Vehicle Pylons

Expendable Stores Rules

These optional rules are based on rules I found online circa 1995. Quoting from the original document:

First off, [these rules are based on] Urban's wingpylon system [WINGPYLN.TXT]… (If Urban wants to complain, Urban should write Kevin, and bite Kevin's head off.).

This is, unfortunately, all of the original-source information I have. Additionally, I have modified these rules from the original for my games, so the original rules are not really relevant as a reference (other than as the source of this idea).


Pylons are simply external mounts for weapons or other pod-based devices. While a pylon appears conceptually simple (after all, it acts as just a sturdy mount point for a missile or pod), each pylon also requires complex computer hookups. These datalinks allow for initiation of firing sequences (in the case of missiles) or bidirectional communication with the mounted pod.

Pylon Scales

Speeders, starfighters, and space transports can generally mount 1 pylon per 2 meters of length. This number is at the GM’s discretion, particularly for unusually-shaped fighters (the B-wing comes to mind…). With this example number, an Incom T-65 X-Wing would be able to mount 6 external hardpoints, likely on the undersides of the ventral s-foils and the tops of the dorsal s-foils. A Corellian Engineering Corporation YT-1300, at roughly 35 meters, can mount 17 or 18 pylons; these would likely need to be placed along the left and right sides and on the front “claw” to avoid interfering with the YT-1300’s communications and sensing equipment, loading ramps, repulsors, and maneuvering thrusters.

Capital ships can mount standard pylons, but they usually have numerous short-range sensors, communications arrays, and turreted weapons systems mounted on the hull. As a result, capital ships can only mount 1 pylon per 5 meters of length. For a Corellian Engineering Corporation CR-90 Frigate measuring 150 meters, this would limit the maximum pylon count to 30. Some particularly wide or tall ships, at the GM’s discretion, may be able to mount additional pylons. For example, the deep forward pod structure of the 300-meter EF76 Nebulon-B Escort Frigate may allow additional hull space for pylon mounts, perhaps accommodating an additional 50% over the base value for a total of 90 pylons.

Capital-ship pylons are also available. A capital-scale pylon is generally sized to mount much larger munitions than a starfighter-scale pylon, generally cruise missiles or other similar ship-to-ship or anti-site munitions. Capital-scale pylons can sometimes be mounted on space transports, but almost never on starfighters (GM’s discretion). A capital-scale pylon takes up as much room as 5 starfighter-scale pylons.

Fitting New Pylons

Pylons themselves take up negligible weight when no stores are mounted. The act of mounting a pylon, however, is somewhat complicated. First, the mechanic must make a moderate repair roll of the appropriate type to mount the physical hardware. Then the mechanic must make both a moderate weapons roll of the appropriate type (Vehicle, Starfighter, or Capital) as well as a moderate electronics roll to link the pylon to the onboard computers.

The pylons themselves cost 500 credits each for speeders, starfighters, and space transports. Capital-scale pylons cost 2,500 credits each.

Pylon Penalties

TODO maneuverability, max speed cost when loaded
TODO overload rules

Internal Bays

TODO bay cost and weight; hydraulic lift cost/weight for internal guns, sensors, etc.; missiles per bay based on tonnage

TODO rewrite - Internal bays may only be added at the expense of cargo space, living quarters or other spaces. These are usually only added to freighters, as fighters usually don't have the needed space. They require two tons of space for every 30D of pylon capacity. They require four moderate Space Transports Repair rolls per bay, and two Moderate Starship Weapons Repair rolls per bay. They cost 1000-2000cr per each 1D of space, plus 500-1000cr for each individual bay. (I know this last system ain't perfect, but it was the Best I could come up with.)

Available Weapons

CRITICAL NOTE: Don’t believe any of the prices on this page! I have not reviewed and modified them yet! I also haven’t yet converted the “D” system over to my rules for weights – I plan on reworking those weight rules. I may keep the simplified “D” system but change the specifics.


TODO notes about speeder-scale weapons mounted on spacecraft – usually ineffective outside of atmosphere

Direct Fire Weapons

Dumb Rockets

"Dumb", or unguided, rockets are simple, ballistic-path weapons that contain neither seekers nor maneuvering capabilities. They are manufactured my many manufactures and fill many different roles. Usually packed in pods containing anywhere from 5 to 20, their mission is dictated by their payloads. They are in limited issue with the Empire, but planetary and corporate forces are known to use them.

Skill: missile weapons: air-to-ground rockets
Fire Control: 0D

** Rocket Pods**

Model Scale Weight Ammo Cost
Micro Rocket Pod S N/A TODO N/A 5 rockets 250
Standard Rocket Pod S N/A TODO N/A 10 rockets 500
Heavy Rocket Pod S N/A TODO N/A 20 rockets 1,000


Model Scale Range Weight Damage Blast Cost
Rendili Arms AX-13A Hypervelocity S 100-200/400/800 TODO 5D N/A TODO
Rendili Arms AX-13B Fragmentation S 100-200/400/800 TODO 3D 10m TODO
Rendili Arms AX-13C Incendiary S 100-200/400/800 TODO 4D/10 5m TODO
Incom Starburst S 100-200/800/1600 TODO 5D 20m 600
SoroSuub Firestorm Anti-armor C 3-40/120/400 TODO TODO N/A TODO
SoroSuub Firestorm Anti-personnel C 3-40/120/400 TODO TODO N/A TODO
SoroSuub Firestorm Smoke C 3-40/120/400 TODO TODO N/A TODO
SoroSuub Firestorm White Phosphorous C 3-40/120/400 TODO TODO N/A TODO

Repeating Blasters

These are simply heavy repeating blasters that have mounted with their power generators in a single gun pod. These have seen limited service with both the Empire and Rebellion. (All rules concerning area of
effect for repeating blasters apply here.)

Skill: vehicle blasters: repeating blaster
Fire Control: 0D

Model Scale Range Weight Damage Cost
BlasTech A-Web C 3-75/200/500 1D 8D 6000
Uulshos Air Blaster S 3-75/200/500 2D 5D+2 10,000
Seinar Riotmaser S 3-75/300/800 2D 4D+1 11,000

Blaster Cannons

Many of these designs are blaster and laser cannons adapted from ground vehicles and artillery pieces. They are fitted into pods similar to those use for repeating blasters, but larger. Not all of them have generators, carrying batteries instead. Primarily designed to engage other aircraft and destroy ground vehicles, most are not all that effective against infantry

Skill: vehicle blasters: blaster cannons
Fire Control: 1D

Model Scale Range Weight Damage Ammo Cost
Golan Arms SF.9 Anti-infantry Gun Pod S 20-600/3/16km 5D 4D 20 8000
Incom Light Air Gun S 50-100/400/1km 3D 3D 10 1000
Incom Medium Air Gun S 50-100/400/1km 4D 4D 10 1500
Incom Heavy Air Gun S 50-100/500/1.1km 5D 5D 10 2000
Incom Ion Air Gun S 50-100/400/1km 5D 4D Ion 15 TODO

Indirect-Fire Weapons

Concussion Missiles and Proton Torpedoes

Simply smaller versions of the starfighter's heavy weapons, these are not overly common weapons.

Skill: missile weapons: concussion missile or missile weapons: proton torpedo
Fire Control: 2D

Model Scale Range Weight Damage Cost
ACM-3 Light Concussion Missile S 50-100/300/700 1D 5D 400
ACM-5 Medium Concussion Missile S 50-100/300/700 2D 6D 450
ACM-6 Heavy Concussion Missile S 50-100/300/700 3D 7D 500
Incom ICM-4 Mini Concussion Missile S 50-100/600/1.5 km 1D 4D 550
Subpro Mini Proton Torpedo S 25-50/200/500 2D 9D 500

TODO range and maneuverability information, i.e., chase rules for these missiles


Cargo Pods

These are simple, sheet metal cargo cases with quick release mounts for attachment to standard external pylons. They are neither vacuum rated nor heavily insulated and thus are not really suitable for extremely-high-atmosphere or spaceflight operations unless the cargo in question is very durable.

Model Capacity Weight Cost
TODO small pod 50 kg TODO 50
TODO large pod 150 kg TODO 125

Sensor Pods

These are usually simpler than the ones mounted on spacecraft. They do, however, provide smaller craft with fairly good sensor protection.

Skill: sensors
Fire Arc: All

Model Passive Scan Search Focus Weight Cost
Bespin Motors Skyseer 500m/1D 1km/2D 2km/3D 250m/4D TODO 10,000
Cryoncorp Seeker N/A 100m/0D 100m/1D 1km/2D TODO 8000


(Note: to figure atmospheric range on these, the rule of thumb is that each space unit is equal to 100m)
Direct Fire Weapons:

Direct Fire Weapons

Turbolaser Pods

These are very powerful laser cannons. They have long range and hit hard. They also have horrible power requirements. Still, they provide powerful, long range firepower at the beginning of a raid, and then they may be ejected before entering close combat. For this reason, it is a common modification to fit these with a distress beacon. After all, no one wants to explain to the boss how they lost something this expensive.

Skill: starfighter gunnery: turbolaser
Fire Control: 1D

Model Scale Range Weight Damage Ammo Cost
SoroSuub Turbogun SF 3-15/36/75 15D 5D 10 8000
KDY Heavy Turbolaser Pods SF 3-15/36/75 15D 5D 10 8000
KDY Medium Turbolaser Pods SF 3-15/36/75 13D 4D 10 7000
KDY Light Turbolaser Pods SF 3-15/36/75 10D 3D 10 6000
KDY Heavy-ER Turbolaser Pods SF 4-20/45/90 15D 3D 10 10,000

Laser Cannons

Not as heavy turbolasers, laser cannons can shoot more often and are much smaller. They are often mounted in sets of two, three and four, and fire-linked.

Skill: starfighter gunnery: laser cannon
Fire Control: 1D

Model Scale Range Weight Damage Ammo Cost
Incom Light Laser Pod SF 1-3/12/25 3D 3D 10 2500
Incom Medium Laser Pod SF 1-3/12/25 4D 4D 10 3000
Incom Heavy Laser Pod SF 1-3/12/25 5D 5D 10 3500
BlasTec PTL-7 Pulse Laser Pod SF 1-3/12/25 3D 5D 6 4000

Blaster Cannons

Skill: vehicle weapons: blaster cannon
Fire Control: 1D

Model Scale Range Weight Damage Ammo Cost
SoroSuub Heavy Blaster SF 1-5/10/17 3D 3D 20 2000
SoroSuub Light Blaster SF 1-5/10/17 2D 2D 20 1500
Merr-Sonn Point Gun SF 1-5/10/17 1D 1D 20 1000


Skill: vehicle weapons: autoblaster
Fire Control: 1D

Model Scale Range Weight Damage Ammo Cost
Slayn & Kopril G-3 Autoblaster SF 1-8/25/40 3D 2D 10 4000
Slayn & Kopril G-4 Autoblaster SF 1-8/25/40 4D 3D 15 5000


Disruptors are not a traditional weapon. However, the Tenloss Syndicate isn't really all that interested in the repercussions of using these weapons, which shatter objects. They don't actually use these on their own ships, but they do sell them to other criminals, who care little for the risks of this weapon

Skill: starfighter gunnery: disruptor cannon
Fire Control: 2D

Model Scale Range Weight Damage Ammo Cost
Tenloss Heavy Gun SF 1/2/4 10D 10D 5 10,000

On a Wild Die roll of "1", roll on the same table as used from the cannons on the E-Wing. If I can’t find this table, determine another mishap table for disruptors.

Mass Drivers

Mass drivers are simple, old-style rail guns. They have remained in service for two reasons: they ignore ray shielding, and they use no power. This last is very important to anyone trying not to advertise that they are armed. They have the very noticeable draw back that they have limited ammo and low damage potential.
Skill: starfighter gunnery: railgun
Fire Control: 1D

Model Scale Range Weight Damage Ammo Cost
Alderaan Royal Engineers M-242C Rail Gun SF 1-2/8/12 4D 3D 30 1000
Alderaan Royal Engineers M-238H Rail Gun SF 1-2/8/12 3D 3D 30 800
Alderaan Royal Engineers M-231B Rail Gun SF 1-2/8/12 2D 3D 30 500
Ammunition Canister SF N/A TODO N/A +30 TODO

Ion Cannon

Useful for privateering, counter-intelligence and law enforcement, ion cannons are becoming an increasingly popular item on external mounts.

Skill: starfighter gunnery: ion cannon
Fire Control: 2D

Model Scale Range Weight Damage Ammo Cost
Tiam & Bak IC-2 SF 1-3/7/36 2D 2D Ion 10 1000
Tiam & Bak IC-3 SF 1-3/7/36 3D 3D Ion 10 2000
Tiam & Bak IC-4 SF 1-3/7/36 4D 4D Ion 10 3000
Imperial Design Office CL-21 SF 1-3/7/36 5D 5D 10 4000

Indirect Fire Weapons

Concussion Missiles

These are simply high explosive warheads, usually with duraluminum penatrator tips. The explosives are calibrated to produce a harmonized shock wave in hard material, tearing the target apart from the inside. They are more popular than proton torpedoes with the Empire, while smugglers, pirates and mercenaries use them in about equal portions.

Skill: starfighter gunnery: concussion missile
Fire Control: 1D

Model Scale Range Weight Damage Cost
Subpro Concussive SF 1/3/7 1D 6D 500
Arakyd Concussion Missiles ACM-213 SF 1-2/7/15 1D 5D 750
Arakyd Concussion Missiles ACM-216 SF 1-2/7/15 2D 6D 800
Arakyd Concussion Missiles ACM-221 SF 1-2/7/15 3D 7D 850
Arakyd Concussion Missiles ACM-228 SF 1-2/7/15 5D 8D 900

Proton Torpedoes

Similar to concussion missiles, these projectiles carry proton scattering warheads, much like an overgrown thermal detonator. These are preferred by the Rebellion (which has standardized the Incom M-4329 series for their starfighters' launchers), and the Empire is showing some interest in them, as demonstrated by the new multi-launcher adopted on the TIE Bomber after the first production run. They lack the range of modern concussion missiles, but are more powerful.

Skill: starfighter gunnery: proton torpedo
Fire Control: 1D

Model Scale Range Weight Damage Cost
Incom M-4329/A SF 1/3/7 3D 9D 800
Arakyd Proton Torpedoes APT-148 SF 1/3/7 1D 7D 700
Arakyd Proton Torpedoes APT-152 SF 1/3/7 2D 8D 750
Arakyd Proton Torpedoes APT-169 SF 1/3/7 3D 9D 800
Arakyd Proton Torpedoes APT-190 SF 1/3/7 5D 10D 900
Arakyd ACM/P-321 SF 1/5/11 3D 8D 1000

EMP Missiles

These were originally meant for suppression of enemy sensor systems, they quickly became a self-defense weapon as IR and Intercept missiles were adapted for ground launching against starfighters and landing craft. Now they are used primarily to force enemy ships to shut off their sensors at the beginning of a raid. They are effective, in that the best use a sub-nuclear explosive that is designed to minimize fallout and blast, much like a proton torpedo, but to maximize the electromagnetic pulse, killing electronics.

Skill: starfighter gunnery: concussion missile
Fire Control: 1D

Model Scale Range Weight Damage Cost
Fabritech D-18F5 SF 2-10/20/40 3D 2D, 6D Ion 20,000
Arakyd ASO/HARM-237 SF 2-12/30/60 12D 4D, 6D Ion 15,000
SoroSuub ARM-1 SF 2-10/15/20 3D 2D, 6D Ion 4000
SoroSuub ARM-2 SF 2-10/15/20 10D 2D, 8D Ion 6000


Targeting Jammers

Originally meant for courier and recon ships, these were adopted by squadrons that took on defense suppression missions for survivability reasons during the Clone Wars. In more recent conflicts, they have been used to protect stick craft from other fighters during raids. The A-Wing series has had one of these mounted internally.

Model Scale Range Weight Modifier Cost
Fabritech AN-13c SF 1-3/7/15 2D -1D FC 4000
Fabritech AN-15b SF 1-3/7/15 4D -2D FC 5000
Fabritech AN-16a SF 1-3/7/15 6D -3D FC 6000
Incom TJ-6 SF 1-3/5/10 10D -3D FC 5500

Sensor Jamming Pods

These function to block enemy sensor signals. They are often attached tot he first wave of an attack to disguise the true strength of a force. They can not, however, block optical sensors.

Skill: sensors
Fire Arc: All

Model Scale Range Weight Modifier Detection Difficulty Cost
Fabritech AJ-13d SF 0-20 9D +1D -2D 4000
Fabritech AJ-13e SF 0-30 9D +2 -1D+1 4000
Fabritech AJ-13f SF 0-10 9D +2D -4D 4500
Fabritech AJ-6 SF 0-20 6D +2 -1D+1 3000
SoroSuub Jammer SF 0-1 3D +1 -2 2000

Sensor Decoys

Model Scale Space Weight Modifier Duration Cost
Incom Sucker-223 SF 6 10D +2D to identify 10 rounds 2000
Incom Sucker-762 SF 7 15D +3D to ID 10 rounds 3000
Incom Sucker-762L SF 6 15D +2D to ID 15 rounds 3000
Incom Sucker-127 SF 5 5D +1D to ID 10 rounds 1000


Copycats are modified proton torpedoes or concussion missiles that mimic their parent craft. They may either be launched from a pylon or from a standard launcher.

Skill: computer programming repair: copycat missiles

To distinguish between a copycat and the real thing, roll your sensor skill vs the programmer's Computer Pro/Rep skill+2D. Their service life depends on the speed that they are released at. Torpedoes function for one minute if they are going less than 6 space, 30 seconds if going faster than that, multiplied by the number before the D in their weight. Missiles function for one minute if going under 8 space, 30 seconds if going faster.

Model Scale Weight Description Cost
Arakyd Decoy Torpedo 1 SF 1D Proton torpedo body 900
Arakyd Decoy Torpedo 2 SF 2D Proton torpedo body 1000
Arakyd Decoy Missile 3 SF 2D Concussion missile body 1000
Arakyd Decoy Missile 4 SF 3D Concussion missile body 1200

Sensor Pods

These contain powerful, active sensors. They are used to supplement the capabilities of fighters that have been pressed into a recon role.

Skill: sensors
Fire Arc: All

Model Passive Scan Search Focus Weight Cost
Fabritech ANx-y/2p 50/1D 75/2D 4/3D 4D 5000
Fabritech ANy-x/6p 70/1D 105/2D 6/3D 8D 7000
Merr-Sonn Finder 90/1D 135/2D 8/3D 12D 10,000
Merr-Sonn Recon 30/1D 50/2D 3/2D+2 3D 4000

Electronic Intelligence Pods

These are very sensitive sensor receivers and optical sensors with interpretive computers. They used to gather intelligence of the enemy's sensor capabilities, including the type, number and location of the active emitters, allowing intelligence officers to get an idea about such things as enemy defenses and the location of those defenses.

Skill: sensors
Fire Arc: All

Model Passive Scan Weight Cost
Incom ELINT pod 40/1D N/A 4D 4000
Incom Suppresser 40/2D N/A 8D 5000
Incom ELINT-2 60/1D N/A 8D 5500
Fabritech DFs-t/4 80/1D N/A 12D 8000
Incom ELINT-4 60/1D 90/2D 12D 11,000

Targeting Pod

Powerful, active sensors, these are designed to help weapons officers designate targets during a strike.

Skill: sensors
Fire Arc: Any one arc.

Model Search Focus Weight Cost
Seinar Fleet Systems Targeter N/A 6/4D 1D 4000
Incom Interrogator 75/3D 4/5D 2D 6000

Sensor Buoy

Small, remote devices that contain nothing but a solar power converter, a subspace transmitter and a sensor package, these are meant to be dropped in overlapping patterns to make a checkpoint of provide security. They are often deployed from fighters at high speed, allowing a fleet to have a sensor perimeter several thousand kilometers in diameter in a few days if they are stopping for some reason.

These pods contain a small, very limited droidbrain with only stationkeeping abilities and the sensors skill.

Model Skill Passive Scan Weight Cost
Fabritech Passive Sensor Beacon 4D 20/0D N/A 1D 1000
Incom Protector Buoy 3D 10/0D 20/1D 1D 1500
Seinar Outposter 4D 20/1D 40/2D 3D 5000

Cargo Pods

These are little more complicated than the ones made for speeders. These have vacuum rated seals and climate control capabilities. They hold 100kg and cost 200cr per D. It costs 50cr per D to add a one-time use cargo chute and signal beacon (for airborne resupply).

Model Capacity Weight Cost
Small Cargo Pod 100 kg TODO 200
Large Cargo Pod 500 kg TODO 1,000
Small Resupply Pod N/A N/A 50
Large Resupply Pod N/A N/A 250

Rescue Pod

A modified cargo pod. a rescue pod carries one to two occupants, a small a mount of equipment and two days worth of provisions. Originally meant for rescuing downed pilots from very small clearings and leaving in a hurry, they have become a common piece of equipment with Special Operations wings for carrying commandos.

Model Capacity Consumables Weight Cost
TODO twin 2-men, 50kg cargo 2 hours 10D 2300
TODO single 1 man, 30kg cargo 2 hours 6D 1300
TODO single camo 1 man, 10kg cargo 1 day 4D 900

Auxiliary Thrusters

Simple, strap on boosters, these are used by some fighter pilots to increase thier forward thrust for a limited period of time. They are also very limited in utility, as they are totally consumed by firing, they have marked effect on your manuverability and if too many are used at once, they can tear your craft apart at the seams.

Notes: For every unit of speed provided by thrusters, roll 1D vs. the body rating of the ship, figuring damage normally. They are totally expended at the end of one round.

Model Speed Maneuverability Weight Cost
Supbro Turboboost +1 -1D 1D 500
Subpro Trackmaker +2 -2D 2D 650
Subpro Interceptor +3 -3D 3D 800

Capital Ship

TODO cruise missiles, nukes, and other ship-to-ship weapons

Weapons Scaling

Some combat airspeeders and atmospheric fighters carry pylons. These usually only draw weapons from the section labeled "Speeder Weapons". They may carry the larger weapons from the section labeled "Starship Weapons", but at a penalty. There is a 1D (Starfighter Weapons):3D (Speeder Weapons) ratio. Translation, a concussion missile that on a TIE takes up 1D space takes up 3D space on a K-222. A light blaster pod meant for a Conjo and weighs 1D may be fitted onto a X-Wing, but will only take up 0D+1 amount space.

To calculate the speed loss, use the chart that compares moves and kph. Each level of Space speed that would be lost is equal to 3 line in the atmospheric speed tables.

TODO splitting large pylons to mount smaller weapons – rack 4 weapons per?
TODO weapon weights

TODO shooting down missiles —The maneuverability rating on missiles is meant as a difficulty to try to shoot down the missile, not as an indication of how agile the missile is. If it can track you through the maneuver, it can do the maneuver.)

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License