Equipment and Economy

Earning Money

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).

Bounty Hunting

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.

Bounty Generator

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.

Freelance Agent Employment

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.

Employment Salary

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

Scavenging

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.

Black Markets

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.

Black Market Trading Table

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%

Trading

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:

  1. Where in the galaxy is the world? (Core, Colonies, Mid-Rim, Expansion Region, Outer Rim, Unknown Territories, and Hyperspace Route world)
  1. How many Exports?
  2. How many Imports?
  1. What is the Tech Level of the world? (High-Tech, Modern, Primitive)
  1. Specific Exports
  2. Specific Imports
  1. Are the Trade Goods legal, or smuggled?
Determine Trade Level

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).

Trade by Galaxy Location

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.

Core & Colonies World Types

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

Mid-Rim & Expansion World Types

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

Outer-Rim and Unknown Territories World Types

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

Determine Imports and Exports

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

Primitive World Trade Goods

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

Modern World Trade Goods

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

High-Tech World Trade Goods

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

Goods from any World

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

Smuggling Goods

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.

Part Cost and Type Table

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

Determine Markup / Markdown

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.

Market Fluctuations by World

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

Cargo Space and Weight

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.

Costs & Upkeep

The following table lists the typical costs for living in the galaxy. These will be paid for as the player characters engage with them.

Costs Table

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

Upkeep per Month Table

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.

Simple Encumbrance

There are several different rough “weight classes” and “bulk classes”.

Weight 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 Classes

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.

Item Lists

This section contains the appendicies, mostly comprising lists of equipment and abilities.

Weapons Lists

This section contains the lists of the various types of weapons.

Melee 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

Thrown Weapons

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

Ranged Weapons

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

Armor List

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

Shields List

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.

Equipment List

Gadgets

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

Healing Items

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

Starships

This is the section on buying and upgrading starships.

For repair costs, see Starship Repair.

Modifying Starships

This section describes the different requirements for modifying starships: labor costs, hard point cost and installation procedures.

Labor Costs

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
11 day150
22 days300
33 days600
44 days1500
55 days3000
66 days6000
77 days12,000
82 weeks25,000
93 weeks50,000
104 weeks75,000
115 weeks100,000
126 weeks200,000

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.

Hard Point Cost

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.

Installing Modifications

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.

Starship List

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

A/SF-01 B-Wing

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

Aggressor Assault Fighter

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

ARC-170 Starfighter

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

Attack Shuttle

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

Auzituck Gunship

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

BTL-A4 Y-Wing

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

BTL-S8 K-Wing

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

C-ROC Cruiser

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

CR90 Corellian Corvette

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

Customized YT-1300 Light Freighter

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

E-Wing

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

Escape Craft

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

Fang Fighter

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

Firespray-class Patrol Craft

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

G-1A Starfighter

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

Gauntlet Fighter

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

GR-75 Medium Transport

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

HWK-290 Light Freighter

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

JumpMaster 5000

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

Kihraxz Fighter

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

Lancer-class Pursuit Craft

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

M12-L Kimogila Fighter

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

M3-A Interceptor

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

Quadrijet Transfer Spacetug

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

Rogue-class Starfighter

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

RZ-1 A-Wing

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

Scurrg H-6 Bomber

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

Sheathipede-class Shuttle

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

ST-70 Assault Ship

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

StarViper-class Attack Platform

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

T-65 X-Wing

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

UT-60D U-Wing

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

VCX-100 Light Freighter

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

YT-2400 Light Freighter

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

YV-666 Light Freighter

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

Z-95-AF4 Headhunter

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

YT-1000 Light Freighter

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

YV-929 Light Freighter

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

Starship Weapons

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

Starship Defenses

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

Starship Equipment

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

Starship Drives

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