Introduction
Many of these rules are derived originally from the guidelines published in Galaxy Guide 6: Tramp Freighters. However, these rules are significantly modified from the rules presented in that book. As a result of these modifications, these rules need to be playtested and revised to ensure they are reasonable.
Defensive Components
Hull Plating
Hull plating can be repaired or added to an existing craft to improve the Hull rating of the craft. To calculate the cost of the additional hull plating, multiple the ship's hull rating to be achieved (rounded down) by:
- Speeder: 500 credits; 8 hours.
- Starfighter: 1,000 credits; 16 hours.
- Space Transport: 5,000 credits; 80 hours.
- Capital Ship: 20,000 credits; 2,000 hours.
Each pip must be purchased separately. Adding the hull plating is relatively easy, requiring an Easy repair roll of the appropriate type.
For each pip of hull rating added to the ship, the maneuverability rating of the ship decreases by 1 pip. For each full die of hull rating added, the ship's Space speed also decreases by one step (due to the additional weight of the ship). Only 2D of hull plating can be added to a given ship by default; additional hull plating is at the GM's discretion.
Shields
All space-capable ships contain particle shields; without these shields, the ship would likely be destroyed by high-velocity particles within a relatively short period of time. Some ships also equip defensive shields, also known as ray shields, that protect them from blasters, lasers, and other energy weapons. Ships without ray shields are assumed to have 1D-rated particle shields, which are perfectly sufficient to deflect incoming micrometeorites. Ships will ray shields generally operate with 1D-rated particle shields active at all times, though their shield projectors are capable of generating particle shields of the same strength as their ray shields. Shield systems are made up of the following components:
- Two or four shield coils that project ray shields out from the ship;
- Four or eight particle field projectors that emit particle shields in lobes around the ship;
- Two shield generators, one each for particle and ray shields; and
- Two or more energy sinks, which absorb and dissipate the energy impinging upon the shields themselves.
Shield coils absorb feedback from the impact of weapons or particles on the shield itself. They are designed to overload and pop, saving the rest of the system (like a fuse). Coils are inexpensive and quick to replace as a result.
Starfighter Shields
Rating | Weight | Cost |
---|---|---|
1D | 1.5 tons | 4,000 credits |
2D | 2 tons | 10,000 credits |
3D | 2.5 tons | 25,000 credits |
4D | 3 tons | 75,000 credits |
Space Transport Shields
Rating | Weight | Cost |
---|---|---|
1D | 6 tons | 8,000 credits |
2D | 8 tons | 20,000 credits |
3D | 10 tons | 50,000 credits |
4D | 12 tons | 150,000 credits |
5D | 15 tons | 400,000 credits |
Capital Shields
Rating | Weight | Cost |
---|---|---|
1D | 60 tons | 80,000 credits |
2D | 80 tons | 200,000 credits |
3D | 100 tons | 500,000 credits |
4D | 120 tons | 1,500,000 credits |
5D | 150 tons | 4,000,000 credits |
6D | 200 tons | 10,000,000 credits |
Repair Costs
Component | Cost % | Repair Difficulty | Repair Duration |
---|---|---|---|
Shield Coil | 1% | Very Easy | 2 rounds |
Field Projector | 10% | Easy | 10 minutes |
Shield Generator | 75% | Moderate | 2 hours |
Energy Sink | 15% | Moderate | 1 hour |
Engine Components
Components listed here affect vehicle speed, hyperspace transit times, and vehicle maneuverability. Both upgrades and system repair components are listed.
Ion Drives
Ion drives provide primary sublight spaceflight (and in-atmospheric flight, for atmospheric-capable ships). Ion drives consist of the following components:
- A powerplant used to generate the power required to propel the ship;
- One or more thruster coils, used to channel the thrust and keep the flow laminar and efficient;
- A flow controller computer, used to control the amount of power fed to the engine for smooth flight;
- One or more thruster actuators, used to control the engine bell shape and direction to maintain the desired flight profile; and
- One or more engine housings, shielded plating to contain the thruster output and deflect hard radiation from the crew compartment.
Though some ships do mount single engines, most starship manufacturers rely on multiple engines to keep costs down and improve ship reliability. Mounting two identical engines on a ship improves the space rating by 1 step; mounting four improves it by two steps; mounting 8 improves by 3. In practice, many starfighters mount 2 engines, and many space transports use 4, though there are exceptions. Capital ships often use larger clusters of engines, some mounting as many as 8 large engines. For simplicity's sake, assume that dissimilar engines use only the power rating of the largest-mounted engine(s). Clusters of more than 8 engines do not improve the speed of a vessel.
Engine scale matters considerably when discussing ion drives, since ion engines are essentially reaction drives, though they are highly-efficient reaction drives. For each jump in scale, add 3 steps to the effectiveness of the engine; for example, mounting a single capital-scale ion engine rated for Space 4 on a starfighter-scale ship grants a space rating of 10.
Starfighter-Scale Ion Drives
Atmosphere | Space | Weight | Cost |
---|---|---|---|
cell | 1 | 2 tons | 750 credits1 |
cell | 2 | 2.5 tons | 2,500 credits |
cell | 3 | 3 tons | 5,000 credits |
cell | 4 | 4 tons | 12,500 credits |
cell | 5 | 4.5 tons | 25,000 credits |
cell | 6 | 6 tons | 125,000 credits |
cell | 7 | 7 tons | 250,000 credits |
cell | 8 | 8 tons | 500,000 credits |
cell | 9 | 10 tons | 750,000 credits |
cell | 10 | 12 tons | 1,000,000 credits |
cell | 11 | 14 tons | 1,250,000 credits |
cell | 12 | 16 tons | 1,500,000 credits |
cell | 13 | 18 tons | 2,000,000 credits |
cell | 14 | 20 tons | 2,500,000 credits |
cell | 15 | 25 tons | 3,000,000 credits |
cell | 16 | 30 tons | 3,500,000 credits |
cell | 17 | 35 tons | 4,000,000 credits |
cell | 18 | 40 tons | 4,500,000 credits |
cell | 19 | 45 tons | 5,000,000 credits |
cell | 20 | 50 tons | 6,000,000 credits |
Space Transport-Scale Ion Drives
Atmosphere | Space | Weight | Cost |
---|---|---|---|
cell | 1 | 8 tons | 3,000 credits |
cell | 2 | 10 tons | 10,000 credits |
cell | 3 | 12 tons | 20,000 credits |
cell | 4 | 16 tons | 50,000 credits |
cell | 5 | 18 tons | 100,000 credits |
cell | 6 | 24 tons | 500,000 credits |
cell | 7 | 28 tons | 1,000,000 credits |
cell | 8 | 32 tons | 2,000,000 credits |
cell | 9 | 40 tons | 3,000,000 credits |
cell | 10 | 48 tons | 4,000,000 credits |
cell | 11 | 56 tons | 5,000,000 credits |
cell | 12 | 64 tons | 6,000,000 credits |
cell | 13 | 72 tons | 8,000,000 credits |
cell | 14 | 80 tons | 10,000,000 credits |
cell | 15 | 100 tons | 15,000,000 credits |
Capital-Scale Ion Drives
Atmosphere | Space | Weight | Cost |
---|---|---|---|
cell | 1 | 40 tons | 7,500 credits |
cell | 2 | 50 tons | 25,000 credits |
cell | 3 | 60 tons | 50,000 credits |
cell | 4 | 80 tons | 125,000 credits |
cell | 5 | 90 tons | 250,000 credits |
cell | 6 | 120 tons | 1,250,000 credits |
cell | 7 | 140 tons | 2,500,000 credits |
cell | 8 | 160 tons | 5,000,000 credits |
cell | 9 | 200 tons | 7,500,000 credits |
cell | 10 | 250 tons | 10,000,000 credits |
Repair Cost
Component | Cost % | Repair Difficulty | Repair Duration |
---|---|---|---|
Powerplant | 95% | Very Difficult | 200 hours |
Thruster Coil | 1% | Easy | 1 hour |
Flow Controller | 5% | Moderate | 2 hours |
Thruster Actuators | 2% | Very Difficult | 4 hours |
Shielding | 2% | Moderate | 40 hours |
Ship's engines require annual overhauls costing 1% of the base engine cost and requiring a base 10 hours of work. Failure to perform the overhaul introduces gremlins to the engine until the engine can be overhauled and repaired (doubling the cost of the overhaul).
Upgrade Cost
Ion drives may be upgraded up to double their base speed value by running the engine hotter than recommended. For each increase in speed desired, roll the appropriate repair skill at a base Moderate difficulty; 5 successes are needed. Each additional step beyond the base rating of the engine adds +10 to the difficulty of the modification. Each step in speed requires components costing 5% of the base engine cost for the desired speed rating and requires a base 40 hours of work. Any failed rolls or mishaps during this time introduce gremlins to the engines (specifics left to the GM).
Example Gremlins
TODO example gremlins for Ion Drives
Maneuvering Thrusters
Maneuverability repairs and upgrades use the same system, since any damage to a ship's maneuverability results in loss of maneuverability dice. When repairing a ship using purchased components built for that type of ship, the repair roll difficulty is reduced to Moderate and the cost is reduced by half.
To increase a ship's maneuverability by one pip (or from 0D to 1D), multiple the ship's hull rating by the die of maneuverability to be achieved, both rounded down. This gives you a cost multiplier. Multiply this by the following value to determine the cost and duration of the resulting modification:
- Speeder Scale: 100 credits, 8 hours
- Starfighter Scale: 500 credits, 8 hours
- Space Transport Scale: 1,000 credits, 20 hours
- Capital Scale: 10,000 credits, 100 hours
Improving maneuverability requires a Difficult repair check, and each pip must be purchased and installed separately. The maximum maneuverability for a given ship is 3D higher than the base maneuverability rating for that ship type. Failures and mishaps during the upgrade process result in gremlins, the details of which are at the GM's discretion.
Example Gremlins
TODO example gremlins for Maneuvering Thrusters
Hyperdrives
A full hyperdrive unit allows the vehicle in question to transit hyperspace, travelling between solar systems. Hyperdrive units are available in three scales: Starfighter, Space Transport, and Capital. Though a larger hyperdrive can be placed in a smaller vessel (taking up a considerable amount of space in the process), this provides no mechanical benefit; a larger hyperdrive only allows for the controlled movement of more tonnage through hyperspace, not for faster transit speeds.
Hyperdrive components are listed separately here as well. In general, a hyperdrive unit consists of:
- A motivator, which modulates the field that pushes the ship into and through hyperspace;
- 2 to 4 field generator coils, which project the hyperspace field around the ship;
- A mass detector array, which scans for mass shadows in hyperspace along the transit path of the ship; and
- A mass detector interrupt, which cuts in to collapse the hyperspace field if a mass shadow is detected in the path of transit.
Starfighter-Scale Hyperdrives
Multiplier | Weight | Cost |
---|---|---|
x1/4 | as base | N/A2 |
x1/2 | as base | N/A |
x1 | 9 tons | 30,000 credits3 |
x2 | 7.5 tons | 20,000 credits |
x3 | 6 tons | 14,000 credits |
x4 | 5 tons | 10,000 credits |
x5 | 4 tons | 8,500 credits |
x6 | 3.5 tons | 7,500 credits |
x8 | 2.5 tons | 7,000 credits |
x10 | 2 tons | 6,000 credits |
x12 | 1.5 tons | 5,000 credits |
x14 | 1.2 tons | 4,000 credits |
x15 | 1 ton | 3,000 credits |
x18 | 500 kg | 2,000 credits |
x20 | 250 kg | 1,000 credits |
x25 | 50 kg | 500 credits |
Space Transport-Scale Hyperdrives
Multiplier | Weight | Cost |
---|---|---|
x1/4 | as base | N/A |
x1/2 | as base | N/A |
x1 | 18 tons | 60,000 credits |
x2 | 15 tons | 40,000 credits |
x3 | 12 tons | 30,000 credits |
x4 | 10 tons | 20,000 credits |
x5 | 8 tons | 17,500 credits |
x6 | 7 tons | 15,000 credits |
x8 | 5 tons | 14,000 credits |
x10 | 4 tons | 12,000 credits |
x12 | 3 tons | 10,000 credits |
x14 | 2.5 tons | 8,000 credits |
x15 | 2 tons | 6,000 credits |
x18 | 1 ton | 4,000 credits |
x20 | 500 kg | 2,000 credits |
x25 | 100 kg | 1,000 credits |
Capital-Scale Hyperdrives
Multiplier | Weight | Cost |
---|---|---|
x1/4 | as base | N/A |
x1/2 | as base | N/A |
x1 | 180 tons | 600,000 credits |
x2 | 150 tons | 400,000 credits |
x3 | 120 tons | 300,000 credits |
x4 | 100 tons | 200,000 credits |
x5 | 80 tons | 175,000 credits |
x6 | 70 tons | 150,000 credits |
x8 | 50 tons | 140,000 credits |
x10 | 40 tons | 120,000 credits |
x12 | 30 tons | 100,000 credits |
x14 | 25 tons | 80,000 credits |
x15 | 20 tons | 60,000 credits |
x18 | 10 tons | 40,000 credits |
x20 | 5 tons | 20,000 credits |
x25 | 1 ton | 10,000 credits |
Repair Cost
Component | Cost % | Repair Difficulty | Repair Duration |
---|---|---|---|
Hyperdrive Motivator | 75% | Difficult | 40 hours |
Field Coil | 5% | Easy | 1 hour |
Mass Detector Array | 25% | Moderate | 10 hours |
Mass Interrupt | 10% | Difficult | 4 hours |
Upgrade Cost
Hyperdrives may be upgraded up to 2 steps from their base level. Performing these upgrades requires custom-treating the motivator and coils to withstand higher energies during transit. This requires a shop environment and takes a base of 200 hours of work for the first step (e.g., x2 to x1). To succeed, you must make 5 Heroic repair rolls. For each missed roll, the modified hyperdrive acquires a gremlin (at the GM's discretion); any mishaps also grant the hyperdrive a gremlin. Hyperdrives modified below x1 automatically gain one gremlin per step. For the second step of modification, the base duration and number of rolls required are doubled, and all rolls are at +10 difficulty. To attempt each step costs 25% of the base value of the hyperdrive (for component modification).
If an upgraded hyperdrive is damaged, you will need to either acquire modified parts or modify the replacement parts to work with your modified hyperdrive unit. Modifying the part in place doubles the base repair duration and adds a +10 to the repair difficulty.
Example Gremlins
TODO example gremlins for Hyperdrives
Repulsors
TODO repair and replacement costs for various repulsor systems, including speeder-grade repulsorlifts and repulsor control units
Electronics
Ships contain a wide variety of electronic components, from personal entertainment devices to shipboard health monitoring servers to military hardware.
Sensors
Main sensors: Ratings bought separately. 500/unit passive; 1,000/unit scan, max 2.5x passive; 1,500/unit search, max 2.5 scan; 5,000/unit focus, max 1/4 passive. Tonnage based on passive, requiring 100 kg/unit.
Fire Control sensors: 1,000/1D; 4,000/2D; 9,000/3D; 16,000/4D; 25,000/5D (guns only). Cost of fire control for missiles is built into cost of missile system.
Sensor Jammers
Weapons Jammers: penalty to opponent's Fire Control; 10,000/1D, no higher ratings available
Sensor Cloaks: interferes with opponent's Sensors; 15,000/1D; 40,000/2D
Communications Jammer: floods comm waves with interference; range 20, 10,000/die interference, max 5D; +1,000/unit range, max 150. Base mass 1 ton/10 range and multiply by number of dice.
False Transponder Code: 15,000, highly variable due to black market nature
Deployable sensor decoy ("chaff"): 1,500 each for passive; see also Copycat Pod for active decoy, 10,000.
Communications Arrays
Hyperway Signal Interceptor: 2,000
Signal Crytoprocessor: 20,000/1D; 50,000/2D; 150,000/3D
HoloNet Node: 150,000, 10 tons
Standard Communications Array: 500
High-Power Communications Array: 2,500; broadcasts through interference much better (compensates for 2D of interference)
Encryption: +500/1D, +1,500/2D, +7,500/3D
Other Electronics
Navicomp: 500/single jump, 2,500/10 jump, 5,000/20 jump
Crystal Gravfield Traps: May detect incoming hyperspace signatures 1D rounds before ships appear; 3,000 credits
Weapons
Basic Weaponry
Weapon | Scale | FC | Dmg | Atmo | Space | Weight | Cost |
---|---|---|---|---|---|---|---|
Turbolaser Battery | Capital | 3D | xD | xx | xx | 35 tons | 100,000 credits |
Mini-tractor | Starfighter | 2D | 4D | xx | xx | 3 tons | 8,000 credits |
Tractor Beam Emitter | Capital | 2D | 5D | xx | xx | 15 tons | 24,000 credits |
Heavy Turbolaser | Capital | 3D | xD | xx | xx | 16 tons | 40,000 credits |
Light Laser Cannon | Starfighter | 2D | 3D | 100-300/1.2/2.5 | 1-3/12/25 | 1 ton | 750 credits |
Laser Cannon | Starfighter | 2D | 4D | 100-300/1.2/2.5 | 1-3/12/25 | 2 tons | 1,500 credits |
Heavy Laser Cannon | Starfighter | 3D | 5D | 100-300/1.2/2.5 | 1-3/12/25 | 4 tons | 4,000 credits |
Turbolaser | Capital | 3D | xD | xx | xx | 10 tons | 20,000 credits |
Light Ion Cannon | Starfighter | 2D | 3D | 100-300/700/3.6km | 1-3/7/36 | 500 kg | 3,000 credits |
Ion Cannon | Starfighter | 2D | 4D | 100-300/700/3.6km | 1-3/7/36 | 1 ton | 4,500 credits |
Heavy Ion Cannon | Starfighter | 2D | 5D | 100-300/700/3.6km | 1-3/7/36 | 2 tons | 6,000 credits |
Proton Torpedo Launcher | Starfighter | 2D | N/A | N/A | N/A | 2 tons4 | 5,000 credits |
Proton Torpedo | Starfighter | N/A | 9D | 50-100/300/700 | 1/3/7 | 4/launcher | 2,500 credits |
Concussion Missile Launcher | Starfighter | 2D | N/A | N/A | N/A | 2 tons5 | 4,500 credits |
Concussion Missile | Starfighter | N/A | 8D | 50-100/300/700 | 1/3/7 | 6/launcher | 1,500 credits |
Proton Bomb Launcher | Capital | xD | xD | xx | xx | 4 tons6 | 7,500 credits |
Proton Bomb7 | Capital | xD | xD | xx | xx | 4/launcher | 4,000 credits |
Blaster Cannon | Speeder | xD | xD | xx | xx | 200 kg | 750 credits |
Repeating Blaster Cannon | Speeder | xD | xD | xx | xx | 500 kg | 1,500 credits |
Brushfire System8 | Speeder | xD | xD | xx | xx | 1 ton | 3,000 credits |
Plasma cannon | xx | xD | xD | xx | xx | xx kg | xx credits |
Rail gun | Capital | xD | xD | xx | xx | xx kg | xx credits |
Meson cannon | xx | xD | xD | xx | xx | xx kg | xx credits |
Magnetic grapple lines | xx | xD | xD | xx | xx | xx kg | xx credits |
Fuel-Air Missiles | xx | xD | xD | xx | xx | xx kg | xx credits |
Tank Cannon | xx | xD | xD | xx | xx | xx kg | xx credits |
Artillery Cannon | xx | xD | xD | xx | xx | xx kg | xx credits |
Plasma Artillery Cannon | xx | xD | xD | xx | xx | xx kg | xx credits |
Flamethrower | xx | xD | xD | xx | xx | xx kg | xx credits |
Mortar | xx | xD | xD | xx | xx | xx kg | xx credits |
Gatling Cannon | xx | xD | xD | xx | xx | xx kg | xx credits |
Heavy Machine Gun | xx | xD | xD | xx | xx | xx kg | xx credits |
Light Machine Gun | xx | xD | xD | xx | xx | xx kg | xx credits |
HiX Missiles | xx | xD | xD | xx | xx | xx kg | xx credits |
Plasma Torch | Capital | xD | xD | xx | xx | xx kg | xx credits |
Laser Cutting Torch | xx | xD | xD | xx | xx | xx kg | xx credits |
TODO writeups for ballistics (Vulcans, artillery), simple missile types, plasma weaponry, mass drivers, mines and mine launchers
Special Weaponry
Gravity well projector: hugely capital scale, prevents hyperspace jumps w/in certain radius, massive warmup time
Anti-missile systems: close-in lasers with droidbrain targeting and firing capabilities; sized for capital ships; only somewhat effective
Weapon Modifications
Fire links: 250 credits per weapon linked in group
Mini-turret: holds up to 4 tons of weaponry; weight 5 tons; 1,000 credits
Turret: holds up to 16 tons of weaponry; weight 20 tons; 5,000 credits
Battery: capital turret, holds up to 100 tons of weaponry; weight 120 tons; 40,000 credits
Retractable mini-turret: holds up to 2 tons of weaponry; weight 4 tons; 5,000 credits
Retractable turret: holds up to 4 tons of weaponry; weight 8 tons; 10,000 credits
Hidden weapon: thin false hull plates cover weapon opening, concealing weapon from view until fired; adds 200 kg, 250 credits
Pylon Rules
TODO summarize rules for external stores; pylon size, capacities; non-weapon stores
Example Gremlins
TODO write up example gremlins for weapons systems
Special Equipment
Solar Converter: 12,000/10 tons
Concealed cargo compartment: 200/ton, detectable by Moderate search
Hidden cargo compartment: 500/ton, detectable by Very Difficult search
Scanner-resistant cargo compartment (adds to concealed/hidden): 2,000/ton
Automatic Cargo Jettison: 1,000/compartment; 1 ton of equipment required
Passenger conversion: 2,400+/person; requires 1 ton/person basic, 10 tons/person fancy
Refrigeration equipment: 1,200/ton converted
Environmental converters (methane atmosphere, etc): 4,000/ton converted
Magnetic coupler: 1,000/docking ring
Liquid storage modification: 500/ton converted
Airlock: 5,000; requires 2 tons cargo space
External Cargo Sling: remote-controlled reinforced netting attaches to magnetic couplers on exterior of ship, requiring at least 2 couplers; adds hull x20 tons of cargo capacity (exposed to vacuum) at 1/2 speed, no atmospheric entry permitted, +15 hyperspace roll or lose cargo; 10,000 for sling unit.