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D6 STARSHIP GENERATOR

AND

MODIFICATION RULES

Step 1: Ship Size Choose a general size of the vessel. If you want to generate a vessel of a type not listed, determine which general category your ship would fit into and pick that. Generally determining how long your ship is going to be and fitting it into that category can do this. Keep a running total on the number of CPs for the type of ship. Note that the basic hull frame has a cost of CPs for it. Also note that there is a "base hull" listing. This is the absolute minimum hull that a ship of this size would have. More hull dice can be added later. Keep this number as a running total. "Length" refers to a starship's longest dimension, which could actually be its height or width. Note that larger ships take considerably more resources to construct and this will be reflected in the final cost. The "Size" listing that corresponds with your chosen ship length is very important. Many of the following steps have restrictions for your choices based on the size. Be sure to remember what "Size" your ship is so that you can use that in later steps. CPs Size Class Base Hull Length (m) 1 1 1 3 12 24 48 1 2 3 4 5 6 7 SF SF SF SF C C C C C +1 +1 +1 1D 1D+1 2D 2D 3D 4D <5 6 - 10 11 - 20 21 - 50 51 - 100 101 - 250 251 - 500 501 - 1000 1001 - 2500 Examples Escape Pod Light Starfighter, Life Boat Starfighter, Light Shuttle Light Freighter, Gunboat, Shuttle, Yacht Medium Freighter, Medium Transport Bulk Freighter, Corvette, Gunship, Starliner Frigate, Light Cruiser Container Ship, Heavy Cruiser, Battle Cruiser Battleship, Dreadnaught

100 8 150 9 Space Station Sizes

CPs Size Class Base Hull 15 25 50 100 5 6 7 8 C C C C 1D+1 2D 2D 3D

Length (m) 51 - 100 101 250 251 500 501 1000

CPs 200 400 1000 2000

Size Class Base Hull 9 10 11 12 C C C C 4D 5D 5D 6D

Length (m) 1001 5000 5001 20000 20001 100000 100001 - 200000

Step 2: Crew Size This step allows you to choose how many people it takes to operate the ship. This isn't the total number of people that can be on the ship, just the number of people that it takes to run the ship, including gunners and hangar personnel (if you have manned gunnery and hangar space). Note that certain ship sizes require a minimum amount of personnel to operate. Add the CPs for the crew size to your running total. CPs Crew 13 10 9 8 Space Station Crew CPs Crew 80 70 60 0 14 Size Any Any CPs Crew 50 40 30 35 100 101 1000 Size Any Any CPs Crew 20 10 0 10001 50000 30000+ Size 6+ 11+ 0 12 34 Size 1-4 1-4 2-4 CPs Crew 7 6 5 4 17 64 65 100 101 - 700 Size 4-6 5-7 5-8 CPs Crew 3 2 1 0 1001 - 2500 2501 - 15,000 Size 6+ 6+

15,001 - 30,000 8+ 30,001 - 60,000 9

5 16 4 - 5

701 - 1000 5 - 8

50001 300000 10+

5 34 Any

1001 10000 Any

Step 3: Life Support After the size of the crew is determined to operate the ship, look at the Life Support table. Choose a number of people that the ship can support. This will be the crew plus any passengers, troops, prisoners, etc. that the ship can transport. The minimum amount of life support necessary is the amount equal to the crew. If you want your ship to be able to carry more than just the crew, choose a number that fits what you desire. Note that certain ship types (sizes) cannot have excessive life support systems, so make sure that the life support requirements for your ship fall within the restrictions. Add the CPs for the life support to your running total. CPs Life Support Size 0 1 2 4 6 8 10 0 12 34 5 16 17 32 33 64 65 120 None None None 2+ 3+ 4+ 4+ CPs Life Support Size 12 15 18 21 24 29 34 121 200 201 300 301 425 426 - 500 501 - 850 851 - 1500 1501 - 3000 5+ 5+ 5+ 5+ 5+ 5+ 5+ CPs Life Support 39 44 50 56 64 3001 - 8000 8001 - 20,000 20,001 - 50,000 50,001 - 75,000 Size 5+ 5+ 6+ 8+

75,001 - 100,000 9

Space Station Life Support CPs Life Support 0 10 20 0 1 34 35 250 Size Any Any Any CPs Life Support 40 60 90 251 1000 1001 10000 Size 6+ 7+ CPs Life Support 120 150 300 50001 250000 250001 1000000 Size 9+ 10+

10001 50000 8+

1000001 5000000 11+

Step 4: Storage/Cargo Nearly every ship has some sort of storage aboard it. Some ships also have hangar space. Determine if your ship will have storage, hangars, or both. If the ship only has storage, compare the size of your ship with the restrictions. Pick the amount of cargo that your ship can carry. Add the CPs to your running total for the storage. (kg = kilogram) (mt = 1 metric ton = 1000kg) CPs Capacity 0 1 2 3 4 5 7 0 1 65 kg 66 110 kg 111 500 kg 1.1 50 51 100 Size 13 14 14 2-4 3-7 4+ CPs Capacity 11 15 20 25 30 35 45 101 150 151 200 201 500 501 1000 1001 5000 5001 - 20,000 Size 4+ 4+ 5+ 5+ 5+ 5+ CPs 55 65 75 85 110 Capacity 35,001 - 50,000 50,001 - 65,000 65,001 - 80,000 80,001 - 100,000 Size 5+ 5+ 5+ 7+

501 kg 1mt 3 - 6

100,001 200,000 8+

20,001 - 35,000 5+

Space Station Storage / Cargo CPs Capacity 0 2 4 8 10 Hangars If you want your ship to have the ability to carry smaller vessels, choose a hangar size, as well as the number of vessels it can carry. Reference the notes under the hangars to see the quality of the hangars. Add the CPs for the hangars to your running total. 2 0 0.5 0.51 10 10.1 100 101 1000 Size 46 68 7+ 7+ CPs Capacity 15 20 25 30 35 5001 10000 10001 20000 20001 50000 50001 100000 Size 7+ 7+ 7+ 8+ CPs 40 50 100 200 300 Capacity 250001 500000 500001 1000000 1000001 5000000 5000001 25000000 25000001 50000000 Size 8+ 8+ 9+ 9+ 9+

1001 5000 7+

100001 250000 8+

CPs Capacity 7 11 15 20 25

Size

CPs Capacity 30 35 45 55 65 Small (8) / Medium (6) Small (10) / Medium (12) Small (12) / Medium (18) Medium (30) / Large (24) Large (36)

Size 5+ 5+ 5+ 5+ 5+

CPs Capacity 75 85 110 Large (76) / Huge (65) Huge (100) Huge (150)

Size 6+ 7+ 8+

Tiny (2) / Small (1) 4+ Tiny (4) / Small (2) 4+ Small (3) Small (4) Small (6) 4+ 5+ 5+

Hangar Types Tiny: Docking port or vessel hook only (no interior hangar space). Small: Internal hangar with extremely limited repair and refueling facilities. Medium: Internal hangar with decent repair, refit and refueling facilities. Large: Internal hangar with good repair, refit and refueling facilities. Huge Internal hangar with very good facilities and extensive refit and storage areas. Step 5: Consumables At this time, you must determine the general "range" of your ship. Determining the amount of "consumables" aboard your vessel does this. Consumables are the amount of food, air, water, and whatever else is used and needs to be replenished. It is assumed that the amount of duration will cover the full amount of crew and passengers aboard your ship. Note that small ships have restrictions on the duration that they can operate. Add the CPs for the consumables to your running total. CPs Duration Size 0 1 2 3 4 5 Space Station Consumables CPs Duration Size 0 2 4 7 1 day 1 week 1 month 6 months CPs Duration Size CPs Duration Size 10 12 14 17 1 year 3 years 6 years 10 years 7+ 7+ 20 25 250 20 years 50 years Unlimited 7+ 8+ 9+ 1 day 2 days 3 days 1 week 2 weeks 3 weeks 1-4 1-4 1-4 2-5 2-6 3-5 CPs Duration Size 6 7 8 9 10 11 1 month 2 months 3 months 6 months 9 months 1 year 4-7 4-7 4-8 48 5+ 5+ CPs Duration Size 12 13 14 15 16 17 1.5 years 2 years 3 years 4 years 5 years 6 years 5+ 5+ 5+ 6+ 6+ 6+

Step 6: Sublight Engines Determine the maximum speed your want your vessel to travel (i.e. its "Space" value). You have a choice of either choosing the speed closest to what you want, or you can choose a speed, even if it doesn't match with any of the numbers listed. If it doesn't match, use the number of CPs from the next higher step. Add the number of CPs for your vessels speed, including the multiplied amount if building a larger ship, to your running total. Cost Multiplier: Size 1 - 4: CP x 1; Size 5 - 7: CP x 3; Size 8 - 9: CP x 10 CPs Space Size 1 2 3 1 2 3 Any Any Any CPs Space Size 4 8 10 4 6 8 Any Any 8CPs Space Size 16 20 26 10 12 14 654CPs Space Size 32 38 44 18 22 25 321

Space Station Sublight Engines CPs Space 0 0 100 1 CPs Space 200 300 2 3 CPs Space 400 500 4 6 3

Space Speed to Atmospheric Conversion Space 1 2 3 4 5 6 7 8 Move 210 225 260 280 295 330 350 365 KPH 600 650 750 800 850 950 1000 1050 Space 9 10 11 12 13 14 15 16 Move 400 415 435 450 470 485 505 520 KPH 1150 1200 1350 1300 1350 1400 1450 1500 Space 17 18 19 20 21 22 23 24 Move 540 555 570 590 605 625 640 660 KPH 1550 1600 1650 1700 1750 1800 1850 1900 Space 25 26 27 28 29 30 Move 675 695 710 730 745 765 KPH 1950 2000 2050 2100 2150 2200

Step 7: Maneuverability Your ship's ability to maneuver is based on its maximum speed. Typically, the faster the ship goes, the smaller it is, and the more maneuverable it can be. Depending on the speed of your ship, you can choose any maneuverability limit up to the amount defined by your speed. Generally, you should try to base you ships maneuverability off of how it looks or how you envision it to handle. Block shaped ships in SW would probably not be highly maneuverable. Add the CPs for the maneuver systems, including the multiplied amount if building a larger ship, to your running total. Cost Multiplier: Size 1 - 4: CP x 1; Size 5 - 7: CP x 3; Size 8 - 9: CP x 10 CPs Man 0 1 2 4 5 0D +1 +2 1D Space None None None None CPs Man 6 8 9 10 12 2D Space 3+ CPs Man 14 16 20 22 25 Space CPs Man 29 34 40 50 5D Space 12+

1D+2 2+ 2D+1 4+ 2D+2 6+ 3D 8+

3D+1 8+ 3D+2 9+ 4D 9+ 4D+1 10+ 4D+2 11+

5D+1 14+ 5D+2 18+ 6D 22+

1D+1 None

Space Station Maneuverability CPs Man Space 0 1 2 0D +1 +2 None None None CPs Man 4 5 6 1D Space CPs Man None 8 9 10 2D Space 3+

1D+1 None 1D+2 2+

2D+1 4+ 2D+2 6+

Step 8: Hyperdrive Now you must determine whether your ship is capable of traveling in Hyperspace. If you want it to, you must look at the Hyperdrive Engines chart. The larger the ship you have, the more CPs it will require to get the faster drives. Ships can also carry a Backup Hyperdrive. Note that the costs for standard hyperdrives are the same, no matter if it is in the standard or backup position. Add the CPs for the hyperdrive, including the multiplied amount if building a larger ship, to your running total. Cost Multiplier: Size 1 - 4: CP x 1; Size 5 - 7: CP x 3; Size 8 - 9: CP x 5 CPs Class 1 1 1 2 2 x20 x18 x16 x14 x12 CPs Class 2 3 8 3 4 x10 x9 x8 x7 x6 CPs Class 4 5 5 7 14 x5 x4 x3 x2 x1.5 CPs 21 50 75 100 200 Class x1 x0.75 x0.5 x0.25 x0.1

Space Station Hyperdrive & Backup (Note: Station hyperdrives are not modified by the size of the station.) CPs 25 50 75 Class x12 x10 x8 CPs 100 200 300 Class x7 x6 x3 CPs 400 600 Class x2 x1

Step 9: Starship Hull Now you must determine the structure of your ship. This will give you a final Hull Dice number for your ship. Go to the structure chart and consult the size restriction for the ship you are constructing. Determine what level of hull dice you want your ship to have, not forgetting that you have a "base hull" for the type of ship you're building. Add the "base hull" to the amount of hull dice that you choose from the chart below. Note the scales for the ship that you are constructing. If you are constructing a Starfighter, you will use Starfighter scale hull dice. Add the CPs for the structure, including the multiplied amount if building a larger ship, to your running total. Total the chosen structure and the base hull together to get your final Hull Dice for the vessel. Cost Multiplier: Size 1 - 4: CP x 1; Size 5 - 7: CP x 2; Size 8 - 9: CP x 3 CPs Hull 0 1 2 3 4 5 6 7 8 10 12 +1D Class Size SF 1-4 1-4 1-4 1-4 1-4 1-4 2-4 2-4 2-4 3-4 3-4 CPs Hull 14 16 18 20 22 25 27 29 31 33 35 +5D Class Size 3-4 3-4 3-4 3-4 4 5-7 5-7 5-7 5-7 5-7 5-7 SF CPs Hull 37 39 41 44 46 48 50 52 54 56 58 +3D Class Size C 6-7 6-7 6-7 6-7 6-7 6-7 7+ 7+ 7+ 7+ 7+ CPs Hull 60 75 78 82 85 88 91 93 96 99 105 +7D Class Size 7+ 7+ 7+ 7+ 8+ 8+ 8+ 8+ 8+ 9 9 C

+4D+2 SF +5D+1 SF +5D+2 SF +6D +1D SF C

+6D+2 C +7D+1 C +7D+2 C +8D C +8D+1 C +8D+2 C +9D C +9D+1 C +9D+2 C +10D C

+1D+1 SF +1D+2 SF +2D SF +2D+1 SF +2D+2 SF +3D SF +3D+1 SF +3D+2 SF +4D SF +4D+1 SF

+3D+1 C +3D+2 C +4D C +4D+1 C +4D+2 C +5D C +5D+1 C +5D+2 C +6D C +6D+1 C

+1D+1 C +1D+2 C +2D C +2D+1 C +2D+2 C

Space Station Hull (Cost Multiplier: Size 5 - 7: CP x 1; Size 8 - 9: CP x 2; Size 10+: CP x 3) CPs 0 1 2 3 5 7 Hull +1D +2D +3D +4D +5D +6D Class C C C C C C Size 57 57 57 67 67 CPs 9 14 19 24 30 40 Hull +7D +8D +9D +10D +11D +12D Class Size C C C C C 8+ C 8+ CPs 60 80 100 130 160 200 Hull +13D +14D +15D +16D +17D +18D Class C C C C C C Size 8+ 8+ 8+ 9+ 9+ 10+

Step 10: Shields Next would be to determine if your ship is going to have shields. Note the restrictions on the sizes of ships required to mount certain powers of shielding. Add the CPs for the shielding, including the multiplied amount if building a larger ship, to your running total. Cost Multiplier: Size 1 - 4: CP x 1; Size 5 - 7: CP x 2; Size 8 - 9: CP x 3 CPs Shields Size 0 2 4 8 10 12 14 0 +1 +2 +1D +1D+1 +1D+2 +2D Any Any Any Any Any Any Any CPs Shields Size 16 18 20 22 24 26 28 +2D+1 +2D+2 +3D +3D+1 +3D+2 +4D +4D+1 Any 2+ 2+ 3+ 3+ 4+ 4+ CPs Shields Size 30 35 38 41 44 47 50 +4D+2 +5D +5D+1 +5D+2 +6D +6D+1 +6D+2 4+ 5+ 5+ 5+ 6+ 6+ 6+ CPs 55 60 65 75 85 95 Shields Size +7D +7D+1 +7D+2 +8D +9D+1 +9D+2 8+ 8+ 8+ 9 9 9

Space Station Shields (Cost Multiplier: Size 5 - 7: CP x 1; Size 8 - 9: CP x 2; Size 10+: CP x 3) CPs Shields Size 0 1 2 0 +1D +2D Any Any Any CPs Shields Size 5 7 10 +4D +5D +6D 7+ 8+ 9+ CPs 20 30 40 Shields Size +8D +9D +10D 9+ 10+ 11+ 5

+3D

Any

15

+7D

9+

Step 11: Sensors Ships normally have some sort of sensors on them. Not every ship will have them, but most advanced ships, capable of interstellar travel will have sensors of some type. If you have a 100m starship, then it is Size 5. This gives it a modifier of 3 from the sensors table. Using this, we get max sensor ranges of: Passive: 100 [(100 x 3) / 3], Scan: 200 [(100 x 3) / 1.5], Search: 300 [(100 x 3)], Focus: 13 [(100 x 3) / 24]. We'll choose ranges of 30, 60, 90, and 5, respectively. Together, this gives us 185, which corresponds to 7400 credits (185 x 40). You must purchase two aspects for your sensors. The first is the range. You determine your maximum available range using the ship length and the modifier provided in the table below. Most sensor types have a maximum range that is a certain percentage of the calculated max. Once you have the max range, you can choose whatever range you want each sensor mode to have, up to the max range. Total all the ranges together and multiply by 40 to get the sensor range cost in credits. Size Modifier Size Modifier Size Modifier 1 2 3 10 9 8 4 5 6 5.5 3 2.5 7 8 9+ 2 1.5 1

Max Range: (Round Up): Passive: (<length> x <modifier>) / 3, Scan: (<length> x <modifier>) / 1.5, Search: (<length> x <modifier>), Focus: (<length> x <modifier>) / 24 Cost Per Range Increment: 40 Now we choose the sensor power. We'll use 2D, 3D, 4D+2, and 5D+1, respectively. That's a total of 45 (6 + 9 + 14 + 16) pips. The sensor power will cost 5625 (45 x 125). Second, you purchase the power for each sensor mode. You can choose any power up to the maximum for your sensor type/mode. Determine how many total pips (1D = 3 pips) of power there are for all modes and multiply that by the cost per pip for your sensor type. This is the sensor power cost. Max Power: Passive: 5D, Scan: 6D, Search: 7D, Focus: 8D Cost Per Pip of Power: 125 Total cost will be 13,025 (7400 + 5625). Total the sensor power and range cost to get the total cost for your sensor system. Make a note of this cost since it will be part of the total cost for the ship. Step 12: Weapon Mounts In order to best determine the number of weapons that a ship is capable of mounting, you must now go to the weapon mount chart. The number of "emplacements" will show a rough estimate of how many weapons the ship can mount. Obviously, the larger the weapon, the more space it will take up. Once the number of emplacements has been determined, following the restrictions of the size of your ship, you can move on to the next step which is purchasing weapons. Add the CPs for the weapon mounts to your running total. CPs EPs 0 1 2 3 6 9 0 1-4 5-8 9 - 13 Size Any Any Any Any CPs EPs 12 17 22 32 42 57 33 - 46 47 - 60 61 - 90 91 - 150 Size 3+ 4+ 4+ 5+ CPs EPs 72 92 110 135 170 210 271 - 360 361 - 450 451 - 550 551 - 700 701 - 900 Size 7+ 7+ 7+ 7+ 8+ CPs EPs 260 320 400 500 650 850 Size

1101 - 1300 8+ 1301 - 1600 8+ 1601 - 2000 9 2001 - 2500 9 2501 - 3200 9 3201 - 4000 9

14 - 18 Any 19 - 32 2+

151 - 210 6+ 211 - 270 6+

901 - 1100 8+

Space Station Emplacement Points CPs EPs 0 1 2 4 6 9 12 0 1-20 21-40 41-60 61-80 81-100 6+ 101-150 6+ Size CPs EPs 15 20 25 30 40 50 65 Size CPs EPs 80 100 120 140 160 200 240 801-1000 Size 8+ CPs EPs 280 320 360 400 450 3001-3500 3501-4500 4501-6000 6001-8000 Size 9+ 10+ 10+ 10+

151-200 6+ 201-250 7+ 251-300 7+ 301-400 7+ 401-500 7+ 501-600 8+ 601-800 8+

1001-1250 8+ 1251-1500 8+ 1501-1750 9+ 1751-2000 9+ 2001-2500 9+ 2501-3000 9+

8001-11000 10+

Step 13: Choose Your Weapons Choose your weapons from the tables that follow. You can mount any number of weapons on the ship as long as you do not exceed the number of "emplacement points" you determined in the last step. Also note that some of the weapons are restricted to certain ship classes. The "Size" of each weapon in the Weapon Tables indicates how many Emplacement Points it will use up. So a weapon with a size of 7 will use up 7 Emplacement Points. Four weapons of size 6 will use up a total of 24 Emplacement Points. Note the total cost of all the weapons. All weapons come with a base fire control of 1D. If you want to mount the weapon without this fire control, you can reduce the weapons cost by 500 credits. Additional dice of fire control (up to 3D) can be purchased using the following costs: 2D is 5000 credits. 3D is 10000 credits. Energy weapons are the most common form of weaponry mounted on starships. Not only do they not have to worry about the limitations of ammunition, but they also generally possess good damage-to-size ratios. Any weapon can be mounted on any starship, however weapons with a larger scale require twice the emplacement points. So, mounting a capital scale weapon on a space transport (Starfighter scale) would cost double the points, while mounting starfighter weapons on a capital ship costs the normal amount. Fire Linking: Weapons can be linked in up to groups of 4. Each additional weapon in a link adds +1D to damage. When purchasing these systems, only one fire control system needs to be bought. Only identical weapons may be placed in a fire link. The cost of fire linking is 1,500 credits per additional weapon in the link. Only starfighter or smaller scale weapons may be fire linked. Retractable and Concealable Weapons: Weapon can be mounted so as to be concealed. Most often, this means that the weapon retracts into the ships hull when not in use. To mount a weapon like this cost 20% of the base weapons cost. It also requires one metric ton for most Starfighter scale weapons and five metric tons for most Capital scale weapons. Turrets: Weapons can be mounted on turrets. The cost is 1,500 for a turret that covers two fire arcs, 2,000 for three fire arcs and 3,000 for a full turret. Mounting a weapon on a turret requires a Moderate roll. Personal Scale Weapons: A ship can have character scale weapons mounted for use when docked or landed. All such weapons have a cost equal to the base weapon price plus 10% of that cost. These weapons run off the ships own generators, thus gaining a nearly limitless capacity. The ranges of these weapons are so short that they cannot be used in starship combat. When fired, they are considered to be Character scale. Fire control can be purchased for these weapons at normal costs. Blasters Light Blaster Cannon Auto Blaster Blaster Cannon Heavy Blaster Cannon Twin Blaster Cannons Lasers Point Laser Cannon Twin Laser Cannon Light Laser Cannon Escort Quad Laser Cannon Laser Cannon Heavy Laser Cannon Longshot Quad Laser Cannon Quad Laser Cannon Assault Laser Cannon Heavy Quad Laser Cannons Light Capital Laser Cannon Turbolasers Turbolaser Cannon Capital Laser Cannon Heavy Capital Laser Cannon Heavy Double Turbolaser Light Turbo Quadlaser Light Turbolaser Light Turbolaser Battery Scale SF SF SF SF SF Scale SF SF SF SF SF SF SF SF SF SF C Scale C C C C C C C Range 1-5 / 10 1-8 / 25 1-5 / 10 1-5 / 10 1-5 / 10 Dmg 1D 3D 4D 5D 5D Dmg 2D 2D 3D 4D 4D 5D 5D 6D 7D 7D 2D Dmg 2D 3D 4D 4D 4D 4D 5D Rate 1 2 1 1 1 Cost 1,500 2,000 2,000 8,000 3,000 Size 2 6 8 10 6 Size 3 4 4 7 6 8 10 8 10 8 6 Size 6 8 10 9 9 7 15 7

/ / / / /

17 40 17 17 17

Range 1-2 / 8 / 15 1-3 / 12 / 25 1-3 / 12 / 25 1-5 / 10 / 17 1-3 / 12 / 25 1-3 / 12 / 25 1-4 / 15 / 35 1-5 / 10 / 17 1-4 / 15 / 30 1-3 / 12 / 25 1-3 / 12 / 25 Range 3-15 / 35 / 75 1-3 / 12 / 25 1-3 / 12 / 25 3-15 / 35 / 75 3-20 / 40 / 80 3-15 / 35 / 75 3-15 / 35 / 75

Rate 1 1 1 1 1 1 1 1 1 1 1 Rate 1 1 1 1 1 1 1

Cost 2,500 3,500 3,500 8,500 5,000 7,000 11,000 9,000 15,000 5,500 4,000 Cost 7,000 5,500 7,000 12,500 12,500 8,500 11,000

Medium Turbolaser Turbo Quadlaser Turbolaser Turbolaser Battery Heavy Turbolaser

C C C C C

3-15 3-20 3-15 3-18 1-10

/ / / / /

35 40 35 35 25

/ / / / /

75 80 75 75 50

5D 6D 7D 7D 10D

1 1 1 1 1

11,000 14,000 14,000 15,000 72,000

8 10 10 18 24

Missiles Scale Range Dmg Ammo Cost Size Proton Tracking Torpedo SF ---2,000 Concussion Missile SF -8D -500 Energy Torpedo SF -8D -600 Heavy Concussion Missile SF -9D -750 Proton Torpedo SF -9D -800 Heavy Proton Torpedo SF -10D -2,000 Heavy Proton Bomb SF -12D -7,500 Assault Concussion Missile C -9D -2,000 Capital Proton Torpedo C -10D -2,800 Assault Missile Launcher C 2-12 / 30 / 60 -30 13,000 15 Capital Proton Torpedo Tube C 2-10 / 25 / 50 -30 9,000 17 Concussion Missile Launcher 1 SF 1/3/7 -6 6,000 5 Concussion Missile Launcher 2 SF 1-2 / 8 / 15 -6 7,200 6 Concussion Missile Launcher 3 SF 1-10 / 25 / 50 -8 12,000 9 Energy Torpedo Launcher SF 1/2/5 -6 5,500 3 Proton Torpedo Launcher 1 SF 1/3/7 -4 7,600 5 Proton Torpedo Launcher 2 SF 1/3/7 -6 9,600 7 Proton Torpedo Launcher 3 SF 1/3/7 -10 13,250 10 Ships can mount missile weapons in several different way. The most common is to simply have an internal missile launcher that has a magazine of missiles. It is also possible, though, to mount individual missile or pods of missiles on external rails. This second method is usually only found on smaller strike craft. Ion Weapons* Scale Range Dmg Rate Cost Size Capital Ion Cannon C 1-10 / 25 / 50 3D 1 6,400 6 Heavy Capital Ion Cannon C 1-12 / 40 / 65 5D 1 8,000 8 Heavy Ion Cannon C 1-10 / 25 / 50 5D 1 5,000 6 Heavy Ion Cannon SF 1-3 / 7 / 36 5D 1 6,750 7 Ion Cannon SF 1-3 / 7 / 36 4D 1 1,500 2 Light Ion Cannon SF 1-3 / 7 / 36 3D 1 3,750 3 Medium Ion Cannon C 1-10 / 25 / 50 4D 1 3,500 4 Medium Ion Cannon SF 1-3 / 7 / 36 4D 1 5,300 5 * Ion weapons cause ionizing damage. The weapon damage is not affected by the shielding of a targeted vessel. However, the damage inflicted only shuts down systems, rather than destroying them completely. Mass Drivers Light Railgun Railgun Heavy Railgun Multi-Barrel Railgun Light Mass Driver Cannon Medium Mass Driver Cannon Heavy Mass Driver Cannon Super Heavy Railgun Special Light Tractor Beam Medium Tractor Beam Scale SF SF SF SF C C C C Scale SF SF Range 1-3 / 5 / 8 1-4 / 6 / 12 1-5 / 10 / 20 1-2 / 8 / 15 1-8 / 18 / 36 1-10 / 24 / 45 2-12 / 28 / 52 2-20 / 45 / 90 Range 1-3 / 7 / 15 1-4 / 10 / 20 Dmg 1D+2 2D+2 4D+1 6D 1D+2 2D+1 3D+2 10D Dmg 2D 3D Rate 1 1 1 1 1 1 1 1 Cost 600 1,000 1,400 2,000 2,600 3,400 4,250 1,000,000 Size 1 2 4 6 6 8 10 80 Size 5 6 8

Cost 8,000 12,000

Tractor Beam Emitter C 1-5 / 15 / 30 4D 10,500 5 Conner Web C 1 / 5 / 10 5D 5,000 4 Captor Net C 1-2 / 8 / 30 5D+1 8,650 6 Heavy Tractor Beam C 1-5 / 15 / 30 6D 9,600 7 Gravity Well Projector C 1-5 / 75 / 150 Special 15,000,000 200 Superlaser Size 9+ Only DS 5-25 / 75 / 150 1D - 8D* 100,000,000 1500 * Gradual output can fire once every minute at minimum energy (1D damage). It can also build a charge of 1D per minute up to 8D. Current reactor can only generate 11D total per day. Step 14: Determine Cost If your ship costs 117 CP, look at the 110 to determine the base amount. That would equal 250,000. There are still 7 CPs to go, however, so for each one look at the +1 Column following the 110. Each CP is worth 25,000. Therefore, 7 CPs would equal 175,000. Add that to the 250,000. The base cost of the ship is 425,000. So if you spent 14,000 on weapons, 8500 on the sensor system, and another 6,000 on special modifications (hidden cargo holds, long range communicator, etc.), that would add 28,500 to the 425,000 resulting in a grand total of 453,500 in order to produce the ship. The total CP you now have is the final amount. Compare the total with the chart below to see the base cost for producing your ship. Find the number in the left column that is closest to your CP total without going over. The value in the "Base Cost" column is the base cost for the starship. Take the remainder (your total CP minus the number in the first column of the row you just chose) and consult the "+1" column for that row. Multiply this remainder by the value in the "+1" column and add this to the base amount you got. Now add the cost of the weapons, the cost for the sensors (both range and power), as well as any other special modifications or additions (subject to GM) to determine the final cost of your ship. Round up to the nearest 1000 credits. ("k" = 1000) ("m" = 1 million = 1,000,000) ("b" = 1 billion = 1,000,000,000) CPs Base Cost +1 CP 5 10 20 30 40 50 60 70 80 90 5k 10k 20k 30k 50k 55k 70k 80k 90k 100k 0.1k 0.5k 0.75k 1k 1.5k 2k 2.5k 4k 5k 8k CPs Base Cost +1 CP 100 110 120 130 140 150 160 170 180 190 150k 250k 500k 750k 1m 1.5m 2m 4m 6m 8m 10k 25k 30k 40k 50k 70k 80k 90k 100k 120k CPs 200 210 220 230 240 250 500 1000 1500 2000 Base Cost +1 CP 10m 15m 20m 30m 40m 50m 110m 500m 1b 1.6b 140k 160k 180k 200k 225k 250k 0.5m 2m 5m 9m

Step 15: Fill in the Details Name the ship and fill in the "chrome" for it, including whatever you feel is important; where it was made, who flies it, where it's been, its name, or any other little things of note for it. Your ship is now complete!

AFTER MARKET MODIFICATIONS This is a list of starship modifications and upgrades for ships in Star Wars D6 published by West End Games. It was compiled from many different sources and includes conversion from Starships of the Galaxy (a D20 Supplement by Owen K.C. Stevens). Most of the following information is Preston Halcomb 2003. Some tables have been reproduced from the Star Wars Second Edition, Revised and Expanded and Galaxy Guide 10: Tramp Freighters by West End Games. These have been included only for completeness and to not challenge the copyright held by WEG.
Astrogation Plotter This device was used before the advent of modern, powerful navigation computers. A collection of slide rules, factor wheels, and slot charts, an astrogation plotter allowed a starship captain to plot out a pathway through space and hyperspace. They found a moderate following among smugglers and independent spacers during the height of the New Order, as backups to their nav computers. If a pilot has all the necessary astrographic information on the point of origin and the destination, using an astrogation plotter to get coordinates quintuples the time a nav computer would ordinarily take; it also increases the astrogation difficulty by two levels. Downloading this information into the ships hyperdrive motivators requires some 9

kind of jury-rigged interface with a personal computer or sophisticated datapad a Very Difficult computer programming / repair roll. Model: Republic Sienar Systems A-121 Plotter; Type: Manual astrogation plotter; Cost: 1,000 7,500; Availability: 4; Source: Platts Smugglers Guide (page 47) Backup Battery This backup battery is marketed as a life support system fail-safe, allowing up to an hours extra survival in the event of a catastrophic power failure. Ordinarily, life support fails while running silent in only a few minutes, due to lack of power, but the backup battery allows the ship to lurk in space for an extended period. The difficulty to install is Moderate. Model: Corellian Engineering Corp. Lifesaver Emergency Battery; Type: Backup battery; Cost: 10,000; Weight: 1 metric ton; Availability: 2; Source: Pirates & Privateers (page 40) Cargo Jettison To prep a cargo hold for jettison costs 20 credits per metric ton and requires an Easy repair roll. Cloaking Device Two types of cloaking devices exist. The most common uses Hibridium crystals and requires 250 metric tons of cargo space. It adds +20 to the difficulty to detect a ship using sensors or visually. The drawback is that a ship cloaked in this manner cannot see outside its own cloak with any sensors or visually. Installing a Hibridium cloaker requires a Difficult roll and costs 250,000 credits. The rarer Stygium crystal cloaking device only requires one metric ton of cargo space. It adds +25 to the difficulty to detect the ship using any method. This device allows a ship to use visual and sensor readings while cloaked. This does allow someone to detect the ship by detecting its sensor scans. Installing a Stygium crystal system costs 150,000,000 credits and requires a Very Difficult roll. Communications Several different types of comm. Systems are available for starship use. Standard ship to ship comms cost 1,000 credits and only require an Easy roll to install. Subspace transceivers are used for long range ship to ship or ship to planet communications. They cost 3,000 credits and require a Very Easy roll to install. Most starships have at least these two types of communications devices. Hyper-transceivers allow long range communications by boosting signals into hyperspace. Signals travel at about x.25 light speed. They cost 10,000 credits and require a Moderate roll to install. Holonet transmitters are the most advanced type of communications available. They are connected to the Imperial (or Republic) Holonet. They allow near-instantaneous communications anywhere within the galaxy. A Holonet transmitter costs 250,000 credits and takes up 10 metric tons of cargo space. It requires a Very Difficult roll to install. Comm Jammer While any ship can use their communications array to jam, this communications jammer uses a ships transmitters to flood communications frequencies with static. However, comm jammers have extremely high power demands and can only be used for short duration; basic jammers can operate for 10 combat rounds before requiring recharging (which takes an additional 10 rounds). In addition, for each fire arc that is being jammed, subtract one round from the operating time (focused jamming subtracts 5 rounds from the overall operating time). A ship being jammed must make an opposed communications roll against the jamming ships communications operator. The jamming ship gains bonus dice to jam, based on how many firing arcs are being jammed: Fire Arcs All arcs Three arcs Two arcs One arc Focused jamming Comm Bonus +1D +2D +3D +4D

Model: IntelStar Silencer Comm Jammer; Type: Communications jammer; Skill: Communications; Cost: 5,000 plus installation costs; Availability: 2, R; Source: Pirates & Privateers (page 39) Consumables Additional days of consumables can be added to a ship. This reflects a permanent increase to the consumables rating of a ship. Each days worth requires .25 metric tons of space and costs 50 x passenger compliment in credits. Droid Automation Crew positions can be filled with a dedicated droid controller. This controller functions at 1D in that specific function for the cost of 2,000 credits. This rating can be increased at a cost of 500 credits times the die code per pip of increase. This works the same way as a character increases in experience. Example: 1D to 2D would cost 1,500 credits (1D > 1D+1 = 500, + 1D+1 > 1D+2 = 500, + 1D+2 > 2D = 500).

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Droid Autopilot This autopilot droid brain, produced by Go-Corp during the height of the New Order, was linked to a wrist unit worn by the owner. The droid brain was installed on the owner's starship, and accepted commands from the wrist unit. This allowed the owner to activate their ship's pre-flight sequences prior to boarding. Many enterprising smugglers altered the droid brain to have combat skills, allowing them to remotely defend their ships. Wrist activator has a range of up to 5 kilometers. CD-12a Autopilot Droid Brain; Model: Go Corp CD-12a Autopilot Droid Brain; Type: Autopilot droid brain; DEX 0D; KNO 1D; MEC 1D: (Has one of the following:) Repulsorlift operation 4D, space transports 4D, starfighter piloting 4D; PER 1D; STR 0D; TEC 1D: Repulsorlift repair 2D; Cost: 10,000 (starfighter-scale only); Availability: 4, R; Source: Galladiniums Fantastic Technology (page 18) Escape Pods Most ships have one or more escape pods as standard equipment. Additional pods require 10 metric tons of space and cost 20,000 credits each. Fire Control Computers Fire control computes improve the chance to hit with shipboard weapons. New systems can be installed, or existing systems can be improved. Cost to improve is based on the base system. Base 1D 2D 3D Difficulty Easy Moderate Difficult Cost 500 5000 10000 Increase +1 +2 +1D +1D+1 +1D+2 Difficulty Easy Moderate Difficult Very Difficult Heroic Cost 15% 25% 30% 35% 50%

Fire Linking Weapons Weapons can be linked in up to groups of 4. Each additional weapon in a link adds +1D to damage. When purchasing these systems, only one fire control system needs to be bought. Only identical weapons may be placed in a fire link. The cost of fire linking is 1,500 credits per additional weapon in the link. Only starfighter or smaller scale weapons may be fire linked. Grappler Mags These devices are used for short range towing, boarding and other similar activities. They consist of a magnetic disk attached to a high-test cable. This device has a fire control of 1D, a range of 1/2/3 and costs 3,100 credits. The device masses one metric ton and requires a Moderate roll to install. The weapon is considered Starfighter scale. Hidden Cargo Compartments A starship can be modified to conceal up to 20% of its cargo space. This space can be hidden which costs 400 credits per metric ton. This hidden space is easy to find with the proper scanners and searching. A standard search is at a +10 difficulty to find the hidden space. Sensor shielding can be added to each metric ton for an additional 1,000 credits. This will add the +10 search difficulty to all searches and sensors rolls to detect the space. Hull Plating A ships hull can be strengthened by adding additional armor and alloys to it. The hull is increased according to the following table. The cost is based on the original cost of the ship. The maximum increase is +1D+2 to the original hull code. Anything beyond this would require an extensive replacement of hull plates that would cost much more than this procedure. Hull Increase +1 +2 +1D Difficulty Easy Moderate Difficult Cost 15% 25% 30% Hull Increase +1D+1 +1D+2 Difficulty Very Difficult Heroic Cost 35% 50%

Hyperdrives New hyperdrives can be installed and old ones increased in power. The cost for new hyperdrives is listed on the following chart. Example Backup I Backup II Backup III Backup IV Sienar Fleet Systems Lifesaver 1000 Rendili Stardrive ATX-5 Incom Horizon-Hopper Cost 1,000 1,150 1,200 1,500 3,000 5,000 9,000 Mass (MT) 2 3 4 5 8 10 15 Install Very Easy Very Easy Very Easy Very Easy Very Easy Easy Moderate Multiplier x12 x10 x8 x6 x5 x4 x3 11

Corellian Avatar 10 Sorosuub Griffyn XTE Kuat Drive Yards Military Stardrive

15,000 20,000 90,000

18 25 35

Difficult Very Difficult Heroic

x2 x1 x

Hyperdrives can also be improved through tinkering. They may only be moved two steps on the following list. Thus a x4 hyperdrive can only be improved to a x2 without completely replacing the drive. The cost of the modification is based on the original cost of the drive. Note that when a drive is replaced, the mass of the old drive is freed up but has to be converted to cargo space to be used to transport anything. This simply costs 10 credits per metric ton converted. Alternatively, the space can immediately be used to install a new hyperdrive in without this conversion cost. Old Rating > New Rating x12 > x10 x10 > x8 x8 > x6 x6 > x5 x5 > x4 Ion Engines Drive Spd Cost Wgt Avail SoroSuub Boav 4 10000 10 2 Technicians installing a Boav unit will face an increase of one difficulty level in their space transports repair roll. Incom Starslinger 6 20000 12 F This drive requires a 500 credit Imperial permit. Double all difficulties for modifying this drive and double all modifiers when rolling for mishaps beyond a +1 modification. Corellian Evader-GT 8 50000 16 F This drive requires a 5,000 credit Imperial permit to legally possess. Double all difficulties for modifying this drive and double all modifiers when rolling for mishaps beyond a +1 modification. Kuat Boshaa-Chi Sienar Starscream-9 Rendili WhisperThrust 10 12 2 100000 500000 100000 18 24 20 X X 4, X Difficulty Very Easy Very Easy Very Easy Very Easy Easy Cost 10% 10% 15% 15% 20% Old Rating > New Rating x4 > x3 x3 > x2 x2 > x1 x1 > x x>x Difficulty Moderate Difficult Very Difficult Heroic Heroic +10 Cost 25% 30% 35% 45% 55%

The Whisper is a highly illegal baffled realspace drive used on stealthy military starships. The Whisper allows a ship to move in space while running silent at a base speed of 2. Cautious movement is no more detectable than drifting; Cruise movement adds +5 to the sensor operators roll; High Speed adds +10; All-Out movement adds +15. A Whisper Thrust engine has a limited storage capacity for the necessary gases to move: enough to move 100 space units. An extra or replacement tank costs 7,000 credits. Synthesizing the necessary fuel requires 120 liters of spin-sealed tibanna gas and 2 kilos of high-grade hyperbarides and a standard power generator. The fuel refining process takes roughly three standard days.

Old engines can be upgraded by up to 4 moves. Cost to increase is based on the original cost of the engine. Increase +1 +2 +3 +4
Space 1 2 3 4 5 6 Move 210 225 260 280 295 330 KPH 600 650 750 800 850 950 Space 7 8 9 10 11 12 Move 350 365 400 415 435 450 KPH 1000 1050 1150 1200 1250 1300

Difficulty Moderate Difficult Very Difficult Heroic


Move 470 485 505 520 540 555 KPH 1350 1400 1450 1500 1550 1600

Cost 10% 15% 25% 30%


Space 19 20 21 22 23 24 Move 570 590 605 625 640 655 KPH 1650 1700 1750 1800 1850 1900 Space 25 26 27 28 29 30 Move 675 690 710 725 740 760 KPH 1950 2000 2050 2100 2150 2200

Space 13 14 15 16 17 18

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Maneuvering Thrusters New thrusters can be installed on a ship or old ones can be improved. Cost of new thrusters is based on the cost of the ship. Cost for improving thrusters is based on the cost of the ship as well. Thrusters can only be improved a maximum of +1D+2 before new thrusters must be purchased. Man 1D 2D 3D 4D Difficulty Easy Difficult Very Difficult Heroic Cost 10% 15% 25% 40% Increase +1 +2 +1D +1D+1 +1D+2 Difficulty Easy Moderate Difficult Very Difficult Heroic Cost 5% 10% 15% 20% 25%

MasterNav Files The master galactic navigational database system, the MasterNav was developed to assist military operations to enter enemy territory very close to their targets. This provided not only the element of surprise, but it also made military missions safer. MasterNav files can be patched into the navigation system of a starship with an Easy Astrogation roll, giving a +1D bonus to astrogation rolls for one month (assuming the data being downloaded is accurate). However, if the software is older than 1 standard month, the user suffers a -1D penalty to astrogation rolls. In addition, a 1 on the Wild Die while using the MasterNav indicates a catastrophic navigational error (roll on the Astrogation Mishap Table on the Rulebook). Model: MasterNav Software Module Gamma; Type: Specialized navigational database; Skill: Astrogation; Cost: Not available for sale; Availability: 4, X; Source: The Truce at Bakura Sourcebook (page 137) Nav-Computer Route Astrogation Bypass System Known as the N-CRAB, this device was created and manufactured by Kuat Drive Yards to allow starship pilots to alter their course while in hyperspace. Without the N-CRAB, pilots had to drop out of hyperspace and recalculate their flight routes in order to alter their destination in the middle of the trip. With the N-CRAB, the pilot can enter in the new destination coordinates, and the N-CRAB will slowly integrate them into the existing flightplan programming. Over a short period of time, the N-CRAB will alter the starship's hyperspace vector, bringing it to the new destination without having to revert to realspace. In many situations, this ability could save a pilot many hours of time during a run. The only drawback to the N-CRAB's ability was the fact that it interfered with the ship's primary navigation computer, requiring that the nav-comp be "cleaned" periodically and especially before the N-CRAB is used again, to ensure that the calculation routines haven't been altered. Using the Nav-Computer Route Astrogation Bypass (N-CRAB) requires three astrogation rolls. The first is programming into the N-CRAB a duplicate of the original course (one difficulty level lower than the original course difficulty). The second roll is to chart a course from an upcoming point in the course to the new destination (the difficulty can vary dramatically, from Very Easy to Heroic). The final roll is to properly feed the course through the NCRAB into the nav computer (this roll is one difficulty level lower than the second roll). Missing the first or second roll simply means that the N-CRAB will not function. Failing the third roll by any amount causes a mishap as described in the Rulebook. The whole programming procedure takes one-tenth the time of the new hyperspace travel route. Unfortunately, the N-CRAB has a tendency to interfere with a ships nav computer. The nav computer must be cleaned via programming (a Moderate astrogation or computer programming/repair roll). For a second use of the NCRAB without cleaning, all astrogation difficulties are one difficulty higher. For the third use, all difficulties are two levels higher. Additional uses incur higher penalties (difficulties above Heroic are rated as Heroic +10, Heroic +20, Heroic +30 and do forth). Model: Kuat Drive Yards Computer Route Astrogation Bypass; Type: Prototype navigation computer bypass; Skill: Astrogation; Cost: Not available for sale; Availability: 4, X; Source: Galladiniums Fantastic Technology (pages 9394) Neural Interface Device The neural interface device is wired into the standard control systems of any starship. Four long wires ending in gelatinous diodes are placed on the pilots temples and just below the ears. After some initialization, the user can issue commands to his ship simply by thought. A character using the interface must make a Perception roll every round against the difficulty listed on the chart below. If successful, any rolls made for the ship are made at +2D for that round. This does not count as two actions, as the process is so incredibly fast that it takes practically no time at all. Ship Type Small Ship (Lone Scout-A, T-16, etc.) Standard Fighter (X-Wing, TIE, etc.) Small Freighter or Bomber Corvettes, Light Cruisers, Frigates Cruisers and Star Destroyers Difficulty Easy Moderate Difficult Very Difficult Heroic

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Model: Neural Interface Device; Type: Ship neural interface; Cost: 9,000; Availability: X; Source: Adventure Journal 1 (page 110) Passenger Conversion The conversion of cargo space to passenger space is a popular modification. Normal space can hold passengers in a emergency, with every person taking up about 1 metric ton of storage space in a cargo hold. This is far from comfortable for the passengers and will put a strain on life support. Too many people will cause it to fail very quickly. The accommodations below account for an increase in life support capacity and cost depends on the level of comfort. Coach seats are just individual seats with very little in the way of amenities. They comfortably hold a normal sized humanoid creature. First Class seats are a little more luxurious than coach seats. They recline slightly and are larger to accommodate more creatures comfortably. They are also softer and easier to endure over long trips. Steerage cabins are very basic without any frills, though they do give you a mostly private berth. The typical steerage cabin has enough room to house two people with nothing beyond a place to sleep and a small area to store personal belongings. Standard cabins can sleep up to two people with a small amount of comfort. The beds are slightly softer than in the steerage cabin, and there is more room to move around. Each person has room to store their clothes and personal belongings. Additionally, a small fold-down table and bench seats can be used, but it limits the amount of movement that the passengers can make. First Class cabins are considered truly luxurious to most. Each can hold up to two passengers in great comfort. The beds are very soft with fine linens. The room contains enough storage space for up to one metric ton of gear in closets. One half of the cabin is set up as a sitting room containing a table and chairs. This area contains a modest entertainment setup. There is also a small food preparation and storage area. Luxury cabins are just what they sound like. Each cabin is really a suite of two cabins. One cabin is a sleeping chamber that can comfortably hold up to four individuals in two beds. The other cabin is a parlor style room complete with a full entertainment center and room for six people. The increased cost and tonnage of this package include advanced food preparation stations and a lot of storage space (up to five metric tons). Accommodations Seat, Coach Seat, First Class Cabin, Steerage Cabin, Standard Cabin, First Class Cabin, Luxury Tons 1 2 5 10 15 30 Cost 50 100 400 800 2,000 12,000 Occupants 1 1 2 2 2 4 Difficulty Very Easy Easy Easy Moderate Moderate Difficult

Personal Scale Weapons A ship can have character scale weapons mounted for use when docked or landed. All such weapons have a cost equal to the base weapon price plus 10% of that cost. These weapons run off the ships own generators, thus gaining a nearly limitless capacity. The ranges of these weapons are so short that they cannot be used in starship combat. When fired, they are considered to be Character scale. Fire control can be purchased for these weapons at normal costs. Retractable and Concealable Weapons Weapon can be mounted so as to be concealed. Most often, this means that the weapon retracts into the ships hull when not in use. To mount a weapon like this cost 20% of the base weapons cost. It also requires one metric ton for most Starfighter scale weapons and five metric tons for most Capital scale weapons. Sensor Baffling

This was a series of anti-sensor baffling produced by Arakyd. This form of countermeasure was used to baffle, or deaden, the various emissions of a starship, including engine exhaust and communications. A smoother, more rounded hull was more effectively baffled than an angular hull. A ship treated with this material adds to a sensor operators difficulty to
detect the ship. A light treatment adds 1D to the difficulty. A heavy treatment (a second coat) adds 2D. Additional treatments are futile, since the treatment does nothing to prevent the detection of engine exhaust, a primary method of detecting ships. The type of vessel affects how well the ship can be stealthed blunt, angular ships, 500 meters or more in length, or more than 5D Hull (either capital or starfighter scale) can only be baffled up to 1D of protection. Slender, rounded off ships (smaller Mon Calamari vessels foe example) are easier to baffle, due to their natural design. Model: Arakyd Nightshadow anti-sensor treatment; Type: Sensor countermeasure coating; Scale: Starfighter or capital; Cost: 20,000 per starfighter scale Hull die (ignore pips), 50,000 per capital scale Hull die (ignore pips); Availability: 4, X; Source: Pirates & Privateers (page 38) Sensor Decoys This starship countermeasures system ejected a remote, probe-like device in the wake of the parrent ship. The probe then emitted the same broadcast signals as the parent ship, allowing the parent ship to run silent. Any pursuing ships would pick up the signals of the sensor decoy and follow them, believing that they were actually tracking the

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parent ship. Sensor decoys were virtually impossible to determine, and allowed the parent ship to escape from a potentially deadly firefight Mimic Decoy

This brand of sensor decoy was produced by MerenData to compete with the Corellian Engineering Trickster drone. Like the Trickster, the Mimic sent out sensory information along electromagnetic and holographic frequencies to make itself appear to be a real starship. Adds 2D to sensor operators difficulty to discriminate between the decoy and the real ship.
The decoys move up to speed 10, have simple droid brains, and can be issued new movement instructions via comlink or programmed with several patterns. A false image option allows the decoy to impersonate any of five preloaded profiles, including the ship of origin, a TIE/ln, a YT-1300 freighter, a Lambda-class shuttle or a Corellian corvette. New profiles can be created with a Moderate droid programming roll and the appropriate signal profile. Model: MerenData Mimic Sensor Decoy; Type: Military sensor countermeasure decoy system; Cost: 13,000 (for two launch tubes and three decoys), 1,000 per decoy; Availability: 2, X; Source: Pirates & Privateers (page 39) Trickster Sensor Decoys This is the brand name of Corellian Engineering's starship decoy system. An addition to a ship's countermeasures system, these small decoys could be deployed during flight. They sent out electromagnetic and holographic signals that duplicated those of the parent ship. The Trickster decoys required Imperial certification for operation during the New Order. Trickster Drones add +2D to difficulty to determine which sensor reading is the ship and which is the decoy. System includes 5 drones. Drones move in a preprogrammed pattern, up to speed 5. Possession of this type of countermeasure requires Imperial certification. Model: Corellian Engineering Trickster Drone; Type: Sensor countermeasure system; Cost: 7,500 (for launch tube and five drones), 500 per additional drone; Weight: 2 metric tons; Availability: 2, F; Source: Pirates & Privateers (page 39), Galaxy Guide 6: Tramp Freighters (page 41) Copycat Pod Designed by the Corellian Engineering Corporation, this device was used as an electronic countermeasure by many starship pilots. When deployed on a smaller ship, the copycat pod sent out transponder signals identical to those of the parent vessel. An attacking Customs or police ship would follow the Copycat Pod's signal, hoping to board an offending vessel, only to discover that the real ship had escaped. This device mimics the performance of the parent vessel when used aboard a starfighter or small transport freighter (ship with a cargo hold of 100 metric tons or less); it has a maximum Space speed of 6. Any person attempting to distinguish a copycat pod from a live vessel must make a Difficult sensor roll on passive or scan mode (Moderate on search mode and Easy on focus mode) to determine which ship is real and which is the decoy. If the roll fails, the sensor operator will perceive both ships as being real. Model: Corellian Engineering Corporation Copycat Pod; Type: Electronic countermeasure probe; Skill: Sensors Cost: 10,000 (plus permit fees); Availability: 3, F or R; Source: Galladiniums Fantastic Technology (pages 53-54) Sensor Masks These devices mask energy emissions and increase the difficulty to detect a ship with sensors. When activated, the sensor mask adds 2D to enemy sensor operators difficulty to detect and identify. Current masking technologies offer a maximum of 3D of sensor protection. Such items are practically impossible to locate, and are often considerably more expensive than the market norm. Model: Fabritech Vanish 2 Military Sensor Masking System; Type: Sensor countermeasure masking system; Scale: Starfighter or capital; Cost: 150,000 per Hull die; 300,000 per capital Hull die; Availability: 4, X; Source: Pirates & Privateers (pages 38-39) Shield Generators Shields are a very important part of starship technology. New shield generators may be installed and old ones can be modified to give greater protection. The cost of modifying shield generators is based on the cost of the ship. Most starfighter scale ships can get by with only one set of shields. Capital ships require more generators to sustain their shields at Capital scale levels. Every 100 meters of ship requires an additional set of Capital scale shield generators. Base 1D 2D 3D 4D Starfighter 4,000 12,000 24,000 50,000 Wgt 6 8 10 15 Capital 8,000 25,000 50,000 100,000 Wgt 12 16 20 30 Difficulty Moderate Difficult Very Difficult Heroic Increase +1 +2 +1D +1D+1 +1D+2 Difficulty Easy Moderate Difficult Very Difficult Heroic Cost 15% 25% 30% 35% 50%

Increasing shields costs the same proportionate amount no matter what the scale of the shields is. Capital scale will cost more because of the need for larger generators and more generator stations. These increases must be performed to all shield generators on a ship to make the coverage uniform.

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Slave Circuits Slave circuits allow ships to be controlled by remote. The circuitry is Difficult to install and costs are based on the size of the ship. Size 0-5 6 - 10 11 - 20 21 - 50 51 - 100 Cost 1,000 2,000 6,000 9,000 12,000 Size 101 - 250 251 - 500 5001 - 1000 1001 2500 2501+ Cost 48,000 96,000 192,000 500,000 750,000

System Diagnostic Filter This device provides +1D+1 for computer programming/repair for ship board computer systems and +2 to space transports repair. Model: GST System Diagnostic Filter; Type: Starship computer translator; Skill: Computer programming / repair, space transports repair; Cost: 3,500; Availability: 2; Source: Galladiniums Fantastic Technology (pages 18-19) Weapon Damage Increase The damage on a shipboard weapon system can be increased by fine tuning the energy emitters. The damage increase costs an amount based on the price of the weapon. Increase +1 +2 +1D Difficulty Easy Moderate Difficult Cost 15% 25% 30% Increase +1D+1 +1D+2 Difficulty Very Difficult Heroic Cost 35% 50%

Weapon Ranges The range of a weapon is capable of being extended. The cost of this is based on the base weapon cost. The range modifier is only applied to a weapons maximum range. The point blank, short and medium ranges are not affected. Increase +5% +10% +15% +20% +25% Difficulty Easy Moderate Difficult Very Difficult Heroic Cost 5% 10% 15% 25% 35%

Weapon Turrets Weapons can be mounted on turrets. The cost is 1,500 for a turret that covers two fire arcs, 2,000 for three fire arcs and 3,000 for a full turret. Mounting a weapon on a turret requires a Moderate roll.

VEHICLE MODIFICATION RULES


This is a list of vehicle modifications and upgrades for Star Wars D6 published by West End Games. It was compiled from many different sources. Cargo Jettison To prep a cargo hold for jettison costs 20 credits per metric ton and requires an Easy repair roll. Droid Automation Crew positions can be filled with a dedicated droid controller. This controller functions at 1D in that specific function for the cost of 2,000 credits. This rating can be increased at a cost of 500 credits times the die code per pip of increase. This works the same way as a character increases in experience. Example: 1D to 2D would cost 1,500 credits (1D > 1D+1 = 500, + 1D+1 > 1D+2 = 500, + 1D+2 > 2D = 500). Droid Autopilot (Cost for Smaller Scale?) This autopilot droid brain, produced by Go-Corp during the height of the New Order, was linked to a wrist unit worn by the owner. The droid brain was installed on the owner's starship, and accepted commands from the wrist unit. This allowed the owner to activate their ship's pre-flight sequences prior to boarding. Many enterprising smugglers altered the droid brain to have combat skills, allowing them to remotely defend their ships. Wrist activator has a range of up to 5 kilometers. CD-12a Autopilot Droid Brain; Model: Go Corp CD-12a Autopilot Droid Brain; Type: Autopilot droid brain; DEX 0D; KNO 1D; MEC 1D: (Has one of the following:) Repulsorlift operation 4D, space transports 4D, starfighter piloting 4D; PER 1D; STR 0D; TEC 1D: Repulsorlift repair 2D; Cost: 10,000 (starfighter-scale only); Availability: 4, R; Source: Galladiniums Fantastic Technology (page 18) 16

Fire Control Computers Fire control computes improve the chance to hit with vehicle weapons. New systems can be installed, or existing systems can be improved. Cost to improve is based on the base system. Base 1D 2D 3D Difficulty Easy Moderate Difficult Cost 500 5000 10000 Increase +1 +2 +1D +1D+1 +1D+2 Difficulty Easy Moderate Difficult Very Difficult Heroic Cost 15% 25% 30% 35% 50%

Fire Linking Weapons Weapons can be linked in up to groups of 4. Each additional weapon in a link adds +1D to damage. When purchasing these systems, only one fire control system needs to be bought. Only identical weapons may be placed in a fire link. The cost of fire linking is 1,500 credits per additional weapon in the link. Only starfighter or smaller scale weapons may be fire linked. Grappler Mags (Useable by vehicles? Perhaps a cost change?) These devices are used for short range towing, boarding and other similar activities. They consist of a magnetic disk attached to a high-test cable. This device has a fire control of 1D, a range of 1/2/3 and costs 3,100 credits. The device masses one metric ton and requires a Moderate roll to install. The weapon is considered Starfighter scale. Hidden Cargo Compartments A vehicle can be modified to conceal up to 20% of its cargo space. This space can be hidden which costs 400 credits per metric ton. This hidden space is easy to find with the proper scanners and searching. A standard search is at a +10 difficulty to find the hidden space. Sensor shielding can be added to each metric ton for an additional 1,000 credits. This will add the +10 search difficulty to all searches and sensors rolls to detect the space. Hull Plating A vehicles Body can be strengthened by adding additional armor and alloys to it. The Body is increased according to the following table. The cost is based on the original cost of the vehicle. The maximum increase is +1D+2 to the original body code. Anything beyond this would require an extensive replacement of body plates that would cost much more than this procedure. Hull Increase +1 +2 +1D Difficulty Easy Moderate Difficult Cost 15% 25% 30% Hull Increase +1D+1 +1D+2 Difficulty Very Difficult Heroic Cost 35% 50%

Ion Engines (Need to figure out how to handle engines on vehicles) Increase +1 +2 +3 +4 Move 3 5 7 8 10 14 18 21 25 26 KPH 10 15 20 25 30 40 50 60 70 75 Move 28 30 35 45 55 70 80 90 105 115 KPH 80 90 100 130 160 200 230 260 300 330 Move 125 140 150 160 175 185 195 210 225 260 Difficulty Moderate Difficult Very Difficult Heroic KPH 360 400 430 460 500 530 560 600 650 750 Move 280 295 330 350 365 400 415 435 450 470 Cost 10% 15% 25% 30% KPH 800 850 950 1000 1050 1150 1200 1250 1300 1350 Move 485 505 520 540 555 570 590 605 625 640 KPH 1400 1450 1500 1550 1600 1650 1700 1750 1800 1850 Move 655 675 690 710 725 740 760 KPH 1900 1950 2000 2050 2100 2150 2200

Maneuvering Thrusters (Do we need to remove the new maneuvering thrusters section and just allow increases?) New thrusters can be installed on a ship or old ones can be improved. Cost of new thrusters is based on the cost of the ship. Cost for improving thrusters is based on the cost of the ship as well. Thrusters can only be improved a maximum of +1D+2 before new thrusters must be purchased. 17

Man 1D 2D 3D 4D

Difficulty Easy Difficult Very Difficult Heroic

Cost 10% 15% 25% 40%

Increase +1 +2 +1D +1D+1 +1D+2

Difficulty Easy Moderate Difficult Very Difficult Heroic

Cost 5% 10% 15% 20% 25%

Personal Scale Weapons (Also maybe create a speeder and walker scale list, ala the starships list?) A vehicle can have character scale weapons mounted for use when docked or landed. All such weapons have a cost equal to the base weapon price plus 10% of that cost. These weapons run off the ships own generators, thus gaining a nearly limitless capacity. The ranges of these weapons are so short that they cannot be used in starship combat. When fired, they are considered to be Character scale. Fire control can be purchased for these weapons at normal costs. Retractable and Concealable Weapons (Need to look at weight requirements for this) Weapon can be mounted so as to be concealed. Most often, this means that the weapon retracts into the ships hull when not in use. To mount a weapon like this cost 20% of the base weapons cost. It also requires one metric ton for most Starfighter scale weapons and five metric tons for most Capital scale weapons. Shield Generators (Need to modify costs and weights for vehicle scales) Shields are a very important part of starship technology. New shield generators may be installed and old ones can be modified to give greater protection. The cost of modifying shield generators is based on the cost of the ship. Most starfighter scale ships can get by with only one set of shields. Capital ships require more generators to sustain their shields at Capital scale levels. Every 100 meters of ship requires an additional set of Capital scale shield generators. Base 1D 2D 3D 4D Starfighter 4,000 12,000 24,000 50,000 Wgt 6 8 10 15 Capital 8,000 25,000 50,000 100,000 Wgt 12 16 20 30 Difficulty Moderate Difficult Very Difficult Heroic Increase +1 +2 +1D +1D+1 +1D+2 Difficulty Easy Moderate Difficult Very Difficult Heroic Cost 15% 25% 30% 35% 50%

Increasing shields costs the same proportionate amount no matter what the scale of the shields is. Capital scale will cost more because of the need for larger generators and more generator stations. These increases must be performed to all shield generators on a ship to make the coverage uniform. System Diagnostic Filter This device provides +1D+1 for computer programming/repair for vehicle computer systems and +2 to vehicle repair skills. Model: GST System Diagnostic Filter; Type: Starship computer translator; Skill: Computer programming / repair, various vehicle repair; Cost: 3,500; Availability: 2; Source: Galladiniums Fantastic Technology (pages 18-19) Weapon Damage Increase The damage on a shipboard weapon system can be increased by fine tuning the energy emitters. The damage increase costs an amount based on the price of the weapon. Increase +1 +2 +1D Difficulty Easy Moderate Difficult Cost 15% 25% 30% Increase +1D+1 +1D+2 Difficulty Very Difficult Heroic Cost 35% 50%

Weapon Ranges The range of a weapon is capable of being extended. The cost of this is based on the base weapon cost. The range modifier is only applied to a weapons maximum range. The point blank, short and medium ranges are not affected. Increase +5% +10% +15% +20% +25% Difficulty Easy Moderate Difficult Very Difficult Heroic Cost 5% 10% 15% 25% 35%

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Weapon Turrets (Need new costs?) Weapons can be mounted on turrets. The cost is 1,500 for a turret that covers two fire arcs, 2,000 for three fire arcs and 3,000 for a full turret. Mounting a weapon on a turret requires a Moderate roll.

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