Archiv der Kategorie: Schiffe und Fahrzeuge

Plasma Torch Boarding Device

Plasma Torch Boarding Device
Model: BlasTech Plasma Cut Boarding Device
Type: Plasma torch boarding device
Scale: Starfighter
Skill: Starship gunnery
Crew: 2
Cost: 4,750
Availability: X
Game Notes: The plasma torch boarding device is mounted
on a ship’s airlock system. The controls are just inside the
main airlock. The extendable plasma torch (fire control 0D,
range of 4 meters, damage 8D) slowly cuts through a ship’s
hull. Roll the target ship’s hull -2D; if the torch’s roll scores
“lightly damaged” result, it has breached the hull. Once the
hull is breached, the torch requires a full minute to cut
a one meter wide by two meter high hole. The extendable
boarding tube attaches to the hull and forms an airtight
seal in 30 second.
Source: Han Solo and the Corporate Sector Sourcebook
(page 101), Pirates & Privateers (page 49)

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Cotterdam Universal Airlock

Cotterdam Universal Airlock
Model: TaggCo. Cotterdam Universal Airlock
Type: Ship-to-ship airlock
Cost: 3,500
Availability: 2
Game Notes: One of the older and more proven universal
spacelocks is a “cotterdam”. This is a flexible tube with
an interior ladder/walkway with a multi-lock ring on the
extended end. The multi-lock ring houses three sets of
pressure, chemical, magnetic, and mechanical surface-tosurface
sealing methods.
Source: Pirates & Privateers (page 49)

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Universal Airlock

Universal Airlock
Model: SoroSuub Corp. Universal Airlock
Type: Space-to-ship portable airlock
Cost: 3,000
Availability: 2
Game Notes: This airlock is made of a durable synthetic
fabric over a geometrically collapsible frame. Collapsed, it
is no longer than a half meter in diameter, but expands to
a 5 meter diameter capsule with a hatch and bag-lock. The
bag-lock exits to space, and is pressurized by a high power
pneumatic pump. The other exit is a simple hatch, with a
multi-lock sealing ring. The pressurized interior leaves the
airlock somewhat vulnerable to punctures, although the
frame resists instant depressurization – 3D Strength to
resist damage.
Source: Pirates & Privateers (page 49)

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Givin Emergency Vacuum Seal

Givin Emergency Vacuum Seal
Model: Galvronos Givin Interchanges, Limited EVS BBS-
909
Type: Emergency vacuum seal
Cost: 750 (up to 50 centimeters in diameter); 1,000 (51-100
centimeters in diameter)
Availability: 3
Game Notes: Normal application requires a Moderate
Strength total (to fight the pull of the atmosphere rushing
out into space) and a Moderate Dexterity total (to reach and
hit the controls while the character is fighting not to get
pulled out into space). Seals come in different sizes ranging
from 10 centimeters to 1 meter in diameter.
Source: Galladinium’s Fantastic Technology (page 66)

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Personal Forcefield Generator

Personal Forcefield Generator
Model: meredex Atmospherics Personal Forcefield
Generator
Type: Forcefield generator
Cost: 2,000
Availability: 4
Game Notes: This small device can be attached to a ship to
seal small hull breaches by creating a forcefield up to two
meters in diameter that protects a ship’s life support system
from a breach while in space.
Source: Ultimate Adversaries (page 156)

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Cargo-Mover Tractor Beam

Cargo-Mover Tractor Beam
Model: Bonadon Cargo-Mover Tractor Beam
Type: Light ship-to-ship tractor beam
Scale: Starfighter
Skill: Starship gunnery
Cost: 8,000
Weight: 15 metric tons
Availability: 2
Space Range: 1-3/7/15
Atmosphere Range: 100-300/700/1.5 km
Fire Control: 2D
Damage: 2D
Source: Pirates & Privateers (pages 46-47)

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Backup Battery

Backup Battery
Model: Corellian Engineering Corp. Lifesaver Emergency
Battery
Type: Backup battery
Cost: 10,000
Weight: 1 metric ton
Availability: 2
Game Notes: This backup battery is marketed as a life
support system fail-safe, allowing up to an hour’s 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.
Source: Pirates & Privateers (page 40)

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Loader’s Gloves

Loader’s Gloves
Model: Vlanth LG70 Loader’s Gloves
Type: Reinforced leader’s gloves
Skill: Lifting or melee combat
Cost: 100 per pair
Availability: 1
Damage: STR+2
Game Notes: Gloves take five minutes to put on or take
off, and you need a second non-gloved person to help you
into the second glove. It’s impossible to wield a blaster or
perform any fine manipulation while wearing the protection
gloves.
Source: Platt’s Smugglers Guide (page 49)

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Corrosion Prevantative

Corrosion Prevantative
Model: ColuChem Anti-Corr 113
Cost: 75 per liter
Availability: 2
Game Notes: Anti-Corr 113 stains everything it comes into
contact with a pasty blue residue. Only expensive chemical
solvents can remove the stains, sometimes causing physical
damage to the treated item if composed of softer materials.
Source: Adventure Journal 9 (page 142)

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Tech Scanner

Tech Scanner
Model: Drever Corporation’s Techaide
Type: Tech scanner
Cost: 2,600
Availability: 2
Game Notes: The difficulty level for using this scanner
corresponds to the difficulty needed to repair damaged
equipment. A character successfully using a tech scanner
gains +1D on repair rolls.
Source: Gundark’s Fantastic Technology (page 104)

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Laser Welder

Laser Welder
Model: Borallis Metalworking
& Materials LSW-983 Laser
Welder
Type: Laser welder
Cost: 50
Availability: 1
Game Notes: Allows for welds
from 0.2-20 centimeters in
diameter. Bonuses for using
a laser welder for repair work
may range from +1 to +1D as
decided by the gamemaster.
Source: Galladinium’s Fantastic Technology (page 54),
Platt’s Smugglers Guide (page 58)

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Squib Battering Ram

Squib Battering Ram
Model: Fegegrish Heavy Industrial Battering Ram
Type: Structural weakener
Skill: Demolitions
Cost: 3,500
Availability: 3
Game Notes: Device batters through solid obstacles,
effectively doing 6D damage against the body of a wall or
door.
Source: Galladinium’s Fantastic Technology (page 57),
Pirates & Privateers (page 48), Ultimate Alien Anthology
(page 151)

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Fusion Cutter

Fusion Cutter
Model: Borallis Metalworkings & Materials PCW-876
Type: Fusion cutter
Skill: Various repair skills
Cost: 75
Availability: 1
Game Notes: Difficulty level when using this device is
dependant on the project involved. Accidental exposure
to beam causes 3D-6D damage. Bonuses for using a
hydrospanner for repair work may range from +1 to +1D as
decided by the gamemaster.
Source: Galladinium’s Fantastic Technology (page 55),
Pirates & Privateers (page 48), Platt’s Smugglers Guide
(page 58)

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Portable Plasma Cutter

Portable Plasma Cutter
Type: Typical plasma cutter
Cost: 150 (gas canister: 20)
Availability: 1
Damage: 7D
Game Notes: It takes one round per 1D of body strength to
cut a two-meter-by-one-meter hole. (For example: a blast
door with 6D body strength would take six rounds.) When
used as a weapon, the plasma cutter causes 7D physical
damage; a Moderate melee combat roll is needed to hit. The
blast goggles or blast visor must be used with the cutter;
133
anyone within two meters without proper eye protection
must make a Moderate Perception roll to look away or
be blinded for three minutes. (If someone is blinded, an
attacker gets +10 to hit in combat.)
Source: Gundark’s Fantastic Technology (page 99),
Operation: Elrood (pages 86-87)

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Plasma Punch

Plasma Punch
Model: Drever Corporation’s Phoenix Plasma Punch
Type: Variable setting cutter
Scale: Starfighter
Cost: 5,000
Availability: 2, X
Damage: 6D
Game Notes: The Plasma Punch can be set to cut a circle
from 3 centimeters to 3 meters in diameter. Given time, the
Punch is able to cut through any material on the market,
including quadranium and magnetically sealed hatches.
It is very power consumptive, however; the unit can only
be activated twice, for up to ten minutes each, before its
batteries are drained. Recharges take 6 hours. The tool has
a very limited range, 0-2 meters, and is impractical as a
ship-to-ship weapon.
Source: Pirates & Privateers (page 48)

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Hyperdrive Booster

Hyperdrive Booster
Model: HD 4-D Booster
Type: Hyperdrive booster
Skill: Space transports repair (to install)
Cost: 16,500+
Availability: 4, X
Game Notes: Reduces a ship’s hyperdrive as noted below,
but risks a sever system ship failure. Roll for a hyperdrive
mishap as described on pages 34-36 of Galaxy Guide 6:
Tramp Freighters, with a +2 mishap modifier. Works only on
freighters with a 100 metric ton cargo capacity or less.
Current Hyperdrive New Hyperdrive
Multiplier Multiplier
x10+ x4
x9-x6 x3
x5-x3 x2
x2 x1
x1 x1/2
Source: Galladinium’s Fantastic Technology (page 93)

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“Trickster” Sensor Decoys

“Trickster” Sensor Decoys
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
Game Notes: 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.
Source: Pirates & Privateers (page 39), Galaxy Guide 6:
Tramp Freighters (page 41)

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“Mimic” Decoy

“Mimic” Decoy
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
Game Notes: Adds 2D to sensor operator’s 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.
Source: Pirates & Privateers (page 39)

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Vehicle Remote Activation

Vehicle Remote Activation
Controller
Model: Bespin Motors Remote DVI Activator
Type: Remote vehicle controller
Cost: 500 (for speeders); 2,500 (for starfighter scale
starships)
Availability: 2
Game Notes: Range is 2 kilometers. Pre-flight checks can
take as little as 20 seconds (for some speeders) to well over
five minutes (for some starships). The user must still pilot
the vehicle manually.
Source: Galladinium’s Fantastic Technology (page 18)

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Personal Vehicle Coordinator

Personal Vehicle Coordinator
Model: Vewas Data
Controllers PVC-800
Type: Vehicle command
controller
Cost: 1,200
Game Notes: Limited
vehicles under 10
meters long and under
10 metric tons. Under
normal situations, use
of this device adds
+1D to the appropriate
vehicle operation skill.
If so programmed by the
owner, in emergency situations the PVC will automatically
make evasive maneuvers to avoid a crash (allows the pilot
+2D to his or her operation roll to avoid collision – but the
PVC will prevent unsafe maneuvers that Rebels so love to
perform).
Source: Galladinium’s Fantastic Technology (pages 15/17)

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CD-12a Autopilot Droid Brain

CD-12a Autopilot Droid Brain
Model: Go Corp CD-12a Autopilot Droid Brain
Type: Autopilot droid brain
DEXTERITY 0D
KNOWLEDGE 1D
MECHANICAL 1D
(Has one of the following:) Repulsorlift operation 4D, space
transports 4D, starfighter piloting 4D
PERCEPTION 1D
STRENGTH 0D
TECHNICAL 1D
Repulsorlift repair 2D
Cost: 5,000 (repulsorlift), 10,000 (starfighter-scale
vehicles)
Availability: 4, R
Game Notes: Wrist activator has a range of up to 5
kilometers.
Source: Galladinium’s Fantastic Technology (page 18)

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Archaic Atrogation Plotter

Archaic Atrogation Plotter
Model: Republic Sienar Systems A-121 Plotter
Type: Manual astrogation plotter
Cost: 1,000 – 7,500
Availability: 4
Game Notes: 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 ship’s hyperdrive motivators requires
some kind of jury-rigged interface with a personal computer
or sophisticated datapad – a Very Difficult computer
programming/repair roll.
Source: Platt’s Smugglers Guide (page 47)

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Alliance MasterNav

Alliance MasterNav
Model: Alliance MasterNav Software Module Gamma
Type: Specialized navigational database
Skill: Astrogation
Cost: Not available for sale
Availability: 4, X
Game Notes: Alliance 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).
Source: The Truce at Bakura Sourcebook (page 137)

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x1 Hyperdrive

x1 Hyperdrive
Model: SoroSuub Griffyn-XTG Lightspeed Unit
Type: Commercial hyperdrive
Cost: 15,000 plus installation costs
Weight: 18 metric tons
Availability: F
Game Notes: Any non-SoroSuub vessels attempting to
install this type of drive suffer an increase of one difficulty
level during the attempt.
Source: Galaxy Guide 6: Tramp Freighters (page 39)

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x5 Hyperdrive

x5 Hyperdrive
Model: Sienar Fleet Systems Lifesaver 1000 Reserve
Hyperdrive
Type: Commercial propulsion system
Cost: 2,500 plus installation costs
Weight: 8 metric tons
Availability: 1
Game Notes: The Lifesaver 100 is only recommended as a
backup hyperdrive and must be overhauled after each use.
Source: Galaxy Guide 6: Tramp Freighters (pages 39-40)

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Baffled Drive

Baffled Drive
Model: Rendili StarDrive WhisperThrust
Type: Baffled realspace drive
Scale: Starfighter
Cost: 100,000 minimum on the black market
Weight: 20 metric tons; extra tank: 2 metric tons
vailability: 4, X
Game Notes: 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 operator’s roll; High Speed adds +10; All-Out
movement adds +15. A WhisperThrust engine has a limited
storage capacity for the necessary gases to move: enough to
move 100 spacial units. An extra or replacement tank costs
7,000 credits. Synthesizing the necessary fuel requires 120
liters of pin-sealed tibanna gas and 2 kilos of high-grade
hyperbarides and a standard power generator. The fuelrefining
process takes roughly three standard days.
Source: Pirates & Privateers (pages 39-40)

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Corellian Evader-GT Ion Drive

Corellian Evader-GT Ion Drive
Model: Corellian Evader-GT Ion Drive
Type: Commercial propulsion system
Cost: 50,000 plus installation costs
Weight: 16 metric tons
Availability: F
Game Notes: Space rating of 8. Requires a 5,000 credits
Imperial permit to legally possess. Double all difficulties for
modifying this drive and double all modifiers when rolling
for mishaps beyond a +1 modification.
Source: Galaxy Guide 6: Tramp Freighters (page 38)

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Incom Starslinger Ion Drive

Incom Starslinger Ion Drive
Model: Incom Starslinger Ion Drive
Type: Commercial propulsion system
Cost: 20,000 plus installation costs
Weight: 12 metric tons
Availability: F
Game Notes: Space rating of 6. Requires a 500 credits
Imperial permit. Double all difficulties for modifying this
drive and double all modifiers when rolling for mishaps
beyond a +1 modification.
Source: Galaxy Guide 6: Tramp Freighters (page 39)

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SoroSuub Boav Ion Drive

SoroSuub Boav Ion Drive
Model: SoroSuub Boav Ion Drive
Type: Commercial propulsion system
Cost: 10,000 plus installation costs
Weight: 10 metric tons
Availability: 2
Game Notes: Space rating of 4. Technicians installing a
Boav unit will face an increase of one difficulty level in their
space transports repair roll.
Source: Galaxy Guide 6: Tramp Freighters (page 39)

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Copycat Pod

Copycat Pod
Model: Corellian Engineering Corporation Copycat Pod
Type: Electronic countermeasure probe
Skill: Sensors
Cost: 10,000 (plus permit fees)
Availability: 3, F or R
Game Notes: 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”.
Source: Galladinium’s Fantastic Technology (pages 53-54)

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Sensor Baffling

Sensor Baffling
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
Game Notes: A ship treated with this material adds to
a sensor operator’s 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.
Source: Pirates & Privateers (page 38)

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Sensor Mask

Sensor Mask
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
Game Notes: When activated, the sensor mask adds 2D
to enemy sensor operator’s 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.
Source: Pirates & Privateers (pages 38-39)

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Comm Jammer

Comm Jammer
Model: IntelStar Silencer Comm Jammer
Type: Communications jammer
Skill: Communications
Cost: 5,000 plus installation costs
Availability: 2, R
Game Notes: While any ship use their communications
array to jam, this communications jammer uses a ship’s
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 ship’s communications operator. The
jamming ship gains bonus dice to jam, based on how many
firing arcs are being jammed:
Fire Arcs Jammed Communications Bonus
All arcs –
Three arcs +1D
Two arcs +2D
One arc +3D
Focused jamming +4D
Source: Pirates & Privateers (page 39)

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Nav Computer Bypass

Nav Computer Bypass
Model: Kuat Drive Yards Computer Route Astrogation
Bypass
Type: Prototype navigation computer bypass
Skill: Astrogation
Cost: Not available for sale
Availability: 4, X
Game Notes: 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 ship’s nav computer. The nav computer must be
“cleaned” via programming (a Moderate astrogation or
computer programming/repair roll). For a second use of the
N-CRAB 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).
Source: Galladinium’s Fantastic Technology (pages 93-94)

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System Diagnostic Filter

System Diagnostic Filter
Model: GST System Diagnostic Filter
Type: Starship computer translator
Skill: Computer programming/repair, space transports
repair
Cost: 3,500
Availability: 2
Game Notes: +1D+1 for computer programming/repair for
ship board computer systems and +2 to space transports
repair.
Source: Galladinium’s Fantastic Technology (pages 18-19)

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Imperial Neural Interface Device

Imperial Neural Interface Device
Model: Imperial Neural Interface Device
Type: Ship neural interface
Cost: 9,000
Availability: X
Game Notes: 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 pilot’s 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 = Difficulty
Small Ship (Lone Scout-A, T-16, etc.) = Easy
Standard Fighter (X-Wing, TIE, etc.) = Moderate
Small Freighter or Bomber = Difficult
Corvettes, Light Cruisers, Frigates = Very Difficult
Cruisers and Star Destroyers = Heroic
Source: Adventure Journal 1 (page 110)

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