Anonymous
×
Create a new article
Write your page title here:
We currently have 906 articles on Saga Edition RPG Omnibus. Type your article name above or click on one of the titles below and start writing!



Saga Edition RPG Omnibus

Starship Accessory Systems

Revision as of 02:00, 3 April 2024 by Tenor1411 (talk | contribs) (Created page with "{{shipmodmenu}} <div style="margin-top: 1.5em;> <p class="single">Accessories include any systems that do not fall under one of the other categories (Movement, Defense, or Weapons). They add functions or improve existing systems on a starship, making them more capable and efficient.</p> {| class="wikitable" style="width: 100%; margin: 0; padding: 0; line-height: 130%; font-size: small;" ! colspan="5" style="background-color: #bbbbbb;" |Starship Accessories |- ! style="t...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Accessories include any systems that do not fall under one of the other categories (Movement, Defense, or Weapons). They add functions or improve existing systems on a starship, making them more capable and efficient.

Starship Accessories
Accessory Emplacement
Points
Availability Size Restriction Cost
Cargo jettison system 0 Licensed 1,000 credits base     
Cargo pod, light 0 Common Gargantuan or larger 500 credits base     
Cargo pod, medium 1 Common Colossal or larger 1,000 credits base     
Cargo pod, heavy 2 Common Colossal (frigate) or larger 1,500 credits base     
Cloaking device, hibridium 3 Military Colossal or larger 50,000 credits base     
Cloaking device, stygium 1 Military Huge or larger 100,000,000 credits base     
Cryogenic chambers 2 Common Colossal or larger 500 credits base     
Docking clamp 1 Common Colossal (frigate) or larger 2,000 credits base     
Droid repair team 1 Common Colossal or larger 5,000 credits base     
Escape pod, standard 1 Common Colossal or larger 1,200 credits base     
Escape pod, small lifeboat 1 Common Colossal (frigate) or larger 400 credits base     
Escape pod, large lifeboat 2 Common Colossal (cruiser) or larger 800 credits base     
Extended Range 1 Common 100 credits base     
Hangar bay 8 Common Colossal (frigate) or larger 10 credits base     
Hangar bay, concealed 40 Restricted Colossal (frigate) or larger 1,000 credits base     
Luxury upgrade, basic 1 Common 10,000 credits base     
Luxury upgrade, advanced 1 Common 20,000 credits base     
Luxury upgrade, extreme 1 Common 50,000 credits base     
Medical suite 1 Common Colossal or larger 3,000 credits base     
Passenger seating 1 Common 200 credits base     
Passenger quarters 10 Common Colossal or larger 500 credits base     
Sensor array computer +2 1 Common 5,000 credits base     
Sensor array computer +4 2 Common 25,000 credits base     
Sensor array computer +6 3 Licensed 50,000 credits base     
Sensor enhancement package 1 Common 15,000 credits base     
Slave circuits, basic 1 Common 1,000 credits base     
Slave circuits, advanced 1 Common 4,000 credits base     
Slave circuits, recall 0 Military Colossal or smaller 6,000 credits base     
Smuggler’s compartments 1 Illegal 200 credits base     
Transponder, IFF 0 Military Colossal or smaller 1,200 credits base     
[Transponder, masked 0 Illegal 200 credits base     
Transponder, disguised (1) 0 Illegal 500 credits base     
[Transponder, disguised (2) 0 Illegal 1,000 credits base     
Transponder, disguised (3) 0 Illegal 2,000 credits base     

Cargo Jettison System

     Starships of the Galaxy, page 48.

A cargo jettison system allows a ship to dump part or all of its cargo into space without docking or slowing down. The system is most often used by smugglers, though such designs were originally built fr large freighters hauling explosive materials that might become unstable. A pilot or systems operator can dump any single cargo bay, or all cargo on the ship, as a swift action. If this is done while the starship is moving in space, it takes a DC Perception or Use Computer check made as a reaction to notice the action from another starship.

Cargo Pods

     Starships of the Galaxy, page 48.

Cargo pods are additional storage space added to a ship to boost its total carrying capacity. Though they allow independent traders to carry more goods, they also reduce a ship’s ability to maneuver quickly, making them unpopular with pirates and military craft. Each cargo pod add to a starship reduces its Dexterity score by 2. You can add multiple cargo pods to a starship, but cannot add a pod if it would drop the starship’s Dexterity below 1.

     The additional carrying capacity is based on the size of the starship. A small cargo pod adds (starship cost modifier) × 1 tons of cargo. A medium cargo pod adds (starship cost modifier) × 5 tons of cargo. A heavy cargo pod adds (starship cost modifier) × 10 tons of cargo.

     A cargo pod can be made detachable (to act as an escape pod) for five times the cost.

Cloaking Device

     Starships of the Galaxy, page 48.

A cloaking device creates a field of invisibility around a ship, making it nearly impossible to detect with sensors or the naked eye. The oldest form is the stygium crystal cloaking device, which uses rare crystals found only on Aeten II, a planet of the Outer Rim. These devices were used extensively on military craft during the time of the Old Republic. They were fantastically expensive, but fairly small and extremely effective. The supply of stygium crystals was so limited that they were almost impossible to find by the time of the Empire. A second technology uses hibridium, an ore found on the planet Garos IV. These cloaks are much larger and produce a “double-blind” effect, making it impossible for those within the ship to see out as long as the cloaking field is operating.

     A cloaked ship is considered to have total concealment, and may always make a Stealth check to sneak. (Remember to apply the −10 penalty to notice a target that has total concealment when making checks to notice a cloaked ship,) Noticing a cloaked ship does not negate its concealment, but does allow you to make attacks against it, taking the normal penalty on attack for concealment. A starship using a hibridium cloak also treats all other targets as having total concealment as long as the cloak is active.

Cryogenic Chambers

     Starships of the Galaxy, page 48.

Cryogenic chambers are hibernation systems that allow live creatures to be carried in stasis. Originally developed prior to the invention of safe hyperdrive systems, they are now used to haul herds of livestock (often nerf or bantha herds) and to transport critically injured passengers. Each unit of cryogenic chambers can carry a number of Medium or smaller creatures equal to (starship’s cost modifier)/5. Large creatures take up five times as much space, and Huge creatures take up twenty times as much space.

Docking Clamp

     Starships of the Galaxy, page 48.

A docking clamp allows a starship to dock with other starships in space. Normally, this accessory is used by passengers to move from shuttles to larger ships, but larger vessels can use them as makeshift starfighter launches. Once the clamp is in place, creatures can safely move between the clamped ships. a starship can maneuver, fight, and even travel through hyperspace with ships of smaller size clamped to it. However, if a ship takes damage in excess of its damage threshold, all starships attached to it by docking clamps are shaken off.

     Docking clamps on smaller ships aren’t strong enough to do much more than hold the ship in place during routine docking. These are built into the cost of all starships and have no special game effect.

Droid Repair Team

     Starships of the Galaxy, page 48.

A droid repair team automatically deploys to repair a starship when it moves −1 or more steps down the condition track—no action on the part of the crew is necessary to activate it. A droid repair team does not take any action other than to make a Mechanics check to jury-rig a starship, moving it +1 step on the condition track. A droid repair team has a Mechanics check modifier of +13.

     If a starship takes damage that gets past its SR (if any) in a round when a droid repair team is active, there’s a 25%chance that the droid repair team is destroyed.

Escape Pod

     Starships of the Galaxy, page 50.

See Escape Pod for details.

Extended Range

     Starships of the Galaxy, page 50.

Some starships need to operate for extended periods without ever returning to port. Such a ship can be built with oversized fuel tanks, extra stores of food, and improved recycling systems. Doing this improves a starship’s consumables by 10% of its original value (rounded down, minimum 1 day) × the number of times you have installed extended range on the starship.

Hangar Bay

     Starships of the Galaxy, page 50.

A hanger bay can be installed on a ship of Colossal (frigate) size or larger. It holds secondary craft such as starfighters or shuttles. Each bay has (starship’ cost modifier)/50 units of hangar space, and multiple bays may be combined for more space. The hangar space taken up by a carried vehicle is determined by its size: Huge, 1 unit; Gargantuan, 5 units; Colossal, 20 units. A vehicle can enter or exit a hangar with two move actions.

     Concealed Hangars: The presence of a concealed hangar isn’t obvious to an external examination. Determine the hangar space as for a regular hangar, above. It takes a DC 30 Perception check to recognize a concealed fighter bay for what it is from an external observation, though any thorough internal search of a ship reveals it It takes two full rounds for a starship to exit or enter a concealed fighter bay.

Luxury Upgrade

     Starships of the Galaxy, page 51.

A luxury upgrade is a shipwide increase in the quality of a starship’s accommodations. Panels of calming colors, stylish trim, and quality artwork cover bulkhead walls and access panels. Bunks and stowage lockers are replaced with comfortable beds and wooden wardrobes. Lounges are upgraded with recliners, desks, and multipurpose game boards. Music systems are installed throughout the ship, and food preparation areas are adapted to allow gourmet cooking and fresh food storage.

     A basic luxury upgrade changes a starship from a harsh travel vehicle to a comfortable home on the move. And advanced luxury upgrade goes a step further, making the ship the equivalent of an upper-scale hotel. An extreme luxury upgrade turns a starship into a palace in space, fit for emperors and lords of industry. So satisfying is life on a ship with an extreme luxury upgrade that the crew quality of the ship increases by one step (maximum of expert), though this has no effect on the statistics of a crew of heroes.

     To maintain such luxury is not cheap, requiring 1/50 of the cost o the upgrade each month to keep music current, quality foods stored, and worn pillows replaced. After any month when this expense is no paid, the luxury level of the ship is reduced one step (extreme to advanced, advanced to basic, basic to a typical starship) until proper upgrading is again established (including recouping the cost of all missed months of maintenance).

Medical Suite

     Starships of the Galaxy, page 51.

A medical suite, which can be installed on ships of Colossal (frigate) size or larger, provides the necessary facilities to maintain the health of a crew over a long period. A medical suite includes (starship’s size modifier)/5 medical beds and (starship’s size modifier)/50 bacta tanks. (A starship ma combine multiple medical suites when determining the facilities available.) When a starship can’t accommodate a bacta tank, a medical bed is usually sufficient to stabilize a patient. A medical bed contains monitoring equipment to keep track of vital signs and the medical gear needed to deal with most common injuries and illnesses. Treat a medical bed as a medpac(10 uses, with a single charge costing as much as a medpac), a medical kit, and a surgical kit.

Passenger Conversion

     Starships of the Galaxy, page 51.

Some space transports an small capital ships specialize in transporting passengers instead of cargo. One section of passenger space has sufficient room for a number of passengers equal to the ship’s size modifier, and these passengers can either have seats (typically for voyages of only 1 day or less) or quarters. In either case, these are steerage-quality accommodations (shared rooms, bunk beds, storage lockers, and so on); for higher quality, the ship may also have a luxury upgrade (see above).

Sensor Array Computer

     Starships of the Galaxy, page 51.

One of the main functions of a starship’s computer is to gather and interpret data collected from various sensors. Of course, this can take quite a lot of processing power, limiting the computer’s ability to perform other tasks. To boost overall computer performance. a sensor array computer can exclusively process sensor data, leaving the ship’s main computer free to aid in targeting and handling the ship’s many computerized systems.

     A sensor array computer gives a starship a +2, +4, or +6 equipment bonus to its Intelligence score.

Sensor Enhancement Package

     Starships of the Galaxy, page 51.

A sensor enhancement package includes sensors superior to those normally carried by starships, providing better detection and early-warning capability. A sensor enhancement package gives a systems operator a +5 bonus on Perception and Use Computer checks made to operate the ship’s sensors.

Slave Circuitry

     Starships of the Galaxy, page 51.

Slave circuitry reduces the number of crewmembers required to operate a starship. This accessory is most commonly present in older capital ships, which require tens of thousands of crew. Basic slave circuitry reduces the crew requirements of a starship by 1/3, an advanced slave circuitry reduces it by 2/3. The crew requirement fo a starship is never reduced to less than 1—only certain exceptional and custom-built slave circuits are capable of such a feat, such as those guiding the Katana fleet. The crew quality of a starship that has slave circuits is still based on its remaining crew.

     Recall Circuits: Available only for starships equipped with advanced slave circuits, recall circuits allow a starship to be summoned by comlink to the owner even when no one is a board the ship. A ship piloted by its recall circuits can only lift off, fly directly to the comlink used to summon it, and land at that location—it can take no other actions. The crew quality of a ship under control of recall circuits is untrained (+0 check modifier), and anyone in the pilot’s position can disable the recall circuits as a swift action.

Smuggler’s Compartments

     Starships of the Galaxy, page 52.

Smuggler’s compartments are hidden cargo spaces designed to resist detection. It takes detailed inspection and a DC 30 Perception check to find a smuggler’s compartment. One section holds up to (starship’s cost modifier) × 200 kg of cargo, and multiple compartments may be combined for greater cargo capacity. However, a starship can never have more than 5% of its original cargo capacity in smuggler’s compartments; beyond that, the missing cargo space is immediately obvious to anyone inspecting the ship.

Transponders

     Starships of the Galaxy, page 52.

Because a ship’s transponders are built into its sublight engines, it is difficult to remove or alter a ship’s transponder code. However, there are two options: You can mask your ship’s code (making it impossible to read), or you can disguise your ship’s code (making it look like a different code).

     A masked transponder requires you only to reroute engine power to overheat the transponder director, but if your Mechanics check to install the modification fails by 10 or more, you destroy your sublight engines in addition to losing the cost of the modification. Furthermore, a masked transponder is immediately apparent to everyone who detects your ship, attracting the attention of the authorities.

     A disguised transponder transmits a second signal that modifies the broadcast signal pattern of your ship’s transponder, making it look like a different ship altogether. Activating or deactivating a disguised transponder is a swift action.

     You must make a Use Computer check to access private information in order to find the transponder code for a ship similar to yours and then make a Deception check to create a deceptive appearance, forging a signal that will appear authentic. After this, installation may proceed normally. If successful, your transponder’s signal will make you appear to be the mimicked ship. You may install more than one disguised transponder signal to give your ship different identities that can be turned on and off, but you take a −5 penalty on your Deception check for every disguised transponder already on your ship.

     IFF Transponders: This is a blank Identify Friend or Foe transponder of the type normally listed on military starships, and you can activate or deactivate it as a swift action. If you have he proper IFF codes for a given military unit, you can upload them to your IFF transponder and appear as a “friend” to its sensors.

     If you do not have these codes, you can attempt a Use Computer check to improve access to an enemy ship’s computer using your IFF Transponder, sending queries and analyzing the other ship’s response. The enemy ship’s Will Defense is equal to 15 + its Intelligence modifier, its starting attitude is unfriendly (−5 penalty to your Use Computer check), and the DC of you Use Computer check is increased by 10 due to the encrypted signal. If you manage to improve the attitude of the enemy ship’s computer to helpful, you have successfully loaded your IFF transponder with the correct “friend” codes for that unit. If the attitude of the enemy ship’s computer ever becomes hostile, you will appear as an enemy on that ship’s sensors.