a room costs 250 credits; to take the bunks out and put in a double bed costs 500 credits. Neither option impacts Cargo Capacity in any way; though it CAN impact living conditions in a positive or negative way. To ADD a Cabin does impact Cargo Capacity, as this will be the only place to be able to make such a change. A new Cabin will take up approximately a 4 x 4 x 3 meter area and it will reduce Cargo Capacity by 15 tons. All Cabins include beds for up to 2 people; a dresser and wardrobe; a small desk and 1 chair and 2 small lockers. A Cabin with 2 bunks beds will cost approximately 3,500 credits to install whereas 1 with a double bed will cost approximately 5,000 credits to install.

-Holo-game table: To add a Holo-game table to a ship's common/rec area costs 1,000 credits (includes removal of existing table) and the holo-game table includes controls built in for up to half-a-dozen holo-games and/or a 'locking field' for Sabacc games (Sabacc Deck not included...generally, they got for 25 credits).

-Auto-Chef: A standard Auto-chef comes installed on most Shuttles and Light Freighters and is an essential food replicator that also functions as a drink dispenser (water and fruit/vegetable juices only) and it can store enough material to make 3 meals a day (24 hour period) for 6 people for 1 year (365 days) before it needs to be re-stocked. Buying a new/replacement Auto-Chef costs 2,500 credits; food supplies (as listed above) costs 500 credits. Cargo Capacity is not reduced by having a single Auto-Chef if the ship was built with 1 installed. If the ship was NOT built with 1 installed; the Auto-Chef takes up 2 tons worth of Cargo Capacity space.

-Deluxe Auto-Chef: A Deluxe Auto-Chef can either replace or supplement a Ship's Standard Auto-Chef; and it has the ability to generate higher quality fare and alcoholic drinks. However, this comes at the cost of running thru its food material at a MUCH faster rate. A Deluxe Auto-Chef only carries enough material to make 3 high-quality meals a day for 6 people for 3 months before it needs to be re-stocked. Buying and installing a Deluxe Auto-Chef (which also includes removing an existing Auto-Chef) costs 5,000 credits. Restocking it with food supplies costs 1,500 credits. Cargo Capacity is not reduced by having a single Deluxe Auto-Chef if this piece of equipment is replacing an Auto-Chef that was already installed. However, if the ship was NOT built with 1 installed or if the Deluxe Auto-Chef is not replacing but rather supplementing the Auto-Chef; then the Deluxe Auto-Chef takes up 3 tons worth of Cargo Capacity space.

-Medical Bay: This is a Cabin sized room (approximately 4 x 4 x 3 meters) that is built to treat patients. It comes complete with 2 Medical Beds (back can rise up to make it into a Chair); hygienic cleaning materials and instruments to help ensure a healthy environment, storage for these AND for a supply of 2 sets of medicines (up to 60 treatments of patients; included in installment cost: though medicines will go bad after 6 months to a year), an array of Medical equipment and a small desk and chair for the Doctor/Physician to utilize. Med bays can be added to a Ship by either turning an existing Cabin into one OR by adding one in a Cargo Bay. If the latter is used, then Cargo Capacity will be reduced by 25 tons. Either way, this will cost 10,000 credits.

-Hidden Storage Compartments: These are typically used for Smuggling and are most definitely NOT legal. Each Compartment is about a 3 x 3 x 1.5 meter area and in general can hold 2 tons of contraband or 4 people (not particularly comfortably and for only a short period of time) at the impact of reducing Cargo Capacity by 10 tons per Compartment. Each Storage Compartment can also be made Scanner Resistant (Increasing the Difficulty for Customs Inspectors to discover these Hidden Storage Compartments, even with hand held scanners) by lining the access panel in special materials. Each Compartment costs 2,500 credits; to make it Scanner Resistant costs 5,000 credits.

-Other Mods: For other individual, specific mods NOT covered, please ask the GM.
Last edited by max_vale on Mon Feb 08, 2021 5:40 pm, edited 7 times in total.

max_vale
Rider of Rohan
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Re: Equipment and Starship Mods List

#10 Post by max_vale »

MEDICAL DROIDS: Droids designed and programmed to treat sentient species' injuries and/or give them any kind of medical aide; the following are two common Medical Droids throughout the Galaxy.

-FX-7: These 6 armed, 2 meter tall, non humanoid Droids (picture a tall cylinder with a ring of arms at shoulder level) are mostly stationary (they can deploy wheels on the bottom of their base, but they frequently need to be 'guided and steered' when moved) in a Medical bay where they use their half-a-dozen limbs to treat patients (reach of 2 meters); each limb can hold various medical tools for surgery OR be used to clamp down patients if necessary. FX Droids are not particularly great company as they programmed to be excellent at treating patients and little else.

Cost: 2,900 credits; Attributes: All 2D except for DEX 1D, KNO: 4D and Skills: Medicine: 7D, Alien Races: 6D, Languages: 5D, Computer Operation (Medical Diagnostics, X-rays, etc.): 5D

-2-1B: These humanoid (two arms, two legs, a head) Droids are considered to be among the finest Medical Droids ever created and they are widely known for their extreme devotion to saving life and treating all that require aide while being extremely gentle and pleasant to everyone they talk too. They are also among the most skilled surgeons anywhere in the Galaxy. They are fully ambulatory and independent, but as stated above, they are usually quite devoted to helping those in their care.

Cost: 3,400 credits; Attributes: All 2D except for KNO: 4D and Skills: Medicine: 9D, Alien Races: 5D, Languages: 5D, Computer Operation (Medical Diagnostics, X-rays, etc.): 6D

max_vale
Rider of Rohan
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Re: Equipment and Starship Mods List

#11 Post by max_vale »

MISSED STUFF:

-Power Generator: About a meter by a meter by a meter square fusion generator that is used to power or recharge a large variety of items such as glow rods, blaster power packs, recording rods, pocket computers, etc. They are also frequently carried by troops utilizing Repeat Blasters with one person monitoring the power flow from the generator to the Repeat Blaster while the other fires the weapon. They come with a connecting cable to ensure power feed into any of the above mentioned types of equipment and each is typically good for about a year of usage. Optional frame-packs can be purchased to allow the Generator to be carried like a backpack (though at the expense of a 'regular' pack); these frame-packs cost 20 credits. Cost of Generator: 500 credits.

-Notes about Weapons: Blaster, Laser and Ion Weapons are identified on a vehicle or ship in one of three ways for game purposes....the first is for each individual weapon "system"; this is important for determining if Damage knocks out a weapon system; how many systems are on any particular vehicle/ship. For example, a Light Freighter may be equipped with a Twin Medium Laser Cannon forward, 2 Heavy Laser Cannons Fire-linked forward and a Triple Ion Cannon Turret. This is 4 separate weapon systems in game terms (the Twin Laser Cannon; two different Heavy Lasers; and a Triple Ion Turret); three different Fire Control systems (The Twin Medium Cannon; the two Heavy Laser Cannons are fire-linked, which means the same Fire Control system; and the Triple Ion Cannon turret) and 3 different Weapon systems that can be used by crew on-board and also 4 different weapons that can be knocked out by damage.

As mentioned in the earlier text; weapons may be 'fire-linked' if they are the same type of weapon (i.e. 2 Medium Lasers or 4 Heavy Ion Cannons, etc.); which means all of these weapons fire at the same time, at the same target and utilized the same Fire Control system. Up to 6 Blasters may be linked (must be of the same type and pointed in the same direction); up to 4 Lasers or Ion Cannons may be linked.

HOW weapons they are listed is important as well. A Triple Light Laser Cannon for example means 3 Light Lasers that are mounted in the same place using the same Fire-control systems and which are knocked out all-together if that system is damaged; where-as 4 Heavy Ion Cannons fire-linked all share the same Fire Control system; but that's 4 different weapons that when damaged only means 1 Ion Cannon damaged at a time. Why then, would anyone have a 'Twin' weapon as opposed to '2 weapons, fire-linked'? The reason is that you only have to pay one 'link' cost of 250 credits for a Twin/Triple/Quad mounted weapon as they are all in the same place; where-as the fee to pay for multiple weapons at separate locations fire-linked to shoot together costs 400 credits for Two, 500 for Three, 600 for Four, etc. thru a maximum of 800 credits to fire-link 6 Blasters.

Missile/Torpedo/Bomb/etc. weapons may NEVER be fire-linked.

-Fire Control Systems: Every weapons system has a Fire-Control system that has a rating of +0 (to the Gunnery skill) thru +2D.

A rating of 0 costs nothing (as it comes with the installation of the weapon(s)) and basically just means there is an electronic circuit from a button located somewhere on the vehicle/ship (or multiple places) that when pressed fired the weapon(s) it's linked too. There is NO aiming cross hairs or acquisition software of ANY kind, it's just 'point and shoot'.

A rating of +1 is the bare-bones minimum of a cross hairs symbol or small circle that appears on the viewing screen to show wherever the weapon is currently pointing. This is as cheap and basic a firing-aide as it comes and is typically only found on REALLY out-dated craft or done by cheap and/or inexperienced 'shady' ship modifying techs. The cost is 150 credits per weapon system.

A rating of +2 is pretty standard for most non-military space-craft or vehicles (such as Police Riot Control vehicles) that have mounted weapons and basically consists of targeting cross-hairs or aiming circle with a small modicum of ranging data for the target and a possible a simple color-change on the cross hairs or aiming circle to indicate a target is in the cone-of-fire. Cost is 250 credits per weapon system.

A rating of +1D is standard military fire-control packages and these consist of ranging data for the weapon, a data-base for various targets (i.e. a readout of type of vessel/vehicle the weapon system is pointing at) that scrolls along side the aiming circle with cross-hairs on the view-screen and which changes color and has optional audible 'tone' sounds that 'sing out' when the weapon system is in the optimal position to open fire. Cost is 400 credits per weapon system. While not illegal; generally only special law-enforcement groups may get permits for fire-control systems of this caliber.

A rating of +1D+1 is about the best a Starfighter/Vehicle/Light Freighter can mount on its weapons systems and in addition to everything listed above in the +1D rating; these systems can also show with the flick of a button a 3D grid pattern to indicate where several ships/fighters/vehicles are currently operating when they enter the weapon's field of view (i.e. Solo's quad laser cannons display screens in A New Hope). They can keep track of up to 30 different targets in this field of fire. These Fire Control systems costs 600 credits per weapon system.

A rating of +1D+2 is top of the line and is only found mounted on Capital Ships; and even then, only on brand-new or highly refurbished ships. Examples include the new Lancer class Anti-Starfighter Frigate the Empire has created. These weapon systems include a holographic 3D 'globe display' of their weapons field of fire, which can give the personal operating the weapon as close to an all around view of the battle as is possible. These systems require a LOT of power and a fair bit of space to be able to fully function; which is one of many reasons whey they are so rarely found. They also cost 750 credits per weapon system.

A rating of +2D is for brand new, still in the experimental phase Fire Control systems used on Capital level ships and Space Stations in the Imperial Arsenal and in addition to 3D holographic glove display they also have a Droid-brain-equivalent computer in each Weapon System whose purpose is to determine the next move of the target in question and then spit out the PREDICTED flight path of the ship/vehicle to the operator of the weapons system. So far, these systems are still showing a lot of bugs; but it's potential is off the charts. Cost is 1,000 credits per weapon system.

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