Starship Modifications

"She'll make point five past . She may not look like much, but she's got it where it counts, kid. I've made a lot of special modifications myself." -Han Solo

 
 
 
 
 

 

 

Fuel Cells

Starships require fuel cells to operate their reactors, engines, hyperdrives, and other systems. Light freighters such as the YT-1300 often use the Mark IV Fuel Cell (first described in Star Wars Adventure Journal #5, West End Games), which holds about 1 kg of starship normal fuel cells.

 

Different sizes of starships use different sizes of fuel cells for their reactors:

Ship Size

Fuel cell holds

Cost to refill fuel cell

IV StarFighter/ SpaceTransports (max 50m)

1 kg

50 credits

V Med Space Transports (51-100m)

10 kg

500 credits

VI CapShip (101-250m)

100 kg

5,000 credits

VII CapShip (251-500m)

1,000 kg (1 ton)

50,000 credits

VIII CapShip (501-1,000m)

10,000 kg (10 tons)

500,000 credits

IX CapShip (1,000-2,500m)

100,000 kg (100 tons)

5,000,000 credits

A starship has one fuel cell for every day of consumables it carries. Thus, a starship with one week of consumables (10 Galactic standard days) would have 5 fuel cells, a starship with one month of consumables (35 Galactic standard days) would have 35 fuel cells, and a starship with one year of consumables (368 Galactic standard days) would have 368 fuel cells.

A single fuel cell will provide power for any of the following:

  • one jump to lightspeed
  • one hour of combat, sublight travel (all-out speed), or atmospheric flight
  • six hours of hyperspace travel or sublight travel (high speed)
  • one day of sublight travel (cruising speed)
  • one week (five days) of sublight travel (cautious speed)
  • one month (35 days) while stationary or in orbit

Example 1: An X-wing (with one week of consumables) has 5 fuel cells, so it can jump to lightspeed, travel for six hours, engage in a combat raid for up to one hour, jump to lightspeed, and travel six hours to return home. This limited range is quite similar to that shown in the X-wing series of novels.

Example 2: A Venator -class Star Destroyer (with two years of consumables) has 736 fuel cells. Deploying a single Venator from Coruscant to the Outer Rim sieges during the Clone Wars requires a jump to hyperspace and an average of about 30 hours of hyperspace travel (assuming you get a decent Astrogation check result), which will empty six fuel cells (costing 30 million credits). Bringing the ship back to Coruscant would require as much fuel as remaining in orbit over a planetary battlefield for six months. This is one reason that Obi-Wan and Anakin didn't travel back to Coruscant very often during the Clone Wars -- moving a fleet of capital ships is very expensive, even for the Galactic Republic.

Starfighters can carry external drop tanks that increase their fuel capacity. One drop tank costs 1,000 credits and includes one fuel cell, and a starfighter can carry drop tanks with extra fuel equal to double their normal fuel cells.

For example, an X-wing could carry up to 15 fuel cells -- five internal and 10 external -- at a cost of 10,000 credits for the tanks. Unfortunately, drop tanks can seriously hinder the maneuverability and acceleration of the starfighter: Reduce maximum speed in space by 1 (minimum 1) and apply a -1D penalty to all Maneuvering checks for every two drop tanks carried.

Furthermore, external drop tanks make the starfighter more vulnerable to serious damage; each extra fuel cell added reduces the starfighter's effective Hull Rating by 1D. As a action, the pilot can jettison any or all drop tanks.

In addition to fuel, all starships have to periodically restock food, water, oxygen, and other mundane consumables. The cost of restocking the ship's stores is 10 credits per person per day of consumables being replaced. For example, replacing one month of consumables (35 days) for a crew of eight would cost 2,800 credits.

 

Recharge Rates:

In addition to the cost to simply charge the cells, if the Captain wants to charge them faster or slower, then there's an additional fee.

Charging Rate

Additional Cost Per Cell

Trickle (1Cell per day)

-20 cr

Standard (1 Cell per Hour)

0 cr

Fast (4 Cell per hour

50 cr

Emergency (20 cell per hour)

500*

*They're not charging the cells, they're replacing them with previously charged cells

 

Finally, every starship needs an occasional tune-up to continue functioning properly. The exact maintenance schedule is determined by the starship's class:

  • Starfighter: Once every month or four hyperspace jumps (whichever comes first)
  • Space transport/Medium Transport: Once every six months or 20 hyperspace jumps (whichever comes first)
  • Capital ship: Once every two years or 100 hyperspace jumps (whichever comes first)

Maintenance cost is the same as 10 fuel cells for that starship (for example, 500 credits for a Small space transport), and it requires 8 hours of work as well as a Difficulty of 15 to Repair checks. You can skip this maintenance if necessary, but doing so adds 5 to all Repair checks for that starship for every skipped tune-up, and any failed Repair check imposes a -1D cumulative penalty to all Piloting checks. These penalties remain until the starship receives a tune-up at the higher Repair Difficulty.

 

 

 

 

to wait several days for the part (while at the same time having to dodge bounty hunters who have vowed to turn them over to a loanshark.) Have them go to starship parts yards, make deals with proprietors, check with mechanics to get the work done. As always, only use these situations when they make the game more fun and exciting---players will get bored quickly if they always have to search out a mechanic, but occasionally this type of roleplaying can be a lot of fun.

Flight Control

Damage Level

Difficulty

Cost

Lightly Damaged

Easy

10%

Heavily Damaged

Moderate

15%

Severely Damaged

Difficult

20%

Destroyed

Replace the part (Difficult)

35%

Flight control includes the sublight drives and the maneuverability.

Sensor Systems*

Damage Level

Difficulty

Cost

Lightly Damaged

Easy

5%

Heavily Damaged

Moderate

10%

Severely Damaged

Difficult

15%

Destroyed

Replace the part (Difficult)

25%

*Doesn't include replacement any sensor packages other than FST and EPR, any others would need to be replaced at the normal purchase price.

Shields or other Defensive Systems

Damage Level

Difficulty

Cost

Lightly Damaged

Easy

10%

Heavily Damaged

Moderate

15%

Severely Damaged

Difficult

20%

Destroyed

Replace the part (Difficult)

35%

 

When a drive or generator is destroyed, a Difficult repair roll is necessary to replace it with an identical unit and its cost is 35% of the vehicle's cost.

 

Navigation & FTL

Damage Level

Difficulty

Cost

Lightly Damaged

Easy

15%

Heavily Damaged

Moderate

25%

Severely Damaged

Difficult

35%

Destroyed

Replace the part (Difficult)

75%

 

Navigation and FTL systems are very complex and intricate systems and therefore very expensive.

 

 

Weapons and Targeting Systems

Damage Level

Difficulty

Cost**

Lightly Damaged

Easy

15%

Heavily Damaged

Moderate

25%

Severely Damaged

Very Difficult

35%

Destroyed

Replace the part (Difficult)

Varies

**Cost is based on the original cost of the weapon, not on starship cost. To determine weapon's value, check out the Starship Weapons Chart below.

 

If a weapon is destroyed, you will need to buy another one to replace it. If you are trying to fix it, remember parts are controlled and therefore difficult to find.

 

Life Support

Damage Level

Difficulty

Cost

Lightly Damaged

Easy

5%

Heavily Damaged

Moderate

10%

Severely Damaged

Difficult

15%

Destroyed

Replace the part (Difficult)

25%

Life support parts are actually pretty easy to find and cheap at most Hyperspace-capable planets.

Power Systems and Damage Control

Damage Level

Difficulty

Cost

Lightly Damaged

Easy

25%

Heavily Damaged

Moderate

45%

Severely Damaged

Difficult

65%

Destroyed

Replace the part (Difficult)

80%

Power Systems are very critical to a starship's functioning and are usually deeply embedded in a ship's structure, so it is difficult to fix and replace.

 

Spare Parts

If your ship's mechanic wants to keep spare parts in case of damage, ask them what level of damage do they want to be ready for. Once the level of damage is given, look on the appropriate chart for the cost of the parts. Most parts fall under a ton. But if you aren't sure, use the cost percentage applied against the weight of a replacement part.

 

Modifying your Starship

"It's amazing what you find on junk yard planets!" -Jim owner / operator of free traders platform

"It may look bad, but she's got it where it count's kid" -Han Solo

Modifications

Stock light freighters are built to be reliable (if uninspired) transportation. When originally sold, they are slow, difficult to maneuver, and lightly armed. Most freighter captains put a good deal of their profits back into their craft, making them faster, more agile, and tougher; the major advantage of a stock light freighter is its potential for improvement.

The player characters will certainly want to improve their ship over the course of the campaign. Ship modifications are by no means inexpensive, and paying for the improvements will almost certainly become one of the player characters' major motivations for going out and getting into as much trouble as possible.

Game masters are encouraged to give the player characters enough credits to allow them to keep improving their ship - but never as rapidly as the players would like. Make them work hard for their credits.

Ship improvements are limited by the competency of the technicians and engineers involved. The design limitations of the craft being modified and the amount of ready credits the owner has to throw into the refit.

Players may be amazed at the costs of upgrading their starships. however, players (and game masters) must remember exactly what the players are doing.

They are not merely repairing a damaged system: they are redesigning a given system to do things its designers never intended. The characters have to buy (or manufacture) custom parts, refit and reprogram computers, and do a million other things to even have a chance of getting the systems to do what they want it to do. And even then there's a good chance the whole deal may malfunction when these systems are pushed to their limits.

To get a ship to perform like the Millennium Falcon, the characters are going to have to take the chance that it may become as temperamental, too.

 

Modify or Replace?

For every system, the tramp freighter captain has two options: modify the existing system or replace it with a new one. Tramp freighter captains will find system replacement to be cheaper and safer in the long run, but many characters will choose to take the easy route and simply modify their current systems.

The following section describes modifications that can be made to existing systems aboard freighters. The prices listed for the modifications described below are for new parts and do not include installation costs. Characters will need fully equipped starship repair bay (rental costs tend to run around 100 credits per day with prices varying with availability).

If the characters hire someone to perform these modifications, the cost is usually between 20% -50% of the cost of the modification. Many independent repair technicians can be bargained with in order to reduce their price, but corporate technicians are usually inflexible in their pricing. If the player characters do not want to pay a licensed tech for modifications, the tech will simply walk away - there are countless other freighter captains that will pay the tech's prices.

Characters may wish to use reconditioned or used parts for their modifications and repairs - as for repair parts, these parts may cost half the price of new parts (if they are available, of course).

Sometimes a shipyard will purchase a used part from a ship after it installs a new one, but they will never offer more than 25% of the listed cost of a new part (if that). If the part is at all damaged, they will offer only salvage price for it, around 5% of the list cost.

 

Installation Time

The exact time a modification requires is entirely up to the game master, but it is suggested that the time be related to the sophistication of the work.

Repair and modification times can be cut in half if the player characters pay for overtime and/or substantial bribes (which is normally about double the normal cost for the work). Such a procedure is tremendously expensive, but if the traders need to make a quick getaway they may not have much choice.

Difficulty of Modification

Suggested "Time Taken"

Very Easy

1 hour

Easy

6 hours

Moderate

1 day

Difficult

2 days

Very Difficult

1 week

Heroic

1 month

 

Weight and Cargo Space Taken Up

Modified systems have one tremendous advantage over replacement systems: they do not take up extra space. In game terms, as long as the characters are modifying an existing system, the ship's cargo capacity is unaffected.

 

Product Liability Information

Most stock light freighters can be modified (and often are), though virtually all manufacturers' disclaimers state something along the lines of "modification of the space transport beyond its original design specifications is dangerous, unreliable and not recommended. Such modifications invalidates any and all product warranties and service contracts."

Most freighter captains ignore such warnings, and proceed to tool their ships far beyond design specs, ignoring the potential danger. Unfortunately, these warnings are not without basis; modifying a space transport too far past its original design specs can lead to catastrophic systems failure at inopportune moments.

In game terms, stock light freighters experience difficulty in direct proportion to the extent of the ship modifications; a vessel that has increased its hull strength by +1 is much less likely to suffer a catastrophic failure than a ship with a hull that has been upgraded to +1D or more. Conversely, ships with fewer modifications do not gain the benefits that heavily upgraded craft experience (at least, when the blasted contraptions actually work).

Game masters should keep track of which systems that player characters have modified and by how much. A system that has been modified experiences a malfunction if the player character is using a modified system, rolls a one on the wild die and the game master chooses to use a complication instead of just subtracting the character's highest die.

The game master should roll one die to determine how serious the malfunction is, adding modifiers as indicated under the modification rules to find out what happens.

Then, the game master should roll on the " Modified Starship Mishap Table " to see exactly what happens. Game masters are encouraged to design custom mishap tables to fit specific starships - every ship has its own "personality" (an unnerving hum whenever the hyperdrive is engaged, or a tendency to lose all fire control if the ship does some fancy maneuvering).

 


 

 

 

 

 

 

 

 

 

Space Speed

Cost in Credits

Weight in Tons

2

3,000

8

4

10,000

10

6

20,000

12

8

50,000

16

10

100,000

18

12

500,000

24

14

1,000,000

28

 

 

Improved Thrust: At the time of installation, a captain can decide to install a ion engine with more thrusting power and less speed, to increase his ship's cargo capacity. For every space unit of speed taken add 10 tons of cargo capacity. (This, of course, doesn't increase the ship's hold's size, but it can carry heavier stuff in the hold.)

 

Example: A light freighter begins with 100 tons of cargo capacity, however, the captain installs a space 12 ion drive that weighs 24 tons. The ship's cargo capacity is reduced to 76 tons. The captain decides to allocate 2 space units to thrust, which brings the capacity up to 96 tons.

 

 

 

 

 

 

 

 

 

 

 

 

Conventional Weapons

Weapon

Fire Control

Damage

Cost

Weight in Tons

Light Laser Cannon

2D

2D

1,500

2

Laser Cannon

2D

3D

2,000

3

Dual Laser Cannon

2D

4D

2,500

4

Heavy Laser Cannon

2D

5D

3,000

4

Quad Laser Cannon

3D

6D

4,000

5

Lght Blaster Cannon

1D

1D

1,000

1

Blaster Cannon

2D

3D

2,000

2

Turbolaser*

3D

7D

9,000

5

Light Ion Cannon**

1D

2D

1,000

½

Medium Ion Cannon**

2D

3D

1,500

1

Heavy Ion Cannon**

4D

4D

3,000

2

Proton Torp Launcher

2D

9D

2,500

2

>>Replacement Torp

-

-

800

-

Concussion Missile

1D

8D

3,500

3

>>Replacement Misl

-

-

500

-

Quad Turbolaser-Cap

4D

10D

12,000

8

Mine Layer

0D

6D

3,000

3

>>Replacement Mine

-

-

1,000

-

Point Defense Laser (cap ships only)

4D

4D

3,000

4

Concussion Mine (Seismic Charge) Deployer
0D
Blast Radius (2/4/6/8)
Damage: 8D/6D/4D/2D
7,000
5
>>Concussion Mine Replacement
-
-
1,700
-
>>Replacement Space Bomb/Proton Bomb
-
11D-13D Cap Scale
2,000
 
>>Replacement Heavy Rockets
-
8D Cap Scale
1,000
>>Replacement Heavy Bombs
-
10D Cap Scale
1,500
Ion Missiles / Mag Pulse Torps
2D+1


Space Range: 1/3/7
Atmosphere range: 50-100/300/700
Damage: 7D (ionization damage or weapons disabled)
3,000+

 

Exotic Weapons

Weapon

Fire Control

Damage

Cost

Weight in Tons

Maser Cannon

3D

5D

10,000

6

MegaMaser

2D

7D

20,000

15

AP Cannon

3D

8D

15,000

10

Mass Drivers

2D

10D

20,000

20

Point Singularity Projectors

3D

20D

1,000,000

50

Plasma or Pulse Cannon (Cap Ships Only)

2D

7D

8,000

10

Volley Laser

4D

6D

4,000

12

EMP Cannon

2D

5D (damages electronics only)

5,000

9

AG Mass Packets

2D

5D (Each successful hit, will increase manuever diff's based on dmg, speed reduce)

10,000

14

Lightning Array

2D

5D/7D/9D

15,000

20

Chromatic Pulse Driver

2D

5D (add +3 for every round weapon charged before firing. )

10,000

10

Magma Gun

3D

8D (plasma)

4,000

8

Hyper Graviton Blaster

3D

5D (Add spare pips to dmg while subtracting space, armor is bypassed)

8,000

20

Tri-Optic Pulsar

1D

7D (armor bypassed)

7,000

12

Hyperplasma Cutter

2D

10D (plasma)

8,000

12

 

Mid or Low Tech Weapons

Weapon

Fire Control

Damage

Cost

Weight in Tons

Triple Blaster

1D

2D+2

1,000

1

Large Bore Projectile Cannons

1D

6D

2,000

5

Percussion Repeater Cannons

1D

5D

3,000

6

Atomic Compression Bombs

2D

10D

4,000

10

Antimatter Pods

1D

8D

3,000

5

Matter Cannon

2D

10D (every 3 rds)

5,000

20

Static Ion Field Dischargers

1D

4D (4km)

500

2

Additional Sensor Packages

Hyper-Spectral Imager (HSI): 1,000 cr

Inverse Synthetic Aperture (ISA): 500 cr

Moving Target Indicator (MTI): 550 cr

Phased-Array Sensors (PAS): 800 cr

Suicide Switch: 1,000 cr

Crystal Gravfield Traps (CGT): 10,000 cr

Dedicated energy receptors (DER): 700 cr

Hyperwave Signal Interceptors (HSI): 5,000 cr

Towed Sensor Array (TSA): 8,000 cr

 

Countermeasures

Communications Jammer (CJ): 4,000 cr

Optical Shield ( OSH ): 6,000 cr

Cloaking Device (CLK): Priceless

False Target Generator (FTG): 8,000 cr

 

Special

Terrain Following Sensor Suite (TFS): 1 ton, 10,000 cr, 4D piloting; 15,000 cr, 5D piloting

 

Stealth Gear

Sensor Baffling: Sensor countermeasure coating, 20,000cr per starship scale Hull dice, ignoring pips; 50,000cr per capital ship scale Hull dice, ignoring pips. 1 coat = 1D versus sensor rolls, 2 coat =2D. Max of two coats.

Sensor Mask: electromagnetic/holographic transmitters to blend the ship with surrounding space background. 150, 000cr per Hull die, starship scale, 300,000cr per Hull die, capital scale. When activated, adds 2D to defend from enemy sensor roll, maximum of 3D.

Sensor Decoys, Jammers, and Baffled Drives
PnP pg 39

 

 

Computer / Navcomp

Price

Weight

Replacement Navcomp (typical)

2,000 cr

N/A

Common Pocket computer (5D)

100 cr

N/A

Portable Computer (20D)

1,000 cr

N/A

Space Transport Computer (25D)

4,000

1 ton

Capital Ship Computer (30D)

Unavailable

10 ton

Planetary Computer (100D)

1,000,000

100 ton

 

 

System

Cost

Tonnage

Solid Fuel Converter

8,000

5

Scoops

15,000

15

Solar Converters

12,000

10

Tractor Beam (2D FC, 2D dmg

8,000

15

Secret Cargo Compartments

 

 

>Concealed

200cr per ton used

5t taken for every 1 ton used

>Hidden

400cr per ton used

5t taken for every 1 ton used

>Scanner Resistant

1,000cr per ton used

5t taken for every 1 ton used

Automatic Cargo Jettisoning

1,000

1

Passenger Conversion

400cr per person

10 tons per person

Refrigeration Equipment

100cr per ton convo

1 ton per 20 tons converted

Escape Pod

1,200cr

5

Environmental Converters

4,000cr

4

Comm unit

1,000cr

1

Subspace transceiver

3,000cr

3

Hypertransceiver

10,000cr

10

Holonet transceiver

250,000cr

20

Droid Automation System

2,000cr per crewperson

N/A

Slave Circuits

20,000cr

25

Backup Battery

10,000cr

1

Backup Shields

Gen cost +500cr

Same as gen tonnage

Additional Armor

1D=3,000cr

3 per 1D

Bacta Tank

3,000cr

1 ton

Medical Bay

15,000cr

15

Security Locks

Die code x500 x # of Doors

None

Security System

5000cr (3 areas) / +1000cr per monitored area

3

Interior Sensors

7,500cr

5