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
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.
Speeder
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 |
Rockets
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
Non-Weapons
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 |
Starfighter
(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 |
Autoblasters
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
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 |
Non-weapons
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
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.)