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STAR WARS

Chapter 5 - Electro/neutrino systems

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5.      Electro/Neutrino systems


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5.1     Select Communication Equipment

        Communications systems can only be used while a starship is
        in realspace; none of them operate while the starship is in
        hyperspace.


        * Coms

        Coms are standard speed-of-light radios used for ship-to-ship
        or ship-to-planet communications. All starships have this type
        of radio. Coms have no discernable weight.


        * Subspace Transceiver

        Subspace Transceivers are the standard faster-than-light trans-
        mission and reception units available to starships for realtime
        broadcasts.
        The Mk.# chosen equals range in light years. (Max 30 LY)
        It is also possible to increase the range of the transmission
        up to four times by using a Subspace Transceiver Booster.

                * Subspace Transceiver

                Mass:  Mk.# / 50
                Power: Mk.# x 100
                Cost:  Mk.# x 500


                * Subspace Transceiver Booster

                Mass:  Boosting Multiplier x 1
                Power: Boosting Multiplier x 1000
                Cost:  Boosting Multiplier x 5000


        * Tight Beam Communications Rig

        Tight Beam Rigs (TBR) uses a laser to transmit information
        with a very high level of security. The main drawback is its
        limited range. TBR's are also capable of receiving similar
        transmissions. A TBR cannot be jammed but is useless if there
        is something in its line-of-sight such as planets, asteroids,
        ships and gas clouds which hides the receiver from getting the
        signal. The Mk.# chosen equals the range in space units.

        Mass:  Mk.# x 1
        Power: Mk.# x 10
        Cost:  Mk.# x 200


        * Hypertransceiver

        The Hypertransceiver is an instantaneous interstellar communi-
        cations system with almost unlimited range. Another name for
        this system is HoloNet.

                * Hypertransceiver Transmitter
                Mass:  500 Tons
                Power: 20000
                Cost:  400000

                * Hypertransceiver Receiver
                Mass:  250 Tons
                Power: 5000
                Cost:  200000



5.2     Select Sensors

        Sensors are the ears and eyes of a starship. Without them a
        ship is blind. Large ships, especially warships, have multiple
        sensor arrays of the same kind in order to provide full sensor
        coverage.

        All sensors have two numbers, such as 75/2D. The first number
        is the range of the sensor in units, the second is the number
        of dice added to the Sensor skill of the sensor operator.


        * Passive Mode

        Sensors in Passive Mode is a silent (non-transmitting) method
        for gathering information about the immediate vicinity of the
        ship.

        Mass:  Range x ( Sensor Dice, in pips + 1 ) / 100
        Power: Range x ( Sensor Dice, in pips + 1 )
        Cost:  Range x ( Sensor Dice, in pips + 1 ) x 100


        * Scan Mode

        Sensors in Scan Mode are sending out pulses in all directions
        at once.

        Mass:  Range x ( Sensor Dice, in pips + 3 ) / 1000
        Power: Range x ( Sensor Dice, in pips + 3 )
        Cost:  Range x ( Sensor Dice, in pips + 3 ) x 10


        * Search Mode

        Sensors in Search Mode are searching for information in a
        specific direction. In Search Mode the sensor operator is
        looking in one specific fire arc (front, left, right or rear).

        Mass:  Range x ( Sensor Dice, in pips + 3 ) / 1000
        Power: Range x ( Sensor Dice, in pips + 3 )
        Cost:  Range x ( Sensor Dice, in pips + 3 ) x 10


        * Focus Mode

        Sensors in Focus Mode are focusing upon a very small portion
        of a specific area. The number is the radius of the focus area;
        their range is limited to that of Search Mode.

        Mass:  Range x ( Sensor Dice, in pips + 1 ) / 100
        Power: Range x ( Sensor Dice, in pips + 1 ) x 10
        Cost:  Range x ( Sensor Dice, in pips + 1 ) x 100


        * Crystal Gravfield Traps (CGTs)

        CGTs utilizes a syntetic crystal grid to detect and identify
        any fluctuation in the gravitic field. This is the only known
        type of detection method against fully cloaked vessels.

        Mass:  100 Ton
        Power: 1000
        Cost:  1000000

        Note: The CGT grid is connected to the original sensor array
              and has the same range as the specific sensor mode used.


        * Hyperwave Signal Interceptors (HSIs)

        HSIs detect fluctuations in hyperspace caused whenever a ship
        enters or exits hyperspace. The most sensitive of the HSIs also
        makes it possible to calculate other vessel's destinations.

        Mass:  50 Ton
        Power: 500
        Cost:  50000

        Note: The HSI is connected to the original sensor array and has
              the same range as the specific sensor mode used.


        * Targeting Designator

        A Targeting Designator uses the Search mode of a specialized
        sensor array. It cannot be used as a normal sensor since it is
        specifically designed as a target designator but unlike normal
        sensors it may be dodged as if it were enemy fire.

        The Targeting Designator improves the fire control of another
        starfighter gunner with a bonus, or a capital ship gunner with
        twice of the bonus given to the starfighter gunner. This is
        due to the better sensor and computing facilities available on
        capital ships.

        Example: A starfighter gunner receives a +1D bonus to Fire
                 control, but a capital ship gunner gets +2D.

        Mass:  Range x ( Sensor Dice, in pips + 3 ) / 1000
        Power: Range x ( Sensor Dice, in pips + 3 )
        Cost:  Range x ( Sensor Dice, in pips + 3 ) x 10


        * Towed Sensor Array (TSA)

        The TSA improves the passive reception by the use of a trailing
        antenna deployed after the ship. It is vulnerable to violent
        maneuvering and high speed which tends to snap the antenna.
        This limits its use to a max safe space speed of 4 and no heavy
        maneuvers.

        Mass: Passive Range Multiplier x 5
        Cost: Passive Range Multiplier x 5000

        Example: A ship with passive sensor range of 20, deploys a TSA
        with a Passive Range Multiplier of 2. The new passive range
        becomes 2 x 20 = 40.



5.3     Select Electronic Warfare Capability

        * Communications Jammer

        A Communications Jammer increases the difficulty of finding
        specific frequencies and makes it harder to communicate with
        ships in the jammed area. This applies to both friendly and
        hostile forces. Tight Beam Communications Rigs (TBR's) cannot
        be jammed by a Communications Jammer.

        Mass:  Number of pips / 5
        Power: Number of pips x 2000
        Cost:  Number of pips x 500

        Example:  A 2D (6 pips) Communications Jammer has a mass of
                  6 / 5 = 1.2 ton


        * Enemy Targeting Jammer

        This type of jammer is used to reduce the fire control on all
        enemy vessels within range. It also makes the jammer very easy
        to detect.

        Mass:  Number of pips x (Max Range / 15) / 5
        Power: Number of pips x (Max Range / 15) x 1000
        Cost:  Number of pips x 500

        Note: Range for a standard jammer (A-Wing) is 1-3/7/15 in space.
              Skill used is Sensors.


        * Sensor Jammer

        This type of jammer flood an area with static which blinds all
        sensors, but broadcasts the general location of the ship doing
        the jamming. A Sensor Jammer normally adds to the difficulty to
        identify a ship, but makes it easier to detect (see the sensor
        rules on page 81 of 2nd edition, or page 51 in 2nd R&E)

        Mass:  Number of pips to Identify / 2
        Power: Number of pips to Identify x 1000
        Damage: + Number of pips to Identify,
                but - 2 x Number of pips to Identify = to Detect

                Example 1: +1 to identify, but -2 to detect
                Example 2: +2D to identify, but -4D to detect

        Cost: Number of pips to Identify x 1600
        Maximum Space Range: 50 units


        * Sensor Mask

        Sensor Masks baffles a ship's energy emissions, so that the
        ship might be misrecognised as something else. In game terms,
        sensor masks, when activated, add a certain number of pips or
        dice to the difficulty to detect the ship greater than 50 units
        away. The effectivness of the sensor mask is lowered by one pip
        for every fifth unit the Minimum Space Range is decreased.

        Mass:  Number of pips x ML x Power Rating of Reactor / 100000
        Cost:  Number of pips x ML^0.5 x Power Rating of Reactor / 5
        Minimum Space Range: 50 units

        Note: See chapter 6.1 to determine the Power Rating of the
              Reactor.


        * Optical Shield

        An optical shield distorts the visual image of the starship
        when traveling through atmosphere. The ship appears as a dis-
        coloration or shimmering patch in the sky, which makes it
        easily confused with natural phenomen.
        This type of shield do not protect against weapons or sensors,
        only against the naked eye.

        Mass:  ML x (Number of pips^2) / 1000
        Power: ML x (Number of pips^2) / 10
        Cost:  ML^0.5 x (Number of pips^2) x 100


        * Cloaking Device

        The ultimate sensor countermeasure is the cloaking device. It
        is an experimental shield which creates a subtle warp in the
        fabric of space surrounding the vessel, causing all forms of
        energy to slip around the ship as if it weren't there, merely
        a patch of empty space. The main tactical drawback is that a
        cloaked ship is electronically blind since no sensor or
        communication systems can work inside a cloaking field, only
        visual systems can function properly. A cloaking device must
        be custom-built for each ship and are also hideously expensive
        to build and maintain. Possession of a cloaking device is a
        Class One infraction under Imperial Law, punishable by death.

        Mass:  50 + ML / 10
        Power: 5000 + ML^2
        Cost:  Minimum 1 Billion credits regardless of size, upper
               limit is up to the Gamemaster...



5.4     Select Countermeasures

        The addition of countermeasures to a starship increases its
        odds of surviving in a high-threat enviroment.

        * Chaff

        Chaff are thin strips made of metal which are dropped in order
        to make missiles and torpedoes using Command or Active Guidance
        lose target lock on the ship.
        Gives +1D to the dodge roll. The chaff is bought in bundles of
        ten.

        Mass: For each bundle x SM / 10
        Cost: For each bundle x SM x 100


        * Flares

        Flares are torches emitting streams of ion particles and
        radiating heat, which are dropped to make Ion Radiation (IR)
        and Heat-Seeking (HS) missiles lose target lock on the ship.
        Gives +1D to the dodge roll. The flares are bought in bundles
        of ten.

        Mass: For each bundle x SM / 10
        Cost: For each bundle x SM x 100



        * Decoys

        Decoys try to fool others to believe that the decoy is the real
        vessel while the launching ship slips away.


                * Sensor Decoy

                The sensor decoy is ejected from its mother vessel and
                mimicks the performance and electronic signature of the
                launch vessel.
                It functions for one hour if space speed is below 5,
                but range decreases with 10 minutes for each increase
                of speed above space 5.
                Sensor Decoys are easily detectable but they add a die
                modifier to the difficulty when trying to determine if
                the decoy is a real ship or not.

                        Scale: Starfighter
                        Skill: Sensors
                        Space: Variable, se above
                        Damage:  + Number of pips to Identify

                        Mass: Number of pips to Identify / 3
                        Cost: Number of pips to Identify x 1000 / 3


        * Anti-Mine Emitter System

        Projects a weak grav-field around a Mine Disposal Vehicle
        (MDV) which fools many types of mines to believe that the MDV
        is a real ship, thereby causing the mine to detonate.
        The grav-field has a range of 10 units in space. You can have
        up to three MDV's per Anti-Mine Emitter System.

        Mass: 30 Tons
        Power: 2000
        Cost: 60000


                * Mine Disposal Vehicle (MDV)

                Part of the Anti-Mine Emitter System (See above). An
                MDV is remotely controlled and basically serves as a
                conduit for a special energy beam transmitted from the
                mothership. Due to power loss, the max range in space
                is 10 units.

                Mass: 2 Tons
                Cost: 2000


        * Sensor Buoy

        Sensor Buoy's are small remotely controlled devices that contain
        nothing but a small power source, and a passive and/or active
        sensor package.
        They are meant to be dropped in overlapping patterns to make a
        checkpoint or provide security for ships under anchor.

        Mass: ( Passive Range + Scan Range x 1.1 ) / 200
        Cost: ( Passive Range + Scan Range x 1.1 ) x 10



5.5     Select Shields

        There are two types of shields; particle shields and ray/energy
        shields. Both are needed for complete protection, but many
        civilian starships do not have any ray/energy shielding.


        * Particle Shields

        Particle shields protects against missiles and space debris.
        All starships therefore have integral particle shields, which
        already have been calculated in chapter 3.1: Hull.
        However, it is possible to increase the particle shield rating
        in a separate fire arc by installing more shield generators.

        Mass:  Particle Shield Rating, in pips x SM x ML / 150
        Power: SM x ML x (Particle Shield Rating, in pips)^2
        Cost:  Particle Shield Rating, in pips x SM x ML^0.5 x 200

        Note: You must declare which fire arc that has been improved,
              front, left etc, and the Rating of the particle shield
              is added to the hull code of the relevant fire arc.



        * Ray/Energy Shields

        This type of shielding protects strictly against lasers or
        other energy beams. It does not stop matter or attacks made by
        ion cannons.

        Mass:  Shield Rating, in pips x SM x ML / 125
        Power: SM x ML x (Shield Rating, in pips)^2
        Cost:  Shield Rating, in pips x SM x ML^0.5 x 100



        * Select Extra Radiation Shielding

        A starships normal radiation shielding equals its hull rating.
        However, it is possible to increase the tolerance against
        radiation and ion damage by shielding the outer hull and vital
        electrical and computer systems.

        Mass: Each pip above Hull rating x SM x ML / 150
        Cost: Each pip above Hull rating x SM x ML^0.5 x 200




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