There are a few ways to earn money in Starchasers.
Characters can be employed as Freelance Agents, they can engage in Bounty Hunting, they can Scavenge from a battle and sell the items found, or they can perform Trading (if they have a ship).
Another way to earn money is through Bounty Hunting.
A license is required to legally engage in bounty hunting, which is an initial cost of 1,000 credits. This license has to be renewed every 10 standard years.
A licensed Bounty Hunter can attempt to capture or kill the bounty and turn it in for a reward.
Some bounties are worth 50% more if the target is brought in alive, though this is usually not the case.
Occasionally there can be an additional stipulation that must also be accomplished in order to claim the bounty, such as returning a specific item, or not alerting the local authorities.
|
Roll |
Crime |
Credit Value Dice |
|
1-2 |
Assault and Battery |
2d4 |
|
3-5 |
Assault, Larceny |
1d4 |
|
6 |
Corruption |
2d4 |
|
7-8 |
Espionage |
2d4 + 1 |
|
9-10 |
Grand Larceny |
3d4 |
|
11 |
Kidnapping |
2d4 + 1 |
|
12-13 |
Murder |
2d4 |
|
14 |
Piracy |
3d4 |
|
15 |
Racketeering |
3d4 |
|
16 |
Smuggling |
2d4 + 1 |
|
17 |
Terrorism |
3d4 |
|
18-19 |
Trafficking |
2d4 + 1 |
|
20 |
Treason, Sedition |
*Special |
The bounty value is typically the rolled number times 1,000 credits.
The bounty value will be calculated before the player takes it on.
The “alive only” value is typically 50% more than the calculated value (which is the “dead or alive” version).
*For these high-level crimes the PCs have to meet with an official and this basically becomes a mini-adventure.
The simplest way is to be gainfully employed.
Adventurers are typically employed as special agents.
Their employer could be a government, anti-government resistance, corporation or syndicate.
The GM can give the character their starting salary at the beginning of an adventure, though may also subtract the character’s Upkeep Costs from this salary at the same time.
|
Position |
Description |
Salary |
|
Initiate Agent Salary (Per Month) |
Starting Income (level 0-19) |
500 |
|
Veteran Agent Salary (Per Month) |
Medium Income (Level 20-39) |
1500 |
|
Elite Agent Salary (Per Month) |
Highest Income (Level 40+) |
4500 |
A typical way that most player characters will earn money is to engage in Scavenging. This is selling the items found while adventuring, including loot found in the possession of defeated enemies.
Most of the time this will be Tech Parts from personal items or vehicles. It can also be things like stolen artwork, exotic food or animals, illegal spices, or data.
The player characters receive the items “for free”, and gain profit by selling them. To determine how much the player characters can receive, consult the Trading section below.
When characters attempt to buy rare items, it can be difficult to find them, haggle for them, and finally even the starting price may be different depending on the rarity. Of course all of these things can again be modified based on the World and whether the item can only be purchased illegally on the Black Market. The additional risk involved also makes selling a restricted item use the same table, but with a corresponding price mark down.
|
Rarity of Item |
Find Trader |
Haggling Difficulty |
Price Markup |
|
Uncommon |
Easy |
Intermediate |
10% |
|
Common |
Intermediate |
Challenging |
20% |
|
Rare |
Challenging |
Hard |
30% |
|
Very Rare |
Hard |
Very Hard |
40% |
|
Restricted* |
+1 |
+1 |
50% |
The final way to make money in Starchasers is to engage in Trading. The characters must have access to a starship for this, as they will need at least the minimum (1 ton) cargo hold in order to carry the goods. Trading can be done with less space, but would have to be very high-value items to be profitable.
Typically the characters will purchase cargo at one location and sell it at another location.
The base cost for the trade goods is given on the following table.
The actual cost is derived from where in the galaxy it was purchased from.
The sell value is based on where in the galaxy it is sold to.
Calculating the value that a given set of trade goods can be sold for depends on a couple of things:
First the location of the world in the galaxy determines the number of Imports/Exports that the world requires. (Can also use the Wookiepedia listing).
|
World Location |
Number of Imports |
Number of Exports |
|
Core & Colonies |
4 |
1 |
|
Mid-Rim & Expansion |
3 |
2 |
|
Outer Rim |
2 |
3 |
|
Unknown Territories |
1 |
1 |
|
*Hyperspace Route World |
+1 |
+1 |
*If the world is on a Hyperspace Route, it gains an additional Import and Export.
Roll a 1d10 to determine the tech level of the Core & Colonies world.
Core worlds and Colonies are some of the oldest worlds in the galaxy, and tend to have the highest Tech Levels. They have few “natural” or agrarian worlds, and those few that aren’t High-Tech got that way through a societal regression of some kind.
|
Roll |
World Type |
Tech Level |
|
1 |
Agrarian |
Primitive |
|
2-4 |
Regressed |
Modern |
|
5-10 |
Standard |
High-Tech |
Roll a 1d10 to determine the tech level of the Mid-Rim and Expansion Region world.
These worlds are younger than the Core Worlds, and as such are often much more heavily involved with both producing and consuming things.
|
Roll |
World Type |
Tech Level |
|
1-3 |
Agrarian |
Primitive |
|
4-6 |
Producer |
Modern |
|
7-10 |
Consumer |
High-Tech |
Roll a 1d10 to determine the tech level of the Outer-Rim and Unknown Territories world.
Most of the worlds in the Outer-Rim are Wild Worlds, which may or may not have sentient/sapient populations on them.
A few of the worlds are late-stage colonies, which means that they likely need to engage in trade to survive.
Finally a handful of Outer-Rim or Unknown Territories worlds are the Homeworlds of recently discovered Alien Species. Very often these worlds are also High-Tech.
|
Roll |
World Type |
Tech Level |
|
1-5 |
Wild |
Primitive |
|
6-9 |
Colony |
Modern |
|
10 |
Alien Homeworld |
High-Tech |
Once you’ve determined the world Tech Level (at least for the purposes of Trade), for each Export, roll on one of the tables below for the Tech Level of the world.
Then to determine the Imports, determine what the Import Tech Levels are going to be for that world, given which type it is. Then roll on the associated tables, alternating between the two tech levels.
|
Tech Level |
Imports |
|
Primitive |
Modern, High-Tech |
|
Modern |
Primitive, High-Tech |
|
High-Tech |
Primitive, Modern |
This table contains the trade goods for Primitive or agrarian worlds.
They are almost always going to be exporting raw materials, and will be importing technology.
|
Roll |
Commodity |
Rarity |
Base Cost |
|
1 |
Animal, Common (30-60 kg) |
Common |
100 |
|
2 |
Animal, Exotic (30-60 kg) |
Rare |
2,000 |
|
3 |
Animal, Livestock (100-1000 kg) |
Uncommon |
500 |
|
4 |
Food, Common (1 kg) |
Common |
10 |
|
5 |
Food, Quality (1 kg) |
Uncommon |
20 |
|
6 |
Food, Exotic (1 kg) |
Rare |
50 |
|
7 |
Gems, Semiprecious (1 Gram) |
Uncommon |
100 |
|
8 |
Gems, Precious (1 Gram) |
Rare |
1,000 |
|
9 |
Gems, Exotic (1 Gram) |
Very Rare |
10,000 |
|
10 |
Metal, Common (1 Metric Ton) |
Common |
2,500 |
|
11 |
Metal, Semi-Precious (1 kg) |
Uncommon |
200 |
|
12 |
Metal, Precious (1 kg) |
Very Rare |
10,000 |
|
13 |
Ore, Common (1 Metric Ton) |
Common |
500 |
|
14 |
Ore, Rare (1 Metric Ton) |
Rare |
5,000 |
|
15 |
Ore, Very Rare (1 Metric Ton) |
Very Rare |
10,000 |
|
16 |
Spice, Common (1 kg) |
Common |
1,000 |
|
17 |
Spice, Uncommon (1 kg) |
Uncommon |
2,000 |
|
18 |
Wood, Common (1 Metric Ton) |
Common |
100 |
|
19 |
Wood, Quality (1 Metric Ton) |
Uncommon |
500 |
|
20 |
Wood, Exotic (1 Metric Ton) |
Rare |
2,500 |
This table is for the Modern Tech Level worlds. These worlds may be regressed back to an older Tech Level, they may be “worker” worlds in the Mid-Rim, or they may be new colonies in the Outer Rim.
|
Roll |
Commodity |
Rarity |
Base Cost |
|
1 |
Textiles, Common (1 Meter) |
Common |
5 |
|
2 |
Textiles, Quality (1 Meter) |
Uncommon |
20 |
|
3 |
Textiles, Exotic (1 Meter) |
Rare |
100 |
|
4 |
MedPacs (10 uses) |
Common |
100 |
|
5 |
Deuterium Fuel, 1 Liter (1 kg) |
Uncommon |
50 |
|
6 |
Data (Terrestrial Information) |
Common |
50 |
|
7 |
Data (Espionage) |
Very Rare |
10,000 |
|
8 |
Chemicals (1 kg) |
Common |
20 |
|
9 |
Electronics (1 kg) |
Common |
35 |
|
10 |
Hydraulics (1 kg) |
Common |
30 |
This table is for the High Tech worlds. These are either very old, very powerful or the homeworlds to powerful Alien species. They are going to be importing some raw materials (especially foodstuffs, spice and animals) and also importing some intermediary tech from the Modern Tech Level worlds. For the various “Parts” the Base Cost is determined by an associated table that maps that part’s Rarity to a Cost.
|
Roll |
Commodity |
Rarity |
Base Cost |
|
1 |
Data (Hyperspace Routes) |
Common |
100 |
|
2 |
Bacta, 1 Liter (1 kg) |
Uncommon |
100 |
|
3 |
Hypermatter Fuel (1 gram) |
Very Rare |
1,000 |
|
4 |
Holovid |
Common |
10 |
|
5 |
Parts, Armor (1 kg) |
Varies |
See Table |
|
6 |
Parts, Droid (1 kg) |
Varies |
See Table |
|
7 |
Parts, Gadget (1 kg) |
Varies |
See Table |
|
8 |
Parts, Engine (1 kg) |
Varies |
See Table |
|
9 |
Parts, Shield (1 kg) |
Varies |
See Table |
|
10 |
Parts, Weapons (1 kg) |
Varies |
See Table |
|
11 |
Parts, Power Supplies (1 kg) |
Varies |
See Table |
|
12 |
Parts, Cybernetics (1 kg) |
Varies |
See Table |
|
13 |
Parts, Bio-engineering (1 kg) |
Varies |
See Table |
|
14 |
Starship Parts, Armor (1 Metric Ton) |
Varies |
See Table |
|
15 |
Starship Parts, Hull (1 Metric Ton) |
Varies |
See Table |
|
16 |
Starship Parts, Shield (1 Metric Ton) |
Varies |
See Table |
|
17 |
Starship Parts, Generator (1 Metric Ton) |
Varies |
See Table |
|
18 |
Starship Parts, Drive (1 Metric Ton) |
Varies |
See Table |
|
19 |
Starship Parts, Hyperdrive (1 Metric Ton) |
Varies |
See Table |
|
20 |
Starship Parts, Weapon (1 Metric Ton) |
Varies |
See Table |
Any world can sell Art, though the art from lost civilizations tends to be the most precious and rare. Water also is used and required on many worlds, and is usually (relatively) inexpensive.
|
Roll |
Commodity |
Rarity |
Base Cost |
|
1 |
Art, Common |
Varies |
100 |
|
2 |
Art, Quality |
Rare |
1,000 |
|
3 |
Art, Precious |
Very Rare |
10,000 |
|
4 |
Water, 1 Liter (1 kg) |
Common |
1 |
This table is for goods that are almost always illegal or at the very least restricted to import to any world and thus transporting them would be work for a Smuggler. The pay is high to compensate for the greater risks.
|
Roll |
Commodity |
Rarity |
Base Cost |
|
1 |
Passenger (Hidden, about 50-100 kg) |
Varies |
1,000* |
|
2 |
Spice, Exotic (1 Gram) |
Very Rare |
20* |
|
3 |
Weapons, Modern (very large 1 case of 10)* |
Common |
5,000 |
|
4 |
Weapons, High-Tech (very large 1 case of 10)* |
Common |
10,000 |
*For weapon’s smuggling, the game assumes that 5 cases of weapons can fit into a 1 metric ton cargo hold.
|
Roll |
Part Type |
Rarity |
Base Cost |
|
1-8 |
Item Parts |
Common |
10 |
|
9-14 |
Item Parts |
Uncommon |
50 |
|
15-18 |
Item Parts |
Rare |
250 |
|
19-20 |
Item Parts |
Very Rare |
1,000 |
|
1-8 |
Starship Parts |
Common |
100 |
|
9-14 |
Starship Parts |
Uncommon |
500 |
|
15-18 |
Starship Parts |
Rare |
2,500 |
|
19-20 |
Starship Parts |
Very Rare |
10,000 |
Finally, the Gamemaster will mark the cost up or down depending on whether the Trade Goods in question are those that are typically Imported (marking up goods that the world needs) or Exported (marking down goods that the planet has in abundance). These Markups and Markdowns change frequently, so the GM may roll on this table each time the player characters visit the world to determine what the current prices are like.
Prices are also typically marked up and down for different areas of the galaxy.
As one ventures out from the Core Worlds to the Outer Rim, the economies get less and less stable due to the distance from highly-traded routes.
The Unknown Territories are not part of the galactic economy, and as such their markups are totally random. This is part of why traders tend to ignore them, the other reason being the increased difficulty in even getting to those worlds, since hyperspace travel to and from them is a gamble in itself.
The Gamemaster will roll a 1d4 and consult the table below to determine how much the price fluctuates. For an item that the world Imports already, the fluctuation will be how much the price increases. If the item is in the world’s Export list, this will be how much the price decreases.
The GM will roll again to determine how difficult it is (Networking difficulty) for the PC to even find a trader to buy from or sell to. If the PC fails to find a trader, they can keep trying each day, but the base price each time that a merchant will buy/sell it for is marked down/up another 10% for each day of failure.
The final column indicates how difficult it is to haggle with a merchant for a better price (Negotiation difficulty), for which the GM rolls again. Failing with haggling also alters the final price.
Alternatively, the GM may roll once and use the entire row, as the table is structured so that if the cost is normal, it’s harder to find a trader and harder to find a good price even with a trader.
|
Roll |
World Location |
Import / Export Fluctuation % |
Find Trader |
Haggling Difficulty |
|
1 |
Core & Colonies |
5% |
2 |
4 |
|
2 |
Core & Colonies |
10% |
1 |
3 |
|
3 |
Core & Colonies |
15% |
1 |
2 |
|
4 |
Core & Colonies |
20% |
0 |
1 |
|
1 |
Mid-Rim & Expansion |
10% |
3 |
5 |
|
2 |
Mid-Rim & Expansion |
20% |
2 |
4 |
|
3 |
Mid-Rim & Expansion |
30% |
1 |
3 |
|
4 |
Mid-Rim & Expansion |
40% |
0 |
2 |
|
1 |
Outer Rim |
0% |
4 |
5 |
|
2 |
Outer Rim |
20% |
3 |
4 |
|
3 |
Outer Rim |
40% |
2 |
3 |
|
4 |
Outer Rim |
60% |
1 |
2 |
|
- |
Unknown Territories |
1d100% |
7 |
6 |
|
- |
*Hyperspace Route World |
½ the existing percent fluctuation |
-2 |
+2 |
Given that the base costs for cargo is based on weight (for the most part), the tonnage that a ship can carry indicates the maximum cargo that the ship can carry.
Most legitimate trades require that the PCs buy the trade goods themselves and then take the risk of selling them.
Smuggling is more of a “delivery service” and as such the client gives half of the payment up front and half the payment upon successful completion, although other alternatives are possible (i.e. no up-front payment). If the smuggler fails their delivery and they did not pay for the cargo themselves, they may find themselves with a bounty from the syndicate they failed to deliver for.
The following table lists the typical costs for living in the galaxy. These will be paid for as the player characters engage with them.
|
Type of Service |
Quality / Specifics |
Cost |
|
Dining (Per Meal) |
Luxurious |
150 |
|
Dining (Per Meal) |
Upscale |
50 |
|
Dining (Per Meal) |
Average |
10 |
|
Dining (Per Meal) |
Budget |
2 |
|
Lodging (Per Day) |
Luxurious |
200 |
|
Lodging (Per Day) |
Upscale |
100 |
|
Lodging (Per Day) |
Average |
50 |
|
Lodging (Per Day) |
Budget |
20 |
|
Medical Care |
Bacta Tank Treatment (Per Hour) |
300 |
|
Medical Care |
Long-Term Care (Per Day) |
300 |
|
Medical Care |
Medpac Treatment |
300 |
|
Medical Care |
Surgery (Per Hour) |
500 |
|
Medical Care |
Treat Disease (Per Day) |
500 |
|
Medical Care |
Treat Poison (Per Hour) |
100 |
|
Medical Care |
Treat Radiation (Per Day) |
1000 |
|
Transportation |
Taxi, Local |
10 |
|
Transportation |
Passage, Steerage (Up to 5 days) |
500 |
|
Transportation |
Passage, Average (Up to 5 days) |
1000 |
|
Transportation |
Passage, Upscale (Up to 5 days) |
2000 |
|
Transportation |
Passage, Luxurious (Up to 5 days) |
5000 |
|
Transportation |
Chartered Space Transport (Up to 5 days) |
10000 |
|
Vehicle Rental (Per Day) |
Speeder Bike |
20 |
|
Vehicle Rental (Per Day) |
Landspeeder, Average |
50 |
|
Vehicle Rental (Per Day) |
Landspeeder, Luxury |
100 |
|
Vehicle Rental (Per Day) |
Airspeeder |
500 |
|
Vehicle Rental (Per Day) |
Shuttle, Interplanetary |
1000 |
|
Vehicle Rental (Per Day) |
Shuttle, Interstellar |
2000 |
|
Repair Equipment |
Personal Items |
50 |
|
Repair Hull |
Starship & Vehicle Hulls |
Varies |
|
Repair System |
Starship & Vehicle Systems |
Varies |
The Upkeep is for each PC for every month. It is typically paid for either when the PC gets their Salary, or barring that at the beginning of an adventure (so we don’t forget, and it provides motivation to go on an adventure).
|
Upkeep Value |
Cost |
|
Luxurious |
10,000 |
|
Wealthy |
5,000 |
|
Comfortable |
2,000 |
|
Average |
1,000 |
|
Struggling |
500 |
|
Impoverished |
200 |
|
Self-Sufficient |
*100 |
|
Pet |
**50 |
*The Self-sufficient cost requires that characters live on their ship. Multiple characters living on the same ship will drive each other crazy, so the GM should require additional upkeep costs for each character that doesn’t own a ship.
**The cost is per-pet. Droid assistants do not count, as they simply must be recharged.
There are several different rough “weight classes” and “bulk classes”.
|
Weight Class |
Example Item |
Unwieldiness |
Encumbrance |
|
Featherlight |
Comlink, Credstick, Toothpick, Sabbac Card |
0 |
0 |
|
Very Light |
Scanner, Datapad, Holdout Blaster |
0 |
1 |
|
Light |
Blaster Pistol, Leather Armor, Padded Flight Suit |
0 |
2 |
|
Medium |
Blaster Rifle, Stormtrooper Armor |
1 |
4 |
|
Heavy |
Missile Launcher, Battle Armor |
2 |
8 |
|
Very Heavy |
Powered Battle Armor, E-Web Repeating Blaster |
4 |
16 |
Each Weight Class is equal to two items in the previous class, except for Featherlight, which we don’t need to track in groups of less than 100, at which point they are equal to Very Light.
Every point of Strength a character has allows them to carry up to 1 Heavy object, or 8 Encumbrance Points.
Therefore a character with a Strength of 1, could hold 1 Missile Launcher, and not much else.
A character with a Strength of 3, could hold an E-Web Repeating Blaster (carry it at least) and wear Battle Armor.
If a character is carrying more than their Simple Encumbrance value, they begin to get a Speed Penalty, of roughly -1 per Heavy object (rounding up). If a character has double their Simple Encumbrance value, they can’t move.
|
Bulk Class |
Example Item |
|
Diminutive |
Comlink, Credstick, Toothpick, Sabbac Card |
|
Tiny |
Scanner, Datapad, Holdout Blaster |
|
Small |
Blaster Pistol, Leather Armor, Padded Flight Suit |
|
Medium |
Blaster Rifle, Stormtrooper Armor |
|
Large |
Missile Launcher, Battle Armor |
|
Huge |
Powered Battle Armor, E-Web Repeating Blaster |
Note that the Bulk sizes are 1 greater than Creature Sizes. A “Huge” item is similar in size to a “Large” creature. A Medium creature can only carry a bag with an equivalent amount of Medium Items.
They can hold a Large Item in two hands, or one Medium Item in one hand (although probably in a bag), though two hands would be better.
This section contains the appendicies, mostly comprising lists of equipment and abilities.
This section contains the lists of the various types of weapons.
|
Name |
Weapon Proficiency |
Attack Type |
Tech Level |
Unwieldiness |
Weapon Damage |
Qualities |
Range |
Rarity |
Bulk |
Weight |
Cost |
|
Brass Knuckles |
Unarmed Fighting |
Quick |
Primitive |
0 |
1 |
- |
Melee |
Common |
Tiny |
Very Light |
10 |
|
Shock Gloves |
Unarmed Fighting |
Quick |
Modern |
0 |
1 |
Stunning 2 |
Melee |
Rare |
Small |
Light |
500 |
|
Club |
Clubs |
Quick |
Primitive |
0 |
1 |
- |
Melee |
Common |
Small |
Light |
15 |
|
Knife |
Knives |
Quick |
Primitive |
0 |
1 |
- |
Melee |
Common |
Tiny |
Very Light |
25 |
|
Mace |
Clubs |
Quick |
Primitive |
0 |
2 |
- |
Melee |
Common |
Medium |
Light |
50 |
|
Quarterstaff |
Staves |
Quick |
Primitive |
0 |
1 |
- |
Close |
Common |
Large |
Light |
65 |
|
Spear |
Pikes |
Quick |
Primitive |
0 |
2 |
- |
Close |
Common |
Medium |
Light |
60 |
|
Short Sword |
Swords |
Quick |
Primitive |
0 |
2 |
- |
Melee |
Common |
Small |
Light |
40 |
|
Axe |
Axes |
Quick |
Primitive |
0 |
3 |
- |
Melee |
Common |
Medium |
Light |
45 |
|
Longsword |
Swords |
Quick |
Primitive |
1 |
2 |
- |
Melee |
Common |
Large |
Medium |
80 |
|
Battle Axe |
Axes |
Quick |
Primitive |
1 |
2 |
- |
Melee |
Common |
Large |
Medium |
70 |
|
Whip |
Whips |
Quick |
Primitive |
1 |
1 |
Grappling 2 |
Close |
Uncommon |
Small |
Light |
60 |
|
Flail |
Whips |
Quick |
Primitive |
2 |
2 |
- |
Close |
Uncommon |
Medium |
Medium |
100 |
|
Greatsword |
Swords |
Quick |
Primitive |
2 |
3 |
- |
Close |
Common |
Large |
Heavy |
150 |
|
Ryyk blade |
Exotic Melee |
Finesse |
Primitive |
2 |
3 |
Defensive 2, Vicious 1 |
Melee |
Rare |
Medium |
Light |
500 |
|
Gaderffii |
Exotic Melee |
Finesse |
Primitive |
3 |
3 |
Grappling 1, Impaling 1, Disarming 1 |
Melee |
Very Rare |
Large |
Medium |
60 |
|
Arg'garok |
Exotic Melee |
Power |
Modern |
4 |
4 |
Vicious 1, Cleaving 2 |
Melee |
Very Rare |
Large |
Heavy |
150 |
|
Shyarn |
Exotic Melee |
Finesse |
Modern |
2 |
3 |
Disarming 3 |
Close |
Very Rare |
Small |
Light |
40 |
|
Tehk'la blade |
Exotic Melee |
Quick |
Modern |
0 |
3 |
Vicious 3 |
Melee |
Rare |
Tiny |
Very Light |
8,500 |
|
Sith Blade |
Exotic Melee |
Quick |
Force Enhanced |
1 |
3 |
Sunder Resistant, Accurate 2, Defensive 1 |
Melee |
Very Rare |
Medium |
Medium |
5000 |
|
Wan-shen |
Exotic Melee |
Power |
Force Enhanced |
3 |
4 |
Sunder Resistant, Cleaving 2, Defensive 1 |
Melee |
Rare |
Large |
Heavy |
1000 |
|
Fira Sword |
Exotic Melee |
Quick |
Primitive |
1 |
3 |
Cortosis, Vicious 2 |
Melee |
Very Rare |
Medium |
Medium |
100 |
|
Felucian Skullblade |
Exotic Melee |
Finesse |
Force Enhanced |
1 |
2 |
Sunder Resistant, Defensive 2, Disarming 1 |
Melee |
Rare |
Medium |
Medium |
1,500 |
|
Nightsister Sickle-and-Chain |
Exotic Melee |
Quick |
Force Enhanced |
4 |
3 |
Reach, Disarming 2, Vicious 1 |
Short |
Very Rare |
Small |
Light |
100 |
|
Vibroknife |
Knives |
Quick |
Modern |
0 |
2 |
Vicious 1 |
Melee |
Uncommon |
Tiny |
Very Light |
200 |
|
Vibroblade |
Swords |
Quick |
Modern |
1 |
3 |
Vicious 2, Defensive 1 |
Melee |
Uncommon |
Medium |
Medium |
250 |
|
Force Pike |
Pikes |
Quick |
Modern |
3 |
3 |
Vicious 1, Stunning 1 |
Close |
Uncommon |
Large |
Medium |
500 |
|
Electrostaff |
Staves |
Quick |
Modern |
3 |
3 |
Stunning 3 |
Close |
Uncommon |
Large |
Medium |
3000 |
|
Vibro-Axe |
Axes |
Quick |
Modern |
1 |
3 |
Vicious 2 |
Melee |
Uncommon |
Large |
Heavy |
500 |
|
Double Vibroblade |
Exotic Melee |
Quick |
Modern |
1 |
4 |
Vicious 2, Defensive 2 |
Close |
Uncommon |
Large |
Heavy |
550 |
|
Powered Hammer |
Clubs |
Power |
Modern |
2 |
4 |
Stunning 2 |
Close |
Rare |
Large |
Very Heavy |
1500 |
|
Lightsaber |
Lightsabers |
Quick |
High-Tech |
4 |
4 |
Piercing 2, Sundering |
Melee |
Very Rare |
Small |
Light |
2000 |
|
Short Lightsaber |
Lightsabers |
Quick |
High-Tech |
3 |
3 |
Piercing 2, Sundering |
Melee |
Very Rare |
Tiny |
Very Light |
2500 |
|
Double-Bladed Lightsaber |
Lightsabers |
Quick |
High-Tech |
5 |
5 |
Piercing 2, Sundering |
Close |
Very Rare |
Medium |
Light |
7000 |
|
Great Lightsaber |
Lightsabers |
Quick |
High-Tech |
5 |
6 |
Piercing 2, Sundering |
Close |
Very Rare |
Medium |
Medium |
5000 |
|
Lightsaber Pike |
Pikes |
Quick |
High-Tech |
5 |
5 |
Piercing 2, Sundering |
Close |
Very Rare |
Medium |
Light |
4000 |
|
Name |
Weapon Proficiency |
Weapon Type |
Tech Level |
Unwieldiness |
Weapon Damage |
Qualities |
Range |
Rarity |
Bulk |
Weight |
Cost |
Quantity |
|
Throwing Dart |
Throwing Knives |
Quick |
Primitive |
0 |
1 |
- |
Short |
Uncommon |
Tiny |
Very Light |
50 |
5 |
|
Throwing Knife |
Throwing Knives |
Quick |
Primitive |
0 |
2 |
- |
Short |
Common |
Tiny |
Very Light |
75 |
5 |
|
Throwing Ax |
Throwing Axes |
Quick |
Primitive |
0 |
3 |
- |
Short |
Uncommon |
Small |
Light |
25 |
1 |
|
Javelin |
Exotic Thrown Weapons |
Quick |
Primitive |
0 |
3 |
- |
Medium |
Rare |
Medium |
Light |
100 |
5 |
|
Rock |
Exotic Thrown Weapons |
Quick |
Primitive |
0, 1, 2 |
2 |
- |
Medium |
Junk |
Small |
Light |
0 |
1 |
|
Atlatl |
Exotic Weapons |
Power |
High-Tech |
0 |
2 |
Burning 2 |
Medium |
Rare |
Small |
Light |
50 |
- |
|
Atlatl |
Exotic Weapons |
Power |
High-Tech |
0 |
4 |
Burning 2 |
Long |
Rare |
Large |
Medium |
100 |
- |
|
Throwing Vibroknife |
Throwing Knives |
Quick |
Modern |
0 |
2 |
Vicious 1 |
Short |
Common |
Tiny |
Very Light |
275 |
5 |
|
Throwing Vibro-Ax |
Throwing Axes |
Quick |
Modern |
0 |
4 |
Vicious 2 |
Short |
Uncommon |
Small |
Light |
225 |
2 |
|
Energy Ball |
Exotic Thrown Weapons |
Power |
High-Tech |
0 |
3 |
AOE: Burst 2, Burning 1 |
Short |
Rare |
Tiny |
Very Light |
20 |
1 |
|
Energy Dart |
Exotic Thrown Weapons |
Finesse |
High-Tech |
0 |
4 |
Burning 2 |
Short |
Rare |
Tiny |
Very Light |
30 |
1 |
|
Frag Grenade |
Grenades |
Power |
Modern |
3 |
8 |
AOE: Burst 2, Vicious 3 |
Short |
Rare |
Tiny |
Very Light |
200 |
4 |
|
Ion Grenade |
Grenades |
Power |
Modern |
3 |
8 |
AOE: Burst 2, Ionic 3 |
Short |
Uncommon |
Tiny |
Very Light |
250 |
4 |
|
Incindiary Grenade |
Grenades |
Power |
Modern |
3 |
8 |
AOE: Burst 2, Burning 3 |
Short |
Uncommon |
Tiny |
Very Light |
500 |
4 |
|
Stun Grenade |
Grenades |
Power |
Modern |
3 |
8 |
AOE: Burst 2, Stunning 3 |
Short |
Uncommon |
Tiny |
Very Light |
250 |
4 |
|
Thermal Detonator |
Grenades |
Power |
Modern |
3 |
12 |
AOE: Burst 4, Piercing 3 |
Short |
Very Rare |
Tiny |
Light |
2000 |
1 |
|
Smoke Grenade |
Grenades |
None |
Modern |
3 |
- |
AOE: Burst 2 (Cover Concealment) |
Short |
Rare |
Tiny |
Very Light |
100 |
2 |
|
Flash Canister |
Grenades |
None |
Modern |
3 |
- |
AOE: Burst 3, Blinding 3, Deafening 3 |
Short |
Rare |
Tiny |
Very Light |
100 |
2 |
|
Bolas |
Exotic Thrown Weapons |
Finesse |
Primitive |
2 |
- |
Grappling 2 |
Short |
Rare |
Small |
Light |
75 |
1 |
|
Net |
Exotic Thrown Weapons |
Finesse |
Primitive |
2 |
- |
Grappling 3 |
Short |
Uncommon |
Medium |
Medium |
100 |
1 |
|
Name |
Weapon Proficiency |
Weapon Type |
Tech Level |
Unwieldiness |
Weapon Damage |
Qualities |
Range |
Rarity |
Bulk |
Weight |
Cost |
|
Sling |
Exotic Ranged |
Quick |
Primitive |
0 |
1 |
Slow Loading 1 |
Short |
Uncommon |
Tiny |
Very Light |
35 |
|
Hold-Out Blaster Pistol |
Pistols |
Finesse |
High-Tech |
0 |
1 |
Short |
Uncommon |
Tiny |
Very Light |
300 |
|
|
Slugthrower Pistol |
Pistols |
Power |
Modern |
0 |
1 |
Medium |
Very Rare |
Small |
Light |
250 |
|
|
Black-Powder Pistol |
Pistols |
Power |
Modern |
0 |
1 |
Slow Loading 1 |
Short |
Very Rare |
Small |
Light |
200 |
|
Shortbow and Arrows |
Exotic Ranged |
Quick |
Primitive |
0 |
1 |
Slow Loading 1 |
Medium |
Rare |
Medium |
Light |
200 |
|
Crossbow and Bolts |
Pistols |
Quick |
Primitive |
0 |
1 |
Slow Loading 1 |
Medium |
Rare |
Medium |
Light |
300 |
|
Blaster Pistol |
Pistols |
Finesse |
High-Tech |
0 |
2 |
Short |
Common |
Small |
Light |
500 |
|
|
Sonic Stunner |
Stun Weapons |
Finesse |
Modern |
0 |
2 |
Stunning 3 |
Short |
Very Rare |
Tiny |
Very Light |
450 |
|
Pulse-Wave Pistol |
Pistols |
Finesse |
High-Tech |
0 |
2 |
Accurate 1 |
Short |
Uncommon |
Small |
Light |
200 |
|
Heavy Slugthrower Pistol |
Pistols |
Power |
Modern |
0 |
2 |
Medium |
Rare |
Medium |
Light |
400 |
|
|
Stun Pistol |
Stun Weapons |
Finesse |
Modern |
0 |
2 |
Stunning 2 |
Medium |
Uncommon |
Small |
Light |
550 |
|
Longbow and Arrows |
Exotic Ranged |
Quick |
Primitive |
1 |
2 |
Slow Loading 1 |
Long |
Rare |
Large |
Light |
400 |
|
Heavy Crossbow and Bolts |
Pistols |
Quick |
Primitive |
1 |
2 |
Slow Loading 1 |
Long |
Rare |
Large |
Medium |
500 |
|
Energy Crossbow |
Exotic Ranged |
Finesse |
High-Tech |
1 |
2 |
Burning 1 |
Medium |
Rare |
Medium |
Light |
350 |
|
Energy Bow |
Exotic Ranged |
Finesse |
High-Tech |
1 |
2 |
Burning 2 |
Medium |
Rare |
Medium |
Light |
600 |
|
Sporting Blaster Rifle |
Rifles |
Finesse |
High-Tech |
1 |
2 |
Long |
Common |
Medium |
Medium |
800 |
|
|
Slugthrower Rifle |
Rifles |
Power |
Modern |
1 |
2 |
Long |
Rare |
Medium |
Medium |
300 |
|
|
Pulse-Wave Rifle |
Rifles |
Finesse |
High-Tech |
1 |
2 |
Accurate 2 |
Long |
Uncommon |
Medium |
Medium |
550 |
|
Sonic Rifle |
Stun Weapons |
Finesse |
Modern |
1 |
2 |
Stunning 3 |
Long |
Uncommon |
Medium |
Medium |
900 |
|
Flamethrower |
Exotic Ranged |
Power |
Modern |
1 |
2 |
AOE: Arc 3, Burning 3 |
Short |
Rare |
Medium |
Heavy |
1000 |
|
Heavy Blaster Pistol |
Pistols |
Finesse |
High-Tech |
0 |
3 |
Medium |
Uncommon |
Medium |
Light |
750 |
|
|
Ion Pistol |
Pistols |
Finesse |
High-Tech |
0 |
3 |
Ionic 2 |
Short |
Uncommon |
Small |
Light |
250 |
|
Blaster Carbine |
Pistols |
Finesse |
High-Tech |
1 |
3 |
Spread 1 |
Long |
Uncommon |
Medium |
Medium |
900 |
|
Blaster Rifle |
Rifles |
Finesse |
High-Tech |
1 |
3 |
Spread 2 |
Long |
Uncommon |
Medium |
Medium |
1000 |
|
Assault Blaster Rifle |
Rifles |
Finesse |
High-Tech |
1 |
3 |
Spread 3 |
Long |
Rare |
Large |
Medium |
1750 |
|
Ion Carbine |
Pistols |
Finesse |
High-Tech |
0 |
3 |
"Ionic 2, Spread 2" |
Long |
Uncommon |
Medium |
Medium |
800 |
|
Ion Rifle |
Rifles |
Finesse |
High-Tech |
1 |
4 |
"Ionic 3, Spread 3" |
Long |
Uncommon |
Medium |
Medium |
800 |
|
Heavy Blaster Rifle |
Rifles |
Finesse |
High-Tech |
1 |
4 |
Spread 3 |
Long |
Rare |
Large |
Medium |
2000 |
|
Commando Special Rifle |
Rifles |
Finesse |
High-Tech |
1 |
4 |
"Accurate 2, Spread 2" |
Long |
Rare |
Medium |
Medium |
1250 |
|
Repeating Blaster Carbine |
Pistols |
Finesse |
High-Tech |
1 |
4 |
Spread 2 |
Long |
Rare |
Large |
Medium |
2000 |
|
Sniper Blaster Rifle |
Rifles |
Finesse |
High-Tech |
1 |
4 |
Accurate 3 |
Very Long |
Rare |
Large |
Medium |
2000 |
|
Bowcaster |
Exotic Ranged |
Power |
High-Tech |
1 |
4 |
"Vicious 1, Burning 2" |
Long |
Rare |
Large |
Heavy |
1500 |
|
Heavy Repeating Blaster |
Heavy Weapons |
Finesse |
High-Tech |
2 |
4 |
"Defensive 1, Spread 3" |
Long |
Rare |
Large |
Heavy |
4000 |
|
Blaster Cannon |
Heavy Weapons |
Power |
High-Tech |
2 |
5 |
"Defensive 2, Spread 3" |
Very Long |
Rare |
Large |
Heavy |
3000 |
|
Missile Launcher |
Heavy Weapons |
Power |
Modern |
2 |
5 |
"AOE: Burst 3, Vicious 2" |
Very Long |
Very Rare |
Large |
Heavy |
1500 |
|
E-Web Repeating Blaster |
Heavy Weapons |
Power |
High-Tech |
2 |
8 |
Spread 4 |
Very Long |
Very Rare |
Huge |
Very Heavy |
8000 |
|
Snare Rifle |
Exotic Ranged |
Finesse |
Modern |
1 |
- |
Grappling 3 |
Long |
Uncommon |
Medium |
Medium |
1200 |
|
Micro Grenade Launcher |
Grenade Launchers |
Power |
Modern |
1 |
* |
Fires Micro Grenades (1/2 Burst Radius) |
Medium |
Rare |
Medium |
Medium |
2500 |
|
Grenade Launcher Attachment |
Grenade Launchers |
Power |
Modern |
1 |
* |
Fires Grenades |
Medium |
Rare |
Small |
Light |
2000 |
|
Grenade Launcher |
Grenade Launchers |
Power |
Modern |
2 |
* |
Fires Grenades |
Long |
Rare |
Medium |
Medium |
500 |
|
Blowgun |
Exotic Ranged |
Quick |
Primitive |
0 |
2* |
"Fires poison darts, Slow Loading 1" |
Medium |
Uncommon |
Tiny |
Very Light |
50 |
|
Needler |
Exotic Ranged |
Quick |
Modern |
0 |
2* |
Fires poison darts |
Short |
Rare |
Small |
Light |
650 |
|
Name |
Material |
Tech Level |
Weight |
Bulk |
Deflection |
Agility Penalty |
Resistance Bonus |
Qualities |
Damage Threshold |
Rarity |
Cost |
|
Leather or Hide Armor |
Leather / Hide |
Primitive |
Light |
Medium |
1 |
0 |
0 |
- |
5 |
Common |
75 |
|
Blast Vest & Helmet |
Synthweave |
Modern |
Light |
Medium |
1 |
0 |
1 |
- |
8 |
Common |
500 |
|
Shadowsuit |
Shadowsilk |
High-Tech |
Light |
Small |
1 |
0 |
0 |
Augmenting 2 (Stealth) |
8 |
Rare |
600 |
|
Bone Armor |
Bone / Leather |
Primitive |
Medium |
Large |
2 |
0 |
0 |
- |
8 |
Uncommon |
100 |
|
Padded Flight Suit |
Synthweave |
Modern |
Light |
Small |
2 |
0 |
1 |
- |
10 |
Uncommon |
2000 |
|
Combat Jumpsuit |
Synthweave |
Modern |
Light |
Medium |
2 |
0 |
2 |
- |
10 |
Common |
1500 |
|
Armored Flight Suit |
Plastoid |
High-Tech |
Medium |
Medium |
3 |
0 |
2 |
- |
14 |
Uncommon |
4000 |
|
Stormtrooper Armor |
Plastoid |
High-Tech |
Medium |
Large |
2 |
0 |
3 |
Augmenting 2 (Perception) |
15 |
Uncommon |
8000 |
|
Battle Armor |
Durasteel Plates |
Modern |
Heavy |
Large |
3 |
-2 |
2 |
Augmenting 1 (Strength) |
15 |
Rare |
7000 |
|
Ceremonial Armor |
Composite |
High-Tech |
Medium |
Large |
3 |
-1 |
2 |
- |
14 |
Uncommon |
5000 |
|
Corellian Powersuit |
"Durasteel, Plastoid" |
High-Tech |
Heavy |
Large |
3 |
-2 |
2 |
Augmenting 2 (Strength) |
14 |
Uncommon |
10000 |
|
Mesh Armor |
Fibers, Micro-Crystals |
High-Tech |
Medium |
Large |
3 |
-1 |
3 |
Fortifying 2, Protective 1 |
15 |
Uncommon |
6000 |
|
Mandalorian Battle Armor |
Beskar, Durasteel |
High-Tech |
Medium |
Large |
4 |
-1 |
4 |
Protective 2, Reflecting 1 |
30 |
Very Rare |
37000 |
|
Powered Battle Armor |
"Durasteel, Plastoid" |
High-Tech |
Very Heavy |
Very Large |
4 |
-2 |
4 |
Augmenting 3 (Strength) |
20 |
Rare |
11000 |
|
Name |
Material |
Tech Level |
Weight |
Unwieldiness |
Bulk |
Block Bonus |
Agility Penalty |
Hit Points |
Qualities |
Damage Threshold |
Resistance |
Rarity |
Cost |
Special |
|
Wooden Buckler |
Wood |
Primitive |
Medium |
1 |
Medium |
1 |
0 |
- |
5 |
Piercing, Slashing |
Common |
20 |
- |
|
|
Tower Shield |
Metal |
Primitive |
Heavy |
2 |
Large |
2 |
-1 |
- |
10 |
Piercing, Slashing |
Common |
50 |
- |
|
|
Spiked Shield |
Wood / Metal |
Primitive |
Heavy |
2 |
Large |
2 |
-1 |
- |
Spiked 2 |
10 |
Piercing, Slashing |
Uncommon |
75 |
- |
|
Dueling Disk Shield |
Durasteel |
Modern |
Light |
0 |
Small |
1 |
0 |
- |
13 |
Piercing, Slashing |
Uncommon |
150 |
Must be activated as an Action |
|
|
Composite Riot Shield |
Composite |
Modern |
Medium |
1 |
Medium |
2 |
-1 |
- |
15 |
Piercing, Slashing |
Common |
200 |
||
|
Mandalorian Shield |
Beskar |
High-Tech |
Medium |
1 |
Medium |
2 |
-1 |
- |
Reflective 2 |
25 |
Energy |
Very Rare |
10,000 |
Can reflect blaster bolts |
|
Energy Buckler |
Metal, Plastoid |
High-Tech |
Light |
0 |
Tiny |
1 |
0 |
10 |
Protective 1 |
5 |
Can be Set |
Rare |
2,000 |
Lasts 1d4 Rounds; Can have the Resistance set by the user. |
|
Energy Shield |
Metal, Plastoid |
High-Tech |
Light |
0 |
Tiny |
2 |
0 |
20 |
Protective 2 |
5 |
Can be Set |
Rare |
5,000 |
Lasts 1d6 Rounds; Can have the Resistance set by the user. |
|
Personal Shield |
Metal, Plastoid |
High-Tech |
Light |
0 |
Small |
3 |
0 |
30 |
Protective 3 |
5 |
Can be Set |
Very Rare |
9,000 |
Lasts 1d8 Rounds; Can have the Resistance set by the user. |
|
Name |
Type |
Operative Role |
Effects |
Rarity |
Weight |
Bulk |
Cost |
|
Short-Range Comlink |
Communications Device |
Commander / All |
Allows the user to contact anyone with a comlink on the same frequency. Short-Range Comlinks have a range of 50 kilometers or low orbit, and they can be built into helmets and Armor; for example, Stormtrooper Armor includes a helmet equipped with a Short-Range Comlink. |
Common |
Featherlight |
Diminutive |
25 |
|
Long-Range Comlink |
Communications Device |
Commander / All |
Allows the user to contact anyone with a comlink on the same frequency. A Long-Range Comlink has a range of 200 kilometers or high orbit, and it requires with a backpack-sized Comset. For double the cost, a Long-Range Comlink can be miniaturized to a wrist-sized unit. |
Common |
Very Light |
Tiny |
250 |
|
Pocket Scrambler |
Encryption Device |
Commander / All |
This is a simple Addon device that can be attached to any normal Communications Device, such as a Comlink and more advanced transceiver. The Pocket Scrambler automatically encodes any outgoing message so that it can be read only by a Communications Device equipped with a linked Pocket Scrambler. Anyone who intercepts the scrambled message must make a Very Hard(10) Use Computer check to decrypt it. |
Rare |
Featherlight |
Diminutive |
400 |
|
Vox-Box |
Communications Device |
Commander / All |
A Vox-Box is a simple audio playback unit with 12 preprogrammed phrases in Basic ("Yes." "No." "Maybe." "Greetings." "Go Away." "How much?" "Please take me to someone with authority." "I understand." "I need assistance." "I can help you." "I mean no harm." "I am hungry."), each with its own button. These devices are useful to races that understand Basic but can't speak it (Such as Gamorreans and Wookiees). Devices that speak these phrases in other Languages also exist. |
Common |
Very Light |
Tiny |
200 |
|
Visual Wrist-Comm |
Communications Device |
Commander / All |
The Visual Wrist Comm is popular with smugglers and soldiers. The comm is a small, flat, rectangular panel that easily attaches to a glove or other flat surface. The comm sends and receives audio and visual signals, and it can display holographic information, though only as a two-dimensional image. It has a range of up to 75 kilometers while planetside- sufficient to reach orbital range- and runs on a single Energy Cell, which must be replaced after 10 days of continuous use. In addition, the Visual Wrist Comm functions as a Basic Datapad that stores and receives information from Droids, comm signals, direct computer links, and standard Data Cards. |
Uncommon |
Featherlight |
Diminutive |
1300 |
|
Hands-Free Comlink |
Communications Device |
Commander / All |
The Hands-Free Comlink is a convenient device often used by beings working under conditions where both hands are needed to perform a task. This Comlink consists of several linked sound-absorbing pads, placed on the face of the user and connected to an earpiece. When the wearer speaks, the sound-absorbing pads transmit the speech; additionally, the Comlink can be adjusted to pick up only the faintest of whispers, allowing the wearer to use the Comlink to communicate quietly when stealth is important. Morrigan Corde frequently uses a Hands-Free Comlink. |
Common |
Very Light |
Tiny |
150 |
|
Com Jammer |
Jamming Device |
Commander / All |
The Com Scrambler disrupts enemy communication, but it also scrambles friendly communication. Mounted on a backpack frame, a Com Scrambler can be carried to the front line and even into enemy territory, where it can be connected to a power source and left behind. |
Rare |
Medium |
Medium |
6000 |
|
Targeting Beacon |
Soldier |
Commander / All |
Soldiers use Targeting Beacons for a variety of purposes, such as for calling in medical ships to evacuate wounded personnel and for establishing hot zones for artillery bombardments. The cylindrical beacon has a magnetic bottom for attachment to a Vehicle or building, plus an expanding spike for firm anchoring in the ground. The Targeting Beacon is topped with a large light, which can emit a pulse of visible, infrared, or ultraviolet light. The light can be tuned to a specific frequency so that allies who know the proper setting can spot it from a distance without alerting the enemy. |
Rare |
Light |
Small |
300 |
|
Tightbeam Comlink |
Communications Device |
Commander / All |
A Tight Beam Comlink is a simple add-on for any Comlink or transceiver. It is worn on a helmet or headpiece and uses special lasers to send and receive encrypted messages from another individual also equipped with a Tight Beam Comlink. Soldiers use the Tightbeam Comlink to ensure that messages are not intercepted on the battlefield. The two characters must be in line of sight with each other, but the Tightbeam Comlink ignores penalties due to Darkness, Smoke, or other Atmospheric Hazards. |
Rare |
Featherlight |
Diminutive |
300 |
|
Earbud Comlink |
Communications Device |
Commander / All |
The Earbud Comlink is a tiny Comlink fitted for the wearer's ear, allowing unobtrusive private communication for anyone needing to be discreet- ambassadors, card cheats, and spies, for example. The Earbud Comlink's size, shape, and color give the wearer a +2 dice Equipment bonus to Deception checks for the purpose of hiding its presence. |
Common |
Featherlight |
Diminutive |
200 |
|
Panic Ring |
Communications Device |
Civilian |
Despite the name, this device is available in a variety of shapes and sizes, the most common being a large, ornamental ring. Diplomats, wealthy CEOs, and anyone who fears kidnapping or ambush wear Panic Rings. A secret catch (Very Hard(10) Perception / Searching check) reveals a small button that, when pressed, releases an encrypted emergency signal. This signal has a range of 100 kilometers and continually broadcasts a preset signal- usually "Wearer in danger"- to local law enforcement, personal security, or any other group designated by the wearer. |
Uncommon |
Featherlight |
Diminutive |
300 |
|
Holo Converter |
Encryption Device |
Spy |
This small, blocky device is attached to a Holoprojector and uses powerful algorithms to alter the outgoing signal, modifying the images and sounds received on the other end so that the user's appearance and voice are disguised. The Holo Converter can even disguise the user's gender and Species. Preset with up to 10 different personae, complete with rotating wardrobe, the Holo Converter grants a +2 dice Equipment bonus to Deception checks for the purposes of making the receiver believe that the user is another person. |
Rare |
Light |
Small |
3000 |
|
Subspace Transceiver |
Communications Device |
Commander / All |
Allows the user to send a message through subspace, potentially reaching star systems lightyears away |
Rare |
Light |
Small |
2000 |
|
Electrobinoculars |
Surveillance Gear / Exploration Gear |
Survivalist / Scout / Investigator |
This device magnifies distant objects in most lighting conditions. An internal display provides data on range, relative and true azimuths, and elevation. Viewing options include zoom and wide-vision observation. Electrobinoculars also feature radiation sensors and a night vision mode that grants Darkvision out to the user's normal range of sight. |
Common |
Very Light |
Tiny |
1000 |
|
Glow Rod |
Exploration Gear |
All |
A Glow Rod is a portable illumination device that projects a beam of light up to 6 squares, providing Visibility. |
Common |
Featherlight |
Diminutive |
10 |
|
Fusion Lantern |
Survival Gear |
All |
A hand-held light source larger than a Glow Rod, the Fusion Lantern produces light and heat. The light spreads out from the lantern, producing illumination in a 6-square radius. |
Common |
Very Light |
Tiny |
25 |
|
Recording Unit: Audio |
Surveillance Gear / Communications Gear |
Investigator |
This storage device is an Audio, Video, or Holo-recorder with a playback feature. It has an Intelligence score of 1, and 1 memory unit. You can modify a recording (edit, erase, or rearrange the order of events) with an Average(6) Use Computer check. However, anyone can make an opposed Perception check (if observing the recording), or opposed Use Computer check (if inspecting the data from the recording) to detect any modifications you have made. Editing or modifying a recording without first uploading it to a computer can be difficult: Add the recording unit's Intelligence modifier (-5) to any Use Computer checks you make to change the recording. |
Common |
Featherlight |
Diminutive |
25 |
|
Recording Unit: Video |
Surveillance Gear / Communications Gear |
Investigator |
A Videorecorder stores 10 hours of high-quality video. |
Common |
Very Light |
Tiny |
50 |
|
Recording Unit: Holo |
Surveillance Gear / Communications Gear |
Investigator |
A Holorecorder stores 1 hour of high-quality Holos. |
Common |
Light |
Small |
100 |
|
Sensor Pack |
Detection Gear |
Tech / Investigator |
A portable scanning device, the Sensor Pack is a bulky rectangle featuring a variety of dials and switches, a readout display, and a scanning dish. It provides general details on comm signals, life forms, and hazards within 1 kilometer. Operating a Sensor Pack requires a Standard Action, and grants a +5 circumstance bonus on your Perception checks until the end of your next turn. |
Uncommon |
Light |
Small |
1500 |
|
Heat Sensor |
Detection Gear |
Tech / Investigator |
Used primarily to locate fires and damaged components buried behind wall panels and beneath deck plates, a Heat Sensor is a common device in the hands of emergency crew members. A Heat Sensor monitors air temperature out to a distance of 100 meters, and presents color-coded readings on a small screen. |
Rare |
Very Light |
Tiny |
250 |
|
Aural Amplifier |
Detection Gear |
Tech / Investigator |
The Aural Amplifier is a device worn on the head, allowing the wearer to hear from a great distance. By amplifying sound waves originating from the direction of the wearer's interest while dampening ambient noise, the Aural Amplifier grants the wearer a +5 Equipment bonus on Perception checks to Eavesdrop. An Aural Amplifier cannot be worn at the same time as Armor with a helmet or any other device worn on the head. |
Uncommon |
Featherlight |
Diminutive |
2000 |
|
Demolitions Sensor |
Detection Gear |
Tech / Investigator |
Resembling a pair of goggles, the Demolitions Sensor can detect both the explosives and triggering mechanisms of Mines, Grenades, and other explosive devices, highlighting them in the wearer's vision. The Demolitions Sensor grants the wearer a +5 Equipment bonus on Perception checks made to find Mines and other planted explosives. A Demolitions Sensor cannot be worn at the same time as Armor with a helmet or any other device worn on the head. |
Very Rare |
Very Light |
Tiny |
1000 |
|
Motion Sensing Visor |
Detection Gear |
Tech / Investigator |
The Motion Sensing Visor tracks movement and highlights moving objects with color-coded warnings. This allows the wearer to see moving opponents with ease, even those attempting to be stealthy. The wearer of this visor gains a +5 Equipment bonus to Perception checks against targets that have moved at least one square since the wearer's last turn. However, a Motion Sensing Visor can be disorientating, especially in the heat of combat, and a character must spend two additional Swift Actions to use the Recover Action when attempting to move up the Condition Track. A Motion Sensing Visor cannot be worn at the same time as Armor with a helmet or any other device worn on the head. |
Rare |
Very Light |
Tiny |
2500 |
|
Stealth Field Generator |
Infiltration Gear |
Scout / Investigator |
A small and unobtrusive device worn on the belt, the Stealth Field Generator emits a sound-dampening field around the wearer that makes sneaking up on an opponent easier. Additionally, the Stealth Field Generator uses technology similar to that of a Personal Energy Shield to bend light around the wearer, making them harder to see. |
Very Rare |
Light |
Small |
5000 |
|
Spy Bug |
Spy Gear |
Spy |
This Diminutive, bioengineered insect records sights and sounds within 20 squares of it. It can be placed in a hidden area and remains there until retrieved. When the Spy Bug is retrieved, the data that it has absorbed through it's senses for the past 24 hours can be extracted. (The Yuuzhan Vong use living devices to retrieve the data, but a DC 25 Mechanics check can transmit the data via electronic connectors or Comlink). |
Very Rare |
Featherlight |
Diminutive |
1300 |
|
Sound Sponge |
Spy Gear |
Spy |
This small electronic device emits sound waves in frequencies well above and below the normal range of audible sound for most Species in the galaxy, using those sounds to suppress other sounds in the vicinity. A Sound Sponge muffles all sound in a 6-square radius, increasing the Perception check DC to hear noises coming from that area by 10. |
Very Rare |
Light |
Small |
3500 |
|
Radiation Detector |
Detection Gear |
Tech / Investigator |
Worn on the wrist or on the front of Armor or uniforms, a Radiation Detector alerts the user to the presence of Radiation within 6 squares. The Radiation Detector gives a color code indicating the strength of Radiation and, additionally, can be set to provide either a vibrating or an audible alarm. |
Uncommon |
Featherlight |
Diminutive |
20 |
|
Surveillance Detector |
Spy Gear |
Spy |
A Surveillance Detector is a small, handheld device that scans an area for eavesdropping devices and Surveillance Taggers. When activated, the Surveillance Detector grants a +10 Equipment bonus to Perception checks for locating active or passive Surveillance Devices within 6 squares of the detector. It can be set to either display the presence of eavesdropping or to emit an alarm when such attempts are detected. |
Rare |
Light |
Small |
450 |
|
Surveillance Tagger |
Spy Gear |
Spy |
The Surveillance Tagger is a tiny, unassuming tube containing a Fine sized dart and a compressed air canister. When fired, the dart attaches itself to the target with a combination of adhesives and magnetism and activates a homing beacon. The homing beacon has a range of 1 kilometer and enough power to transmit for 40 hours. |
Very Rare |
Very Light |
Tiny |
450 |
|
Aquata Breather |
Life Support |
All |
While underwater, an Aquata Breather can provide up to 2 hours of breathable air through its mouthpiece |
Uncommon |
Very Light |
Tiny |
350 |
|
Breath Mask |
Life Support |
All |
This personal atmosphere-filtering system consists of a mask that fits over the nose and mouth and a hose connecting the mask to a portable life support system. A Breath Mask provides 1 hour of breathable atmosphere before the filter and atmosphere canister must be replaced. A functional Breath Mask grants immunity to inhaled Poisons, including poisonous atmospheres. A Breath Mask offers no protection from extreme temperatures or hard vacuum. |
Common |
Very Light |
Tiny |
200 |
|
Flight Suit |
Life Support |
All |
The Flight Suit is a one-piece coverall (plus a helmet) that provides life support, protects the wearer from hostile environments, and prevents the wearer from succumbing to the adverse effects of high-velocity flying. A Flight Suit includes a matching helmet and gloves that seal around the wearer and provides up to 10 hours of life support. |
Uncommon |
Light |
Medium |
1000 |
|
Space Suit |
Life Support |
All |
This bulky coverall contains a sealed life support system that provides everything the wearer needs to survive for 24 hours in the Vacuum of space or any other hostile environment. |
Uncommon |
Medium |
Medium |
2000 |
|
Vacuum Mask |
Life Support |
All |
Worn or carried by individuals who spend a great deal of time aboard Starships and Space Stations, the Vacuum Mask is a short-term solution to a loss of atmosphere while aboard a spacecraft. The Vacuum Mask provides the wearer 10 minutes of breathable air, which automatically begins to flow when sensors on the mask detect a lack of breathable air. Though the Vacuum Mask is no replacement for a Space Suit, it has saved crews trapped in compartments aboard ships after the atmosphere has vented. A Vacuum Mask cannot be worn at the same time as Armor with a helmet or any other device worn on the head. |
Common |
Very Light |
Tiny |
650 |
|
Propulsion Pack |
Life Support |
All |
Designed to enhance underwater movement, a Propulsion Pack allows its wearer to Swim much faster. Activating a Propulsion Pack is a Swift Action, and you gain a Swim Speed of 8 squares until the end of your turn. A Propulsion Pack has 10 charges and can run continuously, so no Swift Action is required to activate the Propulsion Pack on subsequent rounds of use. |
Uncommon |
Light |
Medium |
200 |
|
Shipsuit |
Life Support |
All |
Manufactured by Ayelixe/Krongbing Textiles, the Shipsuit is a multi pocketed coverall made of a tough Synth Mesh fabric, which has been known to last through years of regular use. A fitted coverall can also be used as a envirosuit in an emergency, although a separate Life Support system such as a Breath Mask is required. |
Common |
Very Light |
Small |
200 |
|
All-Temperature Cloak |
Survival Gear |
All |
This wrap-around cloak protects its wearer from the elements, providing +5 Equipment bonus to its wearer's Resistance Defense against extreme heat or cold. |
Common |
Very Light |
Small |
100 |
|
Chain |
Survival Gear |
All |
This 3-meter (2-square) length of Chain has Damage Reduction of 10, and 5 hit points. It has a Strength score of 44, can safely support over 5 metric tons of weight, and it can be broken with a DC 32 Strength check. |
Common |
Light |
Small |
25 |
|
Field Kit |
Survival Gear |
All |
Essentially a backpack full of Survival Gear, the typical Field Kit contains two condensing canteens with built-in water purification systems, a sunshield roll, a week's worth of Ration Packs, two Glow Rods, two Breath Masks, 24 Filters, 12 Atmosphere Canisters, and an All-Temperature Cloak. |
Uncommon |
Light |
Medium |
1000 |
|
Liquid Cable Dispenser |
Survival Gear |
All |
Cable Dispensers contain a special liquid that instantly solidifies upon contact with either atmosphere or vacuum to form a tough, lightweight, flexible cable. The dispenser contains enough liquid for 15 meters (10 squares) of cable, and is refillable at authorized outlets. The cable has a Strength score of 28, can safely support up to 560 kg, and it can be broken with a DC 24 Strength check. |
Common |
Very Light |
Tiny |
10 |
|
Ration Pack |
Survival Gear |
All |
Ration Packs are compact meals that take up little room (You can fit six in a pouch designed to carry a Datapad), but have all the requirements to nourish a person for one day. Each Ration Pack is geared for a range of Species. The food isn't appetizing, and it doesn't include water, but it does prevent malnutrition. |
Common |
Very Light |
Tiny |
5 |
|
Syntherope |
Survival Gear |
All |
Although not as compact and convenient as a Liquid Cable Dispenser, Syntherope is stronger and more durable. A coil contains 45 meters (30 squares) of Syntherope, and unlike liquid cable it is meant to be reused. Syntherope has a Strength score of 30, can safely support up to 720 kg, and it can be broken with a DC 25 Strength check. |
Common |
Very Light |
Small |
20 |
|
Mandalorian Jet Pack |
Survival Gear |
All |
A Mandalorian Jet Pack functions identically to a standard Jet Pack, but has an integrated Missile Launcher and a magnetic grappling hook (which functions as a Liquid Cable Dispenser). A Mandalorian Jet Pack is considered to have a Military availability. Replacement fuel cells cost 100 credits. |
Very Rare |
Light |
Medium |
- |
|
Jet Pack |
Survival Gear |
All |
A Jet Pack is a propulsion system that a character can strap on, allowing flight over short distances. Arm and wrist controls are employed for maneuvering. Activating a Jet Pack is a Swift Action, and you gain a fly speed of 6 squares until the end of your turn. A Jet Pack has 10 charges and can be run continuously; no Swift Action is required to activate the Jet Pack on subsequent rounds of use. |
Rare |
Light |
Medium |
300 |
|
ABC Scrambler |
Defensive Gear |
All |
This device is used to ward off missile attacks. Commonly used by bounty hunters against other bounty hunters, the ABC Scrambler is worn on the belt or attached to a suit of Armor and emits false audio, biological, and chemical signals to confuse missile guidance systems. A character with an ABC Scrambler gains a +5 deflection bonus to their Reflex Defense against Grenade Launchers, Micro Grenade Launchers, and Missile Launchers. |
Rare |
Light |
Small |
3000 |
|
Climbing Harness |
Survival Gear |
All |
Providing a measure of safety for a wide array of climbing activities, the Climbing Harness secures the wearer to a climb line, reducing the chances of falling by providing several attachment points for anchor lines, as well as additional options for securing Equipment. A character using a Climbing Harness when making a Climb check falls only when he or she fails the check by 10 or more. |
Uncommon |
Very Light |
Small |
45 |
|
Plastent |
Survival Gear |
All |
A Plastent is a prefabricated high-grade polymer shelter that can be easily transported from place to place. Fully inflated, a Plastent forms a triangular structure about 2 meters tall, providing enough room for four beings of Medium size. The temporary structure is light enough to be moved easily, and sturdy enough to withstand most weather conditions. In addition to providing shelter, the Plastent can have small pieces of Equipment, such as a sensor array, mounted onto it. Most models come equipped with an inflation unit that can fully inflate the plastent within a few minutes. |
Common |
Light |
Small |
300 |
|
Portable Beacon |
Survival Gear |
All |
Portable Beacons do nothing more than transmit signals that can be received only by sensors. A single Portable Beacon is about 1 meter long. One end is pointed, making the beacon easy to embed in the ground, but a beacon also features a built-in tripod, enabling the beacon up be set up on a hard, flat surface. Able to transmit a signal to a range of 10,000 km from a planet's surface, a Portable Beacon is commonly used to mark the location of a safe landing zone. However, a Portable Beacon can be reprogrammed to broadcast a warning or a distress signal by connecting it to a Datapad and succeeding on an Average(6) Use Computer check. |
Uncommon |
Medium |
Medium |
1500 |
|
Subsonic Field Emitter |
Survival Gear |
All |
More of a convenience than a necessity for wilderness scouts, the Subsonic Field Emitter generates a subsonic pulse attuned to the nervous systems of non sentient insects and other vermin, discouraging them from entering the emitter's 6-meter broadcast radius and allowing beings within the radius to relax without being disturbed by natural pests. Tiny or smaller creatures with an Intelligence score of 2 or less cannot willfully enter the radius of a Subsonic Field Emitter. |
Uncommon |
Very Light |
Tiny |
120 |
|
Spacer's Chest |
Survival Gear |
All |
A Spacer's Chest is a special container commonly kept by smugglers and pirates to store their most prized possessions. A Spacer's Chest usually carries not only valuables but also emergency items like spare clothes, Credits Sticks, Data Discs, small Tools, concentrated food, and a Hold-Out Blaster Pistol with Energy Cells. A Spacer's Chest has enough consumables to feed one person for 10 days, and has an electronic locking mechanism that has a Very Hard Difficulty Use Gadget to open. |
Rare |
Medium |
Medium |
200 |
|
Binder Cuffs |
Security |
All |
Binder Cuffs are Durasteel restraints designed to lock two limbs of a prisoner together, normally the wrists or ankles, but it is possible to lock one arm to one leg or use the Binder Cuffs to hook a prisoner to a tree. The cuffs have a Damage Reduction score of 10, 20 hit points, and a Strength score of 40. Breaking them requires a DC 30 Strength check, and removing them without the seven-digit release code requires a DC 25 Mechanics check. The Binder Cuffs can be attached to the limbs of any creature of Large, Medium, or Small size. |
Uncommon |
Very Light |
Tiny |
50 |
|
Energy Cell |
Parts |
All |
This small battery provides power for devices, including certain types of weapons. An Energy Cell appears as a small, flat disk. An Energy Cell can be recharged with a Power Recharger. |
Common |
Featherlight |
Diminutive |
10 |
|
Power Recharger |
Tools |
All |
A Power Recharger is used to recharge a Power Pack or Energy Cell. The recharge process takes 4 hours, and only one Power Pack or Energy Cell may be recharged at a time. A Power Recharger holds enough power to recharge 100 Power Packs or Energy Cells, but is normally connected to a ship's or building's power supply, allowing it unlimited recharge capacity. |
Common |
Very Light |
Tiny |
100 |
|
Power Pack |
Parts |
All |
A Power Pack is a compact rectangular battery that fits into the grip or barrel of an energy weapon, such as a blaster, to provide the power needed to fire it. A Power Pack can be recharged with a Power Recharger. |
Common |
Featherlight |
Diminutive |
25 |
|
Fire Extinguisher |
Tools |
All |
A full-round blast from this Tool produces a chemical cloud that provides Total Concealment. Those inside the cloud can't see targets outside the cloud, and those outside the cloud can't see targets inside the cloud. The cloud spreads 1 square in all directions for every round it is activated. It dissipates after 3 rounds (no matter how large the cloud). Each full-round blast depletes one-tenth of the Fire Extinguisher's chemical supply. |
Common |
Light |
Small |
50 |
|
Mesh Tape |
Tools |
All |
The usefulness of Mesh Tape is limited only by a character's imagination. Mesh Tape adhesive has a Strength score of 15, and can support up to 90 kg indefinitely (And up to 180 kg for up to 5 rounds). Mesh Tape itself has a Strength score of 20 when used to bind another character, and requires a DC 20 Strength check to break. |
Common |
Very Light |
Tiny |
5 |
|
Power Generator |
Tools |
All |
A Power Generator is a small fusion reactor that provides continuous power for Heavy Weapons, Vehicles, structures, and machinery. It can power anything up to a Gargantuan Vehicle or structure indefinitely, a Colossal Vehicle or structure for 1 day, and a Vehicle or structure of Colossal (Frigate) size for 1 hour. After that, it is Disabled and must be replaced. |
Common |
Medium |
Medium |
750 |
|
Security Kit |
Lockpicking |
Tech / Investigator |
A Security Kit is a set of special tools for bypassing electronic and mechanical locks. It usually includes electronic components and dedicated sensor devices. On most worlds, possession of a Security Kit is illegal for anyone who doesn't have the proper permits, such as members of law enforcement agencies and professional security experts. |
Rare |
Very Light |
Tiny |
750 |
|
Tool Kit |
Tools |
Engineer / Tech |
You need a Tool Kit to reprogram a Droid, or to Repair a damaged Droid or Vehicle. A Tool Kit also makes repairing devices much simpler. |
Common |
Very Light |
Small |
250 |
|
Utility Belt |
Tools |
Engineer / Tech |
A Utility Belt has 10 pouches containing a standard array of items. Each pouch can carry 0.5 kg. A standard utility belt contains: Ration Pack (3), Medpac, Tool Kit, Power Pack, Energy Cell, Glow Rod, Comlink, Liquid Cable Dispenser |
Common |
Very Light |
Small |
500 |
|
Droid Diagnostic |
Tools |
Engineer / Tech |
Mechanics and Droid builders throughout the galaxy use the Interstellar Droid Monitoring Inc. Mk-11 Droid Diagnostic. This handheld device- roughly twice the size of a standard Datapad- diagnoses and analyzes the functions of any Droid connected to it, displaying damage or errors in the Droid's systems. The Droid Diagnostic grants a +2 Equipment bonus on Mechanics checks for a Droid connected to it. |
Uncommon |
Very Light |
Small |
400 |
|
Repulsor Pad |
Tools |
Engineer / Tech |
A Repulsor Pad is used mostly to ease manual labor. In essence, it is a flat board with four repulsors, one at each corner, that can be used to lift heavy objects for short-range transport. This allows a single worker to move a heavy crate or other object without the need to use a Vehicle or a Binary Load Lifter. |
Common |
Light |
Large |
200 |
|
Name |
Type |
Operative Role |
Effects |
Rarity |
Weight |
Bulk |
Cost |
|
Medpac |
Medical |
Doctor / Medic |
Medpacs are compact packages designed to both equip a trained medic for work in the field and allow untrained individuals to apply First Aid in emergencies. A Medpac contains bandages, synthetic flesh, coagulants, stimulants, and other medicines designed to help an injured patient recover quickly. Medpacs come with 10 charges and are exhausted and useless when they have 0 charges. |
Common |
Light |
Small |
100 |
|
Bacta Vial (1 Dose) |
Medical |
All |
A vial containing healing bacteria, which when injected, restores 1d4 hit points. |
Uncommon |
Very Light |
Tiny |
100 |
|
Bacta Vial (2 Doses) |
Medical |
All |
A vial containing healing bacteria, which when injected, restores 2d4 hit points. |
Uncommon |
Very Light |
Tiny |
200 |
|
Bacta Vial (4 Doses) |
Medical |
All |
A vial containing healing bacteria, which when injected, restores 4d4 hit points. |
Uncommon |
Very Light |
Tiny |
400 |
|
Bacta Vial (8 Doses) |
Medical |
All |
A vial containing healing bacteria, which when injected, restores 8d4 hit points. |
Uncommon |
Very Light |
Tiny |
800 |
This is the section on buying and upgrading starships.
For repair costs, see Starship Repair.
This section describes the different requirements for modifying starships: labor costs, hard point cost and installation procedures.
Installing modifications on starships costs time and money. The more Hard Points are required for a single upgrade, the longer the work will take and the more additional credits it will cost.
| Hard Point Cost | Repair Time | Labor Cost |
|---|---|---|
| 1 | 1 day | 150 |
| 2 | 2 days | 300 |
| 3 | 3 days | 600 |
| 4 | 4 days | 1500 |
| 5 | 5 days | 3000 |
| 6 | 6 days | 6000 |
| 7 | 7 days | 12,000 |
| 8 | 2 weeks | 25,000 |
| 9 | 3 weeks | 50,000 |
| 10 | 4 weeks | 75,000 |
| 11 | 5 weeks | 100,000 |
| 12 | 6 weeks | 200,000 |
After a certain threshold (around 6 Hard Points) the costs and time begin to accelerate, as the sheer number of people, materials, time and costs for the modification grow as the physical dimensions of the modification are also much larger.
Every starship (new or used) will have a number of Hard Points. Used ships may have some of these Hard Points allocated. New ships usually do not, however a purchaser of a new ship can opt-in to preconfigured "configuration" packages which will cost a certain number of Hard Points (sometimes they don't get a choice if that's the only model left).
Starships can have Hard Points added to them, with a cost of 500 credits per Hard Point.
A Starship can never have more than double its initial Hard Points. In other words if a stock starship has 5 Hard Points, you can only ever add 5 more Hard Points for a total of 10 Hard Points.
If the owner of a ship no longer wants a system, or is replacing a system which already cost Hard Points with another one that costs Hard Points, they can deduct the Hard Point cost of the system which is being removed from the cost that the new one requires.
Example: Lando Calrissian wants to upgrade his VCX-100 to replace the Forward Mounted Medium Blaster Cannons that he had installed on it, which cost 1 Hard Point, with Heavy Blaster Cannons, which cost 2 Hard Points. Therefor in addition to paying for the parts and labor to install the Heavy Blaster Cannons in his Forward Mount, Lando must have at least 1 Hard Point available on his VCX-100.
If instead Lando wanted to replace the Class 2 Hyperdrive with a Class 1 Hyperdrive, he would assume the ship had the 3 Hard Points for the Class 2 Hyperdrive and could swap it for the Class 1 Hyperdrive which has the same Hard Point cost. If he wanted a further upgrade (to 0.75 or 0.5) he would have to ensure that he had an additional Hard Point available for the upgrade, in addition to the cost increase.
To modify a starship requires the following:
If a starship owner is having several different modifications installed at once, then they need only wait a number of days equal to the highest Hard Point cost, since most of the work can be done in paralell.
This is a list of starships that it's possible for player characters to purchase, though capital ships (CR-90) will cost a bit of capital!
|
Name |
Manufacturer |
Type |
Size |
Hard Points |
Cargo Capacity |
Cost |
Maneuverability |
Armor Rating |
Passive Defense |
Speed |
Hull Points |
Shield Rating |
Armor Soak |
Power Available |
System Durability |
Comms_Range |
Sensors_Range |
Sensors_Assist |
Medical_Bonus |
Special_Equipment |
Primary_Weapon |
Hyperdrive |
Navicomputer |
|
Slayn & Korpil |
Fighter |
3 |
2 |
45 kilograms |
220,000 |
-1 |
3 |
2 |
4 |
15 |
4 |
0 |
0 |
6 |
Close |
Close |
1 |
0 |
Heavy Weaponry |
3 |
Primary: Class 2, Backup: None |
Yes |
|
|
Trilon Incorporated |
Fighter |
4 |
6 |
5 tons |
160,000 |
-1 |
4 |
3 |
5 |
25 |
3 |
0 |
0 |
6 |
Short |
Short |
0 |
0 |
Disabled Safety Limiters |
3 |
Primary: Class 2, Backup: Class 8 |
No |
|
|
Incom/Subpro |
Fighter |
3 |
2 |
6 tons |
180,000 |
0 |
4 |
4 |
4 |
18 |
3 |
0 |
0 |
6 |
Long |
Long |
1 |
0 |
Rear Guns |
3 |
Primary: Class 1.5, Backup: None |
Yes |
|
|
Corellian Engineering Corporation |
Shuttle |
3 |
6 |
1 tons |
22,000 |
0 |
2 |
2 |
4 |
12 |
1 |
0 |
0 |
6 |
Close |
Close |
0 |
0 |
Attaches to VCX-100 |
3 |
None |
No |
|
|
Appazanna Engineering Works |
Gunship |
3 |
3 |
2 tons |
95,000 |
0 |
3 |
3 |
3 |
20 |
2 |
0 |
0 |
6 |
Short |
Short |
0 |
0 |
Wookiee Friendly |
3 |
Primary: Class 2, Backup: Class 12 |
No |
|
|
Koensayr Manufacturing |
Bomber |
3 |
2 |
5 tons |
134,999 |
0 |
3 |
3 |
4 |
12 |
2 |
0 |
0 |
6 |
Close |
Close |
0 |
0 |
Larger Cockpit (5) |
2 |
Primary: Class 1, Backup: Class 12 |
Yes |
|
|
Koensayr Manufacturing |
Fighter |
3 |
4 |
440 kg |
250,000 |
-1 |
2 |
1 |
3 |
12 |
3 |
0 |
0 |
6 |
Close |
Close |
0 |
0 |
Many Weapons |
2 |
None |
No |
|
|
CEC/Gallofree Yards |
Light Cruiser |
5 |
4 |
4000 tons |
190,000 |
-3 |
5 |
2 |
3 |
55 |
5 |
2 |
4 |
5 |
Long |
Long |
1 |
1 |
Carrier Attachments |
3 |
Primary: Class 3, Backup: Class 12. |
Yes |
|
|
Corellian Engineering Corporation |
Corvette |
6 |
8 |
8,000 tons |
1,200,000 |
-1 |
5 |
4 |
3 |
50 |
7 |
2 |
7 |
6 |
Long |
Long |
2 |
2 |
Fighter Bay |
4 |
Primary: Class 2, Backup: Class None |
Yes |
|
|
Corellian Engineering Corporation |
Light Freighter |
4 |
12 |
100 tons |
100,000 |
-1 |
3 |
2 |
4 |
22 |
3 |
0 |
0 |
6 |
Short |
Short |
0 |
0 |
Two sets of 360 turrets |
2 |
Primary: Class 3, Backup: Class 12. |
Yes |
|
|
FreiTek Incorporated |
Fighter |
3 |
4 |
100 kg |
160,000 |
1 |
3 |
4 |
5 |
14 |
3 |
0 |
0 |
6 |
Close |
Close |
0 |
0 |
Custom Astromech R7 |
3 |
Primary: Class 1, Backup: None |
No |
|
|
Corellian Engineering Corporation |
Escape Craft |
2 |
2 |
100 kg |
9,000 |
0 |
2 |
2 |
3 |
10 |
2 |
0 |
0 |
5 |
Short |
Short |
0 |
0 |
Attaches to YT-1300 |
2 |
None |
No |
|
|
SoroSuub Corporation and MandalMotors |
Fighter |
3 |
2 |
100 kg |
185,000 |
3 |
2 |
5 |
5 |
10 |
0 |
0 |
0 |
5 |
Close |
Close |
0 |
0 |
Can perform the Concordia Face Off maneuver |
3 |
Primary: Class 2, Backup: Class None |
Yes |
|
|
Kuat System Engineering |
Patrol Craft |
4 |
4 |
70 tons |
80,000 |
0 |
4 |
4 |
4 |
15 |
4 |
0 |
0 |
6 |
Short |
Short |
0 |
0 |
Has Holding Cells |
3 |
Primary: Class 3, Backup: Class 15 |
Yes |
|
|
Byblos Drive Yards |
Fighter |
3 |
4 |
250 kg |
130,000 |
-1 |
3 |
2 |
4 |
14 |
4 |
0 |
3 |
6 |
Short |
Short |
0 |
0 |
Power Generation |
3 |
Class 2, Backup: Class 10 |
Yes |
|
|
MandalMotors |
Heavy Fighter |
4 |
4 |
2 tons |
190,000 |
2 |
1 |
3 |
4 |
22 |
2 |
0 |
0 |
6 |
Short |
Short |
0 |
0 |
Troop Transport (Seating) |
3 |
Class 1, Backup: Class 10 |
Yes |
|
|
Gallofree Yards, Inc |
Transport |
6 |
4 |
19000 tons |
180,000 |
-3 |
3 |
0 |
3 |
20 |
3 |
2 |
4 |
5 |
Medium |
Medium |
0 |
1 |
Can carry cargo or passengers |
2 |
Primary: Class 4, Backup: Class 15. |
Yes |
|
|
Corellian Engineering Corporation |
Light Freighter |
3 |
5 |
50 tons |
70,000 |
1 |
2 |
3 |
4 |
18 |
2 |
0 |
0 |
5 |
Short |
Short |
0 |
0 |
Highly Customizable Light Freighter |
2 |
Primary: Class 2, Backup: None |
Yes |
|
|
Corellian Engineering Corporation |
Scout Ship |
4 |
4 |
50 tons |
55,000 |
1 |
2 |
3 |
4 |
14 |
3 |
0 |
0 |
5 |
Extreme |
Extreme |
2 |
0 |
Extreme Range Sensors |
2 |
Primary: Class 3, Backup: Class 15 |
Yes |
|
|
TransGalMeg, Inc. |
Fighter |
3 |
5 |
130 kg |
65,000 |
0 |
2 |
2 |
4 |
10 |
1 |
0 |
0 |
6 |
Close |
Close |
0 |
0 |
Vaksai Modification Package |
3 |
Primary: Class 3, Backup: None |
Yes |
|
|
MandalMotors |
Patrol Craft |
4 |
6 |
75 tons |
120,000 |
-2 |
4 |
2 |
5 |
20 |
2 |
0 |
0 |
6 |
Short |
Short |
0 |
0 |
Fire-linked weapons and Tractor Beam |
3 |
Primary: Class 2, Backup: Class 12 |
Yes |
|
|
MandalMotors |
Fighter |
3 |
4 |
110 kg |
150,000 |
-1 |
3 |
2 |
4 |
16 |
2 |
0 |
0 |
6 |
Short |
Short |
0 |
0 |
Hutt Only |
5 |
Primary: Class 2, Backup: None. |
Yes |
|
|
MandalMotors |
Interceptor |
3 |
2 |
100 kg |
55,000 |
2 |
2 |
4 |
5 |
6 |
1 |
0 |
0 |
5 |
Short |
Short |
0 |
0 |
Cheapest Fighter |
2 |
Primary: Class 2, Backup: None. |
Yes |
|
|
SubPro Corporation |
Spacetug |
3 |
2 |
10,000 tons/100 kg |
50,000 |
2 |
2 |
4 |
3 |
12 |
0 |
0 |
3 |
5 |
Close |
Close |
0 |
0 |
Powerful Engines |
2 |
None |
No |
|
|
Baktoid Armour Workshop. |
Fighter |
3 |
3 |
100 kg |
115,000 |
1 |
1 |
2 |
5 |
6 |
2 |
0 |
0 |
5 |
Close |
Close |
0 |
0 |
Cloaking Device |
2 |
Class 2, Backup: None. |
Yes |
|
|
Incom/Alliance Underground Engineering |
Interceptor |
3 |
2 |
50 kg |
150,000 |
3 |
2 |
5 |
6 |
6 |
2 |
0 |
0 |
5 |
Medium |
Medium |
0 |
0 |
Very fast |
2 |
Primary: Class 1, Backup: None. |
Yes |
|
|
Nubian Design Collective |
Bomber |
3 |
4 |
10 tons |
150,000 |
0 |
3 |
3 |
4 |
15 |
4 |
0 |
0 |
5 |
Close |
Close |
0 |
0 |
Equiped with Proton Bombs |
3 |
Primary: Class 2, Backup: Class 10. |
Yes |
|
|
Haor Chall Engineering |
Shuttle |
3 |
4 |
150 tons |
120,000 |
1 |
4 |
5 |
3 |
25 |
1 |
0 |
0 |
5 |
Short |
Short |
0 |
0 |
Attaches to VCX-100 |
2 |
Primary: Class 1, Backup: Class 10 |
Yes |
|
|
Corellian Engineering Corporation |
Gunship |
3 |
3 |
50 tons |
100,000 |
-1 |
3 |
2 |
4 |
20 |
2 |
0 |
0 |
5 |
Short |
Short |
0 |
0 |
Heavy Laser |
5 |
Primary: Class 2, Backup: Class 12 |
Yes |
|
|
MandalMotors |
Fighter |
3 |
1 |
100 kg |
160,000 |
1 |
2 |
3 |
4 |
14 |
1 |
0 |
0 |
6 |
Close |
Close |
0 |
0 |
Contains Buzz-Droid compliment |
3 |
Primary: Class 2, Backup: None |
Yes |
|
|
Incom Corporation |
Fighter |
3 |
2 |
100 kg |
120,000 |
1 |
3 |
4 |
5 |
10 |
3 |
0 |
0 |
6 |
Close |
Close |
0 |
0 |
New Republic/Rebellion Starfighter |
2 |
Primary: Class 1, Backup: None |
No |
|
|
Incom Corporation |
Heavy Fighter |
4 |
6 |
2 tons |
65,000 |
1 |
2 |
3 |
4 |
20 |
3 |
0 |
0 |
6 |
Close |
Close |
0 |
0 |
Door Gunner(2) |
3 |
Primary: Class 2, Backup: Class 10 |
Yes |
|
|
Corellian Engineering Corporation |
Light Freighter |
4 |
10 |
200 tons |
155,000 |
-3 |
3 |
0 |
3 |
32 |
4 |
0 |
0 |
7 |
Short |
Short |
0 |
0 |
Dockable Craft |
4 |
Primary: Class 2, Backup: Class 14 |
Yes |
|
|
Corellian Engineering Corporation |
Light Freighter |
4 |
10 |
140 tons |
130,000 |
0 |
4 |
4 |
3 |
25 |
4 |
0 |
0 |
6 |
Short |
Short |
0 |
0 |
Twin Turrets |
4 |
Primary: Class 2, Backup: Class 12 |
Yes |
|
|
Corellian Engineering Corporation |
Light Freighter |
4 |
12 |
200 tons |
132,000 |
-2 |
3 |
1 |
3 |
30 |
3 |
0 |
0 |
6 |
Short |
Short |
0 |
0 |
|
3 |
Primary: Class 3, Backup: Class 14 |
Yes |
|
|
Incom/Subpro |
Fighter |
3 |
4 |
100 kg |
55,000 |
1 |
3 |
4 |
4 |
9 |
2 |
0 |
0 |
6 |
Close |
Close |
0 |
0 |
|
2 |
None |
No |
|
|
Corellian Engineering Corporation |
Light Freighter |
4 |
10 |
150 tons |
75,000 |
-1 |
2 |
1 |
3 |
20 |
3 |
0 |
0 |
5 |
Short |
Short |
0 |
0 |
Twin Turrets |
3 |
Primary: Class 3, Backup: Class 16 |
Yes |
|
|
Corellian Engineering Corporation |
Light Freighter |
4 |
2 |
80 tons |
380,000 |
-1 |
4 |
3 |
3 |
23 |
4 |
0 |
0 |
5 |
Medium |
Medium |
0 |
0 |
Heavy Weapons |
4 |
Primary: Class 2, Backup: Class 12 |
Yes |
|
Name |
Weapon Skill |
Fire Arc |
Damage Type |
Weapon Damage |
Qualities |
Range |
Rarity |
Hard Points |
Cost |
|
Light Blaster Cannon |
Artillery: Beam Weapons |
Forward |
Energy |
1 |
|
Any |
Uncommon |
1 |
1200 |
|
Medium Blaster Cannon |
Artillery: Beam Weapons |
Forward |
Energy |
2 |
|
Any |
Rare |
1 |
2500 |
|
Heavy Blaster Cannon |
Artillery: Beam Weapons |
Forward |
Energy |
3 |
|
Any |
Very Rare |
2 |
5500 |
|
Proton Torpedo Launcher |
Artillery: Missile Weapons |
Forward |
Particle |
4 |
Attack (Action: Lock): Spend 1 Target Lock. Change 1 Hit result to a Critical Hit result. |
2-3 |
Very Rare |
1 |
2500 |
|
Proton Torpedoes |
Artillery: Missile Weapons |
Forward |
Energy |
4 |
|
2-3 |
Very Rare |
- |
800 |
|
Cluster Mines |
Artillery: Mines |
Rear |
Energy |
2 |
During the Shipboard Phase, you may spend 1 Power to drop the Cluster Mines behind the ship using the 1-straight template |
1-radius |
Very Rare |
1 |
600 |
|
Concussion Missiles |
Artillery: Missile Weapons |
Forward |
Energy |
3 |
|
2-3 |
Very Rare |
0 |
750 |
|
Advanced Proton Torpedoes |
Artillery: Missile Weapons |
Forward |
Energy |
5 |
Attack (Action: Lock): Spend 1 Charge. Change 1 Hit result to a Critical Hit result. |
2-3 |
Very Rare |
0 |
1600 |
|
Autoblasters |
Artillery: Beam Weapons |
Forward |
Energy |
"+2" |
If the defender is in the Bullseye Arc, the attacker can roll 1 extra attack die. If the attacker is not in the defender's forward firing arc, Evade results don't cancel Critical Hits. |
1-2 |
Uncommon |
0 |
* |
|
Barrage Rockets |
Artillery: Missile Weapons |
Forward |
Energy |
3 |
Attack (Action: Focus): Spend 1 Charge. If the defender is in your Bullseye Arc, you may spend 1 or more Charge to reroll that many attack dice. |
2-3 |
Uncommon |
0 |
1000 |
|
Laser Turret |
Artillery: Beam Weapons |
All |
Energy |
2 |
|
1-2 |
Uncommon |
1 |
5000 |
|
Ion Cannon |
Artillery: Beam Weapons |
Forward |
Ionic |
3 |
If this attack hits, spend 1 Hit or Critical Hit results to cause the defender to suffer 1 Hit damage. All remaining Hit / Critical Hit results inflict ion tokens instead of damage. |
1-3 |
Rare |
1 |
3000 |
|
Ion Bomb |
Artillery: Missile Weapons |
Rear |
Ionic |
- |
When this device detonates, each ship or device at range 0-1 gains 3 ion tokens, and each device at range 0-1 suffers 1 Hit damage. |
1-radius |
Very Rare |
0 |
500 |
|
Ion Turret |
Artillery: Beam Weapons |
All |
Ionic |
3 |
Attack: If this attack hits, spend 1 Hit or Critical Hit result to cause the defender to suffer 1 Hit damage. All remaining Hit / Critical Hit results inflict ion tokens instead of damage. |
1-2 |
Very Rare |
1 |
6000 |
|
Electro-Chaff Missiles |
Artillery: Missile Weapons |
Directional |
Ionic |
- |
During the System Phase, you may spend 1 Charge from this card launch 1 Electro-Chaff Cloud using the (3 Maneuver: Bank left (white)), (3 Maneuver: Bank right (white)), or (4 Maneuver: Straight (white)) template. Any missiles or torpedoes that would cross this cloud are destroyed instead. |
1-2 |
Very Rare |
0 |
8000 |
|
Missile Launcher |
Artillery: Missile Weapons |
Forward |
Varies |
- |
Required to launch Missiles |
- |
Very Rare |
1 |
3500 |
|
Torpedo Launcher |
Artillery: Missile Weapons |
Forward |
Varies |
- |
Required to launch Torpedoes |
- |
Very Rare |
1 |
3000 |
|
Bomb Rack |
Artillery: Mines |
Rear |
Varies |
- |
Required to drop Bombs and Mines |
- |
Very Rare |
1 |
2500 |
|
Light Turbo Laser Cannons |
Artillery: Beam Weapons |
Forward |
Energy |
3 |
|
Any |
Uncommon |
2 |
5,000 |
|
Medium Turbo Laser Cannons |
Artillery: Beam Weapons |
Forward |
Energy |
4 |
|
Any |
Rare |
2 |
10,000 |
|
Heavy Turbo Laser Cannons |
Artillery: Beam Weapons |
Forward |
Energy |
5 |
|
Any |
Very Rare |
3 |
20,000 |
|
Name |
Category |
Effects |
Hard Points |
Cost |
Rarity |
|
Adaptive Shields |
Shields |
If another ally ship is at range 0-1, you may spend 1 Shield token to cancel a Hit against that ally ship. |
1 |
6,000 |
Uncommon |
|
Shield Upgrade 1 |
Shields |
Increases the Ship's Shield Rating by 1. |
1 |
4,000 |
Common |
|
Shield Upgrade 2 |
Shields |
Increases the Ship's Shield Rating by 2. |
2 |
6,000 |
Common |
|
Shield Upgrade 3 |
Shields |
Increases the Ship's Shield Rating by 3. |
3 |
8,000 |
Uncommon |
|
Reinforce Hull 1 |
Hull |
Increases the Ship's Hull Points by 5 |
1 |
5,000 |
Common |
|
Reinforce Hull 2 |
Hull |
Increases the Ship's Hull Points by 10 |
2 |
7,500 |
Common |
|
Reinforce Hull 3 |
Hull |
Increases the Ship's Hull Points by 15 |
3 |
10,000 |
Uncommon |
|
Armor Upgrade 1 |
Armor |
Increases the Ship's Passive Defense by 1, also reduces Maneuverability by -1. |
1 |
13,000 |
Common |
|
Armor Upgrade 2 |
Armor |
Increases the Ship's Passive Defense by 2, also reduces Maneuverability by -2. |
2 |
17,000 |
Common |
|
Armor Upgrade 3 |
Armor |
Increases the Ship's Passive Defense by 3, also reduces Maneuverability by -3. |
3 |
21,000 |
Uncommon |
|
Chaff Gun |
Special |
Grants the defender +2 defense dice against missiles, torpedoes and target locks. Dropped from behind via the 1-Template. Does 2 damage dice in an atmosphere. |
1 |
2,000 |
Very Rare |
|
Name |
Category |
Effects |
Hard Points |
Cost |
Rarity |
Notes |
|
Quick-Release Locks |
Scoundrel |
Allows the ship to drop Cargo Crates. |
1 |
2,000c |
Rare |
|
|
Rigged Cargo Chute |
Scoundrel |
Allows the ship to drop Loose Cargo. |
0 |
1,000c |
Uncommon |
The ship has a 1/6 chance to lose cargo unintentionally after each hyperspace jump. |
|
Scanner Baffler |
Intelligence Gathering |
Increases defense dice by +3 against Scanner Actions: Scans and Target Locks. |
1 |
1,500c |
Uncommon |
|
|
Tracking Fob |
Bounty Hunting |
If a ship has a Tracking Device, this gives +3 attack dice for the Scanner to aquire Target Locks |
0 |
3,000c |
Rare |
A Tracking Device costs 200 for a standard, and 2,000 for one that transmits throughs subspace. |
|
Navicomputer, Limited |
Hyperspace Travel |
Required for Hyperspace Travel, provides no Navigation bonuses. |
0 |
500c |
Common |
|
|
Navicomputer |
Hyperspace Travel |
Required for Hyperspace Travel, provides a +1 Navigation bonus. |
1 |
2,000c |
Uncommon |
|
|
Navicomputer, Advanced |
Hyperspace Travel |
Required for Hyperspace Travel, provides a +2 Navigation bonus. |
2 |
20,000c |
Very Rare |
|
|
Cargo Pod, Light |
Cargo Storage |
A Light Cargo Pod adds (Cost Modifier) x 1 tons of cargo. Reduces Maneuverabilty by 1. |
0 |
500c |
Common |
Gargantuan or Larger |
|
Cargo Pod, Medium |
Cargo Storage |
A Medium Cargo Pod adds (Cost Modifier) x 5 tons of cargo. Reduces Maneuverabilty by 2. |
1 |
1,000c |
Common |
Colossal or Larger |
|
Cargo Pod, Heavy |
Cargo Storage |
A Large Cargo Pod adds (Cost Modifier) x 10 tons of cargo. Reduces Maneuverabilty by 3. |
2 |
1,500c |
Common |
Colossal (Frigate) or Larger |
|
Cloaking Device, Hibridium |
Stealth |
Requires 1 Shipboard Action and 1 Power to Activate. Consumes 1 Power per turn. While Active, no other ship may target this cloaked ship. Automatically deactivates when any weapons are fired. |
3 |
50,000c |
Very Rare |
When Cloaking Device is active, target locks from this ship are also broken. Costs 1 Hard Point for Fighters, 2 for Large Ships, 4 for Huge Ships. Typically nearly impossible to find, often only a handful can be built. |
|
Cloaking Device, Stygium |
Stealth |
Requires 1 Shipboard Action and 2 Power to Activate. Consumes 2 Power per turn. While Active, no other ship may target this cloaked ship. Remains active when a weapon is fired. Deactivates when there's no Power to maintain it. |
1 |
100,000,000c |
Very Rare |
Target locks can be maintained even when this Cloaking Devcie is activated. Costs 1 Hard Point for Fighters, 2 for Large Ships, 4 for Huge Ships. Typically nearly impossible to find, often only a handful can be built. |
|
Cryogenic Chambers |
Cargo Storage |
Cryogenic Chambers are hibernation systems that allow live creatures to be carried in stasis. Originally developed prior to the invention of safe Hyperdrive systems, they are now used to haul herds of livestock (often Nerf or Bantha herds) and to transport critically injured passengers. Each unit of Cryogenic Chambers can carry a number of Medium or smaller creatures equal to (Cost Modifier)/5. Large creatures take up five times as much space, and Huge creatures take up twenty times as much space. |
2 |
500c |
Common |
Colossal or Larger |
|
Docking Clamps |
Docking |
Docking Clamps allow a Starship to dock with other Starships in space. Normally, this Starship Accessory is used by passengers to move from shuttles to larger ships, but larger vessels can use them as makeshift Starfighter launches. Once the Docking Clamp is in place, creatures can safely move between the clamped ships. A Starship can maneuver, fight, and even travel through Hyperspace with ships of smaller size clamped to it. |
1 |
2,000c |
Common |
Colossal (Frigate) or Larger |
|
Droid Repair Team |
Repair |
A Droid Repair Team automatically deploys to repair a Starship when it suffers System Damage, no action on the part of the crew is necessary to activate it. |
1 |
5,000c |
Common |
Colossal or Larger |
|
Escape Pod, Small Lifeboat |
Safety |
These vessels, which can be installed on ships of Colossal size or larger, provide life support for up to fifteen Medium creatures for up to 1 week, and they have enough fuel to fly across a star system to reach a habitable planet. |
1 |
400c |
Common |
Colossal or Larger |
|
Escape Pod, Large Lifeboat |
Safety |
These vessels, which can be installed on ships of Colossal (Frigate) size or larger, provide life support for up to 50 Medium creatures for up to 2 months, and they include a Class 15 Hyperdrive with enough fuel for a single Hyperspace jump (plus a little left over for the ion engines and repulsorlifts to use during landing). |
2 |
800c |
Common |
Colossal (Frigate) or Larger |
|
Extended Range |
Hyperspace Travel |
Some Starships need to operate for extended periods without ever returning to port. Such a ship can be built with oversized fuel tanks, extra stores of food, and improved recycling systems. Doing this improves a Starship's consumables by 10% of its original value (rounded down, minimum 1 day) x the number of times you have installed Extended Range on the Starship. |
1 |
100c |
Common |
- |
|
Hangar Bay |
Docking |
A Hangar Bay can be installed on a ship of Colossal (Frigate) size or larger. It holds secondary craft such as Starfighters or shuttles. |
8 |
500c |
Common |
Colossal (Frigate) or Larger |
|
Hangar Bay, Concealed |
Docking |
The presence of a Concealed Hangar isn't obvious to an external examination. Determine the hangar space as for a standard Hangar Bay, above. |
40 |
1,000c |
Rare |
Colossal (Frigate) or Larger |
|
Transceiver, HoloNet |
Communications |
HoloNet Transceivers are extremely rare and expensive systems that allow for real-time audio, visual, and holographic communication over an unlimited range. |
4 |
50,000c |
Rare |
Colossal or Larger |
|
Transceiver, Hyper |
Communications |
Hypertransceivers effectively have an unlimited range, allowing ships at opposite ends of the galaxy to communicate with each other, although such communications can experience significant time lag. |
1 |
2,000c |
Uncommon |
- |
|
Luxury Upgrade, Basic |
Amenities |
A Basic Luxury Upgrade changes a Starship from a harsh travel vehicle to a comfortable home on the move. |
1 |
10,000c |
Common |
- |
|
Luxury Upgrade, Advanced |
Amenities |
An Advanced Luxury Upgrade goes a step farther, making the ship the equivalent of an upper-scale hotel. |
1 |
20,000c |
Common |
- |
|
Luxury Upgrade, Extreme |
Amenities |
An Extreme Luxury Upgrade turns a Starship into a palace in space, fit for emperors and lords of industry. |
1 |
50,000c |
Common |
- |
|
Medical Suite |
Medical |
A Medical Suite, which can be installed on ships of Colossal size or larger, provides the necessary facilities to maintain the health of a crew over a long period. A Medical Suite includes (Size Modifier)/5 medical beds and (Size Modifier)/50 Bacta Tanks. |
1 |
3,000c |
Common |
Colossal or Larger |
|
Passenger Conversion, Seating |
Amenities |
Seating provides accomodations for voyages of 1 day or less. |
1 |
200c |
Common |
- |
|
Passenger Conversion, Quarters |
Amenities |
Quarters provides accomodations for longer voyages. These are typically the equivalent of steerage-quality, and require a Luxury Upgrade for higher quality. |
10 |
500c |
Common |
Colossal or Larger |
|
Sensor Array Computer +1 |
Sensors |
This dedicated Sensor Array Computer offloads computations from the main ship's computer and provides a +1 bonus to Sensor checks. |
1 |
5,000c |
Common |
- |
|
Sensor Array Computer +2 |
Sensors |
This dedicated Sensor Array Computer offloads computations from the main ship's computer and provides a +2 bonus to Sensor checks. |
2 |
25,000c |
Common |
- |
|
Sensor Array Computer +3 |
Sensors |
This dedicated Sensor Array Computer offloads computations from the main ship's computer and provides a +3 bonus to Sensor checks. |
3 |
50,000c |
Uncommon |
- |
|
Slave Circuits, Basic |
Starship Operations |
Slave circuitry reduces the number of crewmembers required to operate a Starship. This Starship Accessory is most commonly present in older Capital Ships, which requires tens of thousands of crew. Basic Slave Circuits reduces the crew requirements of a Starship by 1/3 |
1 |
1,000c |
Common |
- |
|
Slave Circuits, Advanced |
Starship Operations |
Slave circuitry reduces the number of crewmembers required to operate a Starship. This Starship Accessory is most commonly present in older Capital Ships, which requires tens of thousands of crew. Advanced Slave Circuits reduces it by 2/3. |
1 |
4,000c |
Common |
- |
|
Slave Circuits, Recall |
Starship Operations |
Available only for Starships equipped with Advanced Slave Circuits, Recall Slave Circuits allow a Starship to be summoned by Comlink to the owner even when no one is aboard the ship. |
0 |
6,000c |
Very Rare |
Colossal or Smaller |
|
Smuggler's Compartments |
Cargo Storage |
Smuggler's Compartments are hidden cargo spaces designed to resist detection. It takes a detailed inspection and a DC 6 Perception + Searching check to find a Smuggler's Compartment. |
1 |
200c |
Illegal |
- |
|
Transponder, IFF |
Identification |
IFF Transponders are a blank Friend or Foe Transponder of the type normally installed on military Starships, and you can activate or deactivate it as a Comms Action. |
0 |
1,000c |
Very Rare |
- |
|
Transponder, Masked |
Identification |
You can mask your ship's Transponder code (making it impossible to read), however, a Masked Transponder is immediately apparent to everyone who detects your ship, attracting the attention of the authorities |
0 |
200c |
Illegal |
- |
|
Transponder, Disguised (1) |
Identification |
A Disguised Transponder transmits a second signal that modifies the broadcast signal pattern of your ship's Transponder, making it look like a different ship altogether. Activating or deactivating a Disguised Transponder is a Comms Action. |
0 |
500c |
Illegal |
- |
|
Transponder, Disguised (2) |
Identification |
A Disguised Transponder transmits a second signal that modifies the broadcast signal pattern of your ship's Transponder, making it look like a different ship altogether. Activating or deactivating a Disguised Transponder is a Comms Action. |
0 |
1,000c |
Illegal |
- |
|
Transponder, Disguised (3) |
Identification |
A Disguised Transponder transmits a second signal that modifies the broadcast signal pattern of your ship's Transponder, making it look like a different ship altogether. Activating or deactivating a Disguised Transponder is a Comms Action. |
0 |
2,000c |
Illegal |
- |
|
Amphibious Seals |
Atmospheric Maneuvering |
Amphibious Seals allow a Starship to function as a submarine. This unusual modification is popular with traders who do extensive business with Species that have underwater cities (including Quarren, Mon Calamari, and Gungans) and with smugglers who want to be able to hide a ship underwater. |
2 |
4,000c |
Common |
- |
|
Auxiliary Generators +2 |
Power Systems |
Auxiliary Generators are able to step in and supply power to specific systems when engine power is needed to propel the ship or engage in other crucial functions (such as maintaining the shields). These generators provide +2 Power Points at the beginning of Starship Combat. |
2 |
2,000c |
Common |
- |
|
Auxiliary Generators +4 |
Power Systems |
Auxiliary Generators are able to step in and supply power to specific systems when engine power is needed to propel the ship or engage in other crucial functions (such as maintaining the shields). These generators provide +4 Power Points at the beginning of Starship Combat. |
3 |
5,000c |
Common |
Gargantuan or Larger |
|
Auxiliary Generators +6 |
Power Systems |
Auxiliary Generators are able to step in and supply power to specific systems when engine power is needed to propel the ship or engage in other crucial functions (such as maintaining the shields). These generators provide +6 Power Points at the beginning of Starship Combat. |
4 |
10,000c |
Uncommon |
Colossal or Larger |
|
Backup Battery |
Power Systems |
A Backup Battery is a common safety precaution taken by all space travelers, but smugglers and pirates put it to even better use. A Backup Battery allows the ship to operate, at least its basic functions, for up to 1 hour after the ship's power generator fails. Additionally, if a ship is Disabled from System Damage due to Ion weapons or ionized gasses, the ship's Engineer can make a DC 5 Mechanics check to reverse the ionization using the Backup Battery, removing 1 System Damage and removing the "Disabled" status. However, doing so drains the Backup Battery, which must then be replaced. |
0 |
10,000c |
Uncommon |
- |
|
Baffled Drive |
Stealth |
Baffled Drives are favored by smugglers moving through dangerous, highly patrolled star systems and anyone else that needs to move through space with a modicum of stealth. A Baffled Drive uses supercooled Tibanna gas that leaves no visible trail, making it incredibly difficult (DC 6 Perception + Scanners check) to detect the ship with sensors. |
1 |
100,000c |
Very Rare |
Colossal or Larger |
|
Cockpit Ejection System |
Safety |
A popular modification for tramp freighters and bounty hunter Starfighters, a Cockpit Ejection System allows a ship's cockpit to eject in the event of the ship's destruction, and subsequently act as an Escape Pod. |
2 |
8,000c |
Common |
Gargantuan or Colossal |
|
Cotterdam |
Docking |
A Cotterdam is a very basic form of airlock that can be used to connect two Colossal or larger Starships. The Cotterdam is little more than a flexible tube that extends between two Starship hatches, allowing complete movement between the vessels with no need for extravehicular equipment. A Cotterdam creates a tunnel 3 squares long and 1 square wide, and maneuvering two adjacent ships into position to use the Cotterdam requires a DC 3 Piloting check from the Pilots of each vessel. Failing the check may result in a Collision between the ships. |
1 |
3,000c |
Uncommon |
Colossal or Larger |
|
Environmental Filters |
Amenities |
Environmental Filters allow a Starship to support more than one set of environmental conditions. This is common on luxury liners that wish to provide comfortable quarters for multiple Species at once. |
2 |
2,000c |
Uncommon |
Gargantuan or Larger |
|
Fuel Converters |
Hyperspace Travel |
Fuel Converters transform matter into usable Fuel that can keep a starship running even over long journeys. While Fuel Converters never eliminate the need to refuel during visits to spaceports, they can extend the amount of time between visits and reduce Fuel costs. Fuel Converters come in a variety of forms, including solid fuel converters, gas scoops, and solar converters. If the Pilot of a Starship with Fuel Converters spends at least 1 hour gathering Fuel in realspace, the ship regains one unit of fuel (enough for one day's travel in realspace, one hour's travel in atmosphere or in combat, or one Hyperspace jump). |
1 |
2,400c |
Uncommon |
Colossal or Larger |
|
Grappler Mag |
Bounty Hunting |
A Grappler Mag is essentially a short-range Starship Scale grappling hook with a magnetic clamp at the end. |
1 |
1,000c |
Common |
- |
|
Hardpoint |
Customization |
Hardpoints are external mounts for missile weapons, bombs, or mines carried externally of any launcher tube or weapon mount. A ship can never have more than double their stock number of Hard Points. |
1 |
500c |
Very Rare |
- |
|
Hidden Cargo Hold (25% of Cargo) |
Cargo Storage |
A Hidden Cargo Hold is a large cargo area that is not on a ship's normal schematics, and that requires access through a false wall or hidden hatch. It is similar to Smuggler's Compartments, with two important differences. First, up to half a Starships' Cargo Capacity can be converted to Hidden Cargo Holds. Second, a cursory investigation of a ship reveals that a section of the ship can't be reached (requiring a DC 3 Perception + Searching check during a routine inspection lasting 1 minute x Starship's Cost Modifier). However, it requires a closer inspection to find the access to the Hidden Cargo Holds (requiring a DC 5 Perception + Scanners check during a detailed inspection lasting 1 hour x Starship's Cost Modifier). This makes such holds useful for smugglers who can bribe their way past formal inspections, depending only on their concealment to keep their goods hidden from casual eyes. |
1 |
2,000c |
Illegal |
- |
|
Hidden Cargo Hold (50% of Cargo) |
Cargo Storage |
A Hidden Cargo Hold is a large cargo area that is not on a ship's normal schematics, and that requires access through a false wall or hidden hatch. It is similar to Smuggler's Compartments, with two important differences. First, up to half a Starships' Cargo Capacity can be converted to Hidden Cargo Holds. Second, a cursory investigation of a ship reveals that a section of the ship can't be reached (requiring a DC 3 Perception + Searching check during a routine inspection lasting 1 minute x Starship's Cost Modifier). However, it requires a closer inspection to find the access to the Hidden Cargo Holds (requiring a DC 5 Perception + Scanners check during a detailed inspection lasting 1 hour x Starship's Cost Modifier). This makes such holds useful for smugglers who can bribe their way past formal inspections, depending only on their concealment to keep their goods hidden from casual eyes. |
2 |
5,000c |
Illegal |
- |
|
Hidden Cargo Hold (75% of Cargo) |
Cargo Storage |
A Hidden Cargo Hold is a large cargo area that is not on a ship's normal schematics, and that requires access through a false wall or hidden hatch. It is similar to Smuggler's Compartments, with two important differences. First, up to half a Starships' Cargo Capacity can be converted to Hidden Cargo Holds. Second, a cursory investigation of a ship reveals that a section of the ship can't be reached (requiring a DC 3 Perception + Searching check during a routine inspection lasting 1 minute x Starship's Cost Modifier). However, it requires a closer inspection to find the access to the Hidden Cargo Holds (requiring a DC 5 Perception + Scanners check during a detailed inspection lasting 1 hour x Starship's Cost Modifier). This makes such holds useful for smugglers who can bribe their way past formal inspections, depending only on their concealment to keep their goods hidden from casual eyes. |
4 |
10,000c |
Illegal |
- |
|
Holding Cells (25% of Passengers) |
Cargo Storage |
Holding Cells (often referred to as the brig or the detection block) are standard on Capital Ships and some smaller vessels (including patrol ships). Bounty hunters and pirates find it useful to add them to other vessels, and private "Dungeon Ships" convert the majority of their space to Holding Cells to act as for-hire prison transports. Up to 75% of a Starship's Passengers can be converted to Holding Cells. |
1 |
1,000c |
Very Rare |
- |
|
Holding Cells (50% of Passengers) |
Cargo Storage |
Holding Cells (often referred to as the brig or the detection block) are standard on Capital Ships and some smaller vessels (including patrol ships). Bounty hunters and pirates find it useful to add them to other vessels, and private "Dungeon Ships" convert the majority of their space to Holding Cells to act as for-hire prison transports. Up to 75% of a Starship's Passengers can be converted to Holding Cells. |
2 |
2,000c |
Very Rare |
- |
|
Holding Cells (75% of Passengers) |
Cargo Storage |
Holding Cells (often referred to as the brig or the detection block) are standard on Capital Ships and some smaller vessels (including patrol ships). Bounty hunters and pirates find it useful to add them to other vessels, and private "Dungeon Ships" convert the majority of their space to Holding Cells to act as for-hire prison transports. Up to 75% of a Starship's Passengers can be converted to Holding Cells. |
4 |
5,000c |
Very Rare |
- |
|
Interrogation Chamber |
Bounty Hunting |
An Interrogation Chamber is a Holding Cell specifically designed to force prisoners to confess their crimes and reveal their secrets. The Starship needs at least one Holding Cell, and the listed cost is for converting one Holding Cell (for a single prisoner) into an Interrogation Chamber. Interrogation Chambers are favored by Imperial Inquisitors and bounty hunters, who often question associates of a wanted target. |
0 |
10,000c |
Illegal |
Colossal or Larger |
|
Personalized Controls |
Customization |
All ship stations can be available to one station (usually the Helm or Piloting station), however the ship cannot require a crew of more than 6. |
0 |
1,000c |
Common |
Colossal or Smaller |
|
Plasma Punch |
Bounty Hunting |
Designed and produced by the Drever Corporation, a Plasma Punch is a massive plasma drill that can create airlocks where none exist by boring through the hull of a ship. |
1 |
25,000c |
Very Rare |
Colossal or Larger |
|
Plasma Torch |
Rescue, Piracy |
A Plasma Torch is a modification of a Tractor Clamp, used to cut through the hull of another ship. This is possible only when a ship is secured by the Tractor Clamp. The Plasma Torch cuts a neat hole through the secured ship's hull, allowing rescue crews (or, more likely, pirates) to board the secured ship at a point other than an airlock. |
1 |
6,000c |
Very Rare |
Colossal or Larger |
|
Sensor Baffling |
Sensor Countermeasures |
Sensor Baffling coating is frequently used on military scout ships to help avoid detection, but civilian vessels coated with Sensor Baffling are often treated as suspicious vessels by spaceport authorities, making the baffling good for space runs but not as good for maintaining a low profile in legitimate ports. A Starship with Sensor Baffling can make Stealth checks to Starship Stealth even without Cover or Concealment. |
0 |
20,000c |
Very Rare |
- |
|
Sensor Decoy |
Sensor Countermeasures |
A Sensor Decoy is a missile with an electronics package designed to make it look like a full-sized Starship on sensors. A Sensor Decoy flies in a straight line at a speed of up to 5 squares, but they won't exceed the maximum speed of the ship that launched them. It takes a DC 5 Scanners check to determine whether a Sensor Decoy is a fake at a range of Long or further. However, the Sensor Decoy can't fool optical scanners (or the naked eye), so it is automatically revealed as a fake at Close Range. |
1 |
2,000c |
Rare |
- |
|
Sensor Mask |
Sensor Countermeasures |
An extremely expensive modification that is both highly Illegal and highly successful, a Sensor Mask is a combination of sensors, chemical and electronic emitters, holographic projectors, and other anti-detection systems that make detecting the ship difficult. Rather than attempting to hide the ship by negating sensor emissions, a Sensor Mask reads the signals emitted by enemy sensors as they strike the ship, and then replicates those same sensor signals on the far side of the ship, effectively making it seem like the sensor signals passed right through the ship (as though it were open space). A Sensor Mask effectively gives a ship Cover Concealment at Long Range or further. |
1 |
150,000c |
Illegal |
Gargantuan or Larger |
|
Tractor Clamp |
Rescue, Piracy |
A Tractor Clamp is a special Tractor Beam designed to allow enemy ships to be quickly clamped on to and secured. Once you draw an enemy ship into your square (or drag yourself into the enemy ship's square if it is the larger vessel), you can use the Tractor Clamp to secure the two ships together for immediate boarding |
12 |
15,000c |
Very Rare |
- |
|
Workshop |
Engineering |
Mechanics checks and Computers checks made to repair, modify, or construct objects in the workshop (or the Starship in which the Workshop is located) gain a +2 Equipment bonus. |
1 |
3,000c |
Common |
Gargantuan or Larger |
|
Name |
Category |
Effects |
Hard Points |
Rarity |
Cost |
|
Hyperdrive, Class .5 |
Hyperdrive |
Allows for travel through Hyperspace. The number is the multiplier for the time each trip takes. |
4 |
Legendary |
- |
|
Hyperdrive, Class .75 |
Hyperdrive |
Allows for travel through Hyperspace. The number is the multiplier for the time each trip takes. |
4 |
Very Rare |
5,000 |
|
Hyperdrive, Class 1 |
Hyperdrive |
Allows for travel through Hyperspace. The number is the multiplier for the time each trip takes. |
3 |
Uncommon |
3,000 |
|
Hyperdrive, Class 1.5 |
Hyperdrive |
Allows for travel through Hyperspace. The number is the multiplier for the time each trip takes. |
3 |
Uncommon |
2,500 |
|
Hyperdrive, Class 2 |
Hyperdrive |
Allows for travel through Hyperspace. The number is the multiplier for the time each trip takes. |
3 |
Common |
2,000 |
|
Hyperdrive, Class 3 |
Hyperdrive |
Allows for travel through Hyperspace. The number is the multiplier for the time each trip takes. |
2 |
Common |
1,500 |
|
Hyperdrive, Class 4 |
Hyperdrive |
Allows for travel through Hyperspace. The number is the multiplier for the time each trip takes. |
2 |
Common |
1,000 |
|
Hyperdrive, Class 5 |
Hyperdrive |
Allows for travel through Hyperspace. The number is the multiplier for the time each trip takes. |
2 |
Common |
500 |
|
Hyperdrive, Class 6 |
Hyperdrive |
Allows for travel through Hyperspace. The number is the multiplier for the time each trip takes. |
2 |
Common |
400 |
|
Hyperdrive, Class 8 |
Hyperdrive |
Allows for travel through Hyperspace. The number is the multiplier for the time each trip takes. |
1 |
Common |
300 |
|
Hyperdrive, Class 10 |
Hyperdrive |
Allows for travel through Hyperspace. The number is the multiplier for the time each trip takes. |
1 |
Common |
200 |
|
Hyperdrive, Class 15 |
Hyperdrive |
Allows for travel through Hyperspace. The number is the multiplier for the time each trip takes. |
1 |
Common |
100 |
|
Sublight Drive (Speed 1) |
Sublight Drive |
Allows for travel through Normal Space. The number is the max speed dial rating. |
1 |
Common |
1,000 |
|
Sublight Drive (Speed 2) |
Sublight Drive |
Allows for travel through Normal Space. The number is the max speed dial rating. |
2 |
Common |
2,000 |
|
Sublight Drive (Speed 3) |
Sublight Drive |
Allows for travel through Normal Space. The number is the max speed dial rating. |
3 |
Uncommon |
5,000 |
|
Sublight Drive (Speed 4) |
Sublight Drive |
Allows for travel through Normal Space. The number is the max speed dial rating. |
4 |
Rare |
10,000 |
|
Sublight Drive (Speed 5) |
Sublight Drive |
Allows for travel through Normal Space. The number is the max speed dial rating. |
5 |
Very Rare |
20,000 |
|
Sublight Drive (Speed 6) |
Sublight Drive |
Allows for travel through Normal Space. The number is the max speed dial rating. |
6 |
Legendary |
100,000 |
|
Maneuvering Jets, Normal |
Maneuvering |
Improves Ship Maneuverability by +1 |
1 |
Common |
2,000 |
|
Maneuvering Jets, Powerful |
Maneuvering |
Improves Ship Maneuverability by +2 |
2 |
Common |
5,000 |
|
Maneuvering Jets, Turbo |
Maneuvering |
Improves Ship Maneuverability by +3 |
3 |
Uncommon |
10,000 |
|
Atmospheric Thrusters |
Maneuvering |
Allows for maneuvering in an atmosphere |
1 |
Common |
2,000 |
|
Atmospheric Thrusters, Advanced |
Maneuvering |
Allows for maneuvering in an atmosphere, Provides a +2 Maneuvering Bonus while in an atmosphere. |
3 |
Common |
5,000 |
|
SubLight Accelerator Motor (SLAM) |
Maneuvering |
Grants the 1-Straight Boost Maneuver without inflicting Stress on the ship |
2 |
Very Rare |
25,000 |
|
Fusion Engine (Power 1) |
Power System |
Provides the ship's Engineer with 1 Power per turn to allocate |
1 |
Common |
1,000 |
|
Fusion Engine (Power 2) |
Power System |
Provides the ship's Engineer with 2 Power per turn to allocate |
2 |
Common |
2,000 |
|
Fusion Engine (Power 3) |
Power System |
Provides the ship's Engineer with 3 Power per turn to allocate |
3 |
Uncommon |
5,000 |
|
Fusion Engine (Power 4) |
Power System |
Provides the ship's Engineer with 4 Power per turn to allocate |
4 |
Rare |
10,000 |
|
Fusion Engine (Power 5) |
Power System |
Provides the ship's Engineer with 5 Power per turn to allocate |
5 |
Very Rare |
20,000 |
|
Fusion Engine (Power 6) |
Power System |
Provides the ship's Engineer with 6 Power per turn to allocate |
6 |
Legendary |
100,000 |
|
Inertial Dampeners |
Maneuvering |
If you spend 2 Power, this device allows the ship to perform the (0 Maneuver: stop (white)) Maneuver instead of the one chosen. |
1 |
Rare |
5,000 |