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STAR WARS

Chapter 8 - Additional facilities

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8.      Additional facilities


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8.1     Determine Crew Quarters and Passenger Accommodations

        The following Crew and Passenger accommodations are on a
        one person basis. You may combine them into multiple-being
        sleeping quarters.
                                                   Mass         Cost
        * First Class Stateroom                    15           1000
        - Deluxe cabin

        * Standard Stateroom                       10           400
        - The standard acommondation on large vessels

        * Low Stateroom                             5           200
        - The standard acommodation on small vessels

        * Seating                                   0.1         100

        * Stasis Capsules                           2           4000
        - Puts the inhabitant into hibernation over long periods


        * Recreational Facilities

        Recreational facilities include everyting from gyms to arcade
        machines.

        Mass: Number of Persons x 5
        Cost: Number of Persons x 100


8.2     Determine Life Support

        Every starship has a life support system that allows the ship's
        occupants to survive in space. The life support system provides
        a breathable atmosphere and a gravitational enviroment capable
        of negating most of the g-effects resulting from maneuvering etc.

        Mass: Number of persons carried x Consumables, in days / 100
        Cost: Number of persons carried x Consumables, in days x 10

        * How to determine number of days:

                24 Hours = 1 Day
                1 Week   = 5 Days
                1 Month  = 35 Days
                1 Year   = 368 Days



8.3     Select Escape Equipment

        Escape equipments helps to save lifes in case of an emergency.
        In theory, every starship must have some form of escape equip-
        ment for every crew and passenger carried, but exceptions exists,
        especially in military ships were the need for weapons outweighs
        the needs of the crew.


        * Ejection Seats

        Ejection seats propels the inhabitant of the seat out of the
        ship. This type of system relies heavily upon the inhabitant's
        use of a full enviromental flight suit in case of an space
        ejection. The seat contains life support for 24 hours.

        Mass: Number of Ejection Seats / 10
        Cost: Number of Ejection Seats x 1000


        * Escape Pods

        Escape pods are basically space capsules capable of limited
        flight and maneuverability. It is not possible to take-off from
        a planet with this type of escape equipment.

        Mass: Number of Persons x Consumables, in days / 12
        Cost: Number of Persons x Consumables, in days x 15


        * Life Boats

        Life boats are a larger type of escape pods. They are better
        equipped and are capable of landing and taking off from planets.
        Some are even equipped with small hyperdrives.

        Mass: Number of Persons x Consumables, in days / 10
        Cost: Number of Persons x Consumables, in days x 20

        Note: The Cost is for a non-hyperspace capable life boat.



8.4     Select Medical Facilities

        Medical facilities varies from first aid stations to advanced
        surgical rooms. All of the ones mentioned below are for one
        person at a time. You can install several of these and combine
        them into a hospital etc.

        * First Aid Station

        Mass: ( First Aid Bonus, in pips + 10 ) / 10
        Cost: ( First Aid Bonus, in pips + 1 ) x 1000


        * Sick Bay

        Mass: ( Medicine Bonus, in pips + 10 ) / 5
        Cost: ( Medicine Bonus, in pips + 1 ) x 5000


        * Bacta Tank

        Mass: 2 Ton
        Cost: 3000



8.5     Select Labs

        Laboratories are necessary in order to conduct research or to
        investigate things properly. A laboratory gives a bonus to a
        skill but the lab must be made for the specific skill.

        Example: Medicine lab gives a bonus to the medicine skill.

        Mass: ( Skill Bonus, in pips + 10 )
        Cost: ( Skill Bonus, in pips + 1 ) x 10000



8.6     Select Hydroponics

        Hydroponics are greenhouses which can be used to produce air
        and food for use by the inhabitants of the ship. It is also of
        great assistance for ships on long duration voyages since they
        provide an enviroment otherwise only encountered on planets and
        helps to counter boredom. Each unit of Hydroponics can sustain
        one person with enough air and consumables for one year.

        Mass: 2 Ton per unit
        Cost: 1000 per unit



8.7     Select Workshops

        A workshop is necessary if you want to make spaceborne repairs.
        Note that only one workshop may be used for one major repair at
        a time. You might therefore need several workshops if you want
        to repair several systems at a time.
        Workshops can give a bonus to repair skills.

        Mass: ( Skill Bonus, in pips + 10 ) / 2
        Cost: ( Skill Bonus, in pips + 1 ) x 5000



8.8     Select Security Facilites

        Security facilities include personal weapon and armor storage
        plus security monitoring centers. They are required if the
        ship is built to carry military troops or prisoners.

        * Troop Facility

        Mass: Number of Troops x 5
        Cost: Number of Troops x 300


        * Prison Facility

        Mass: Number of Prisoners x 5
        Cost: Number of Prisoners x 1000



8.9     Select Boat Bays

        Boat Bays are storage and maintenance/repair areas for all
        types of starships.

        If the Boat Bay has no maintenance facilities, reduce mass with
        25% and cost with 50%.
        External Docking Positions can refuel a ship but repairs and
        maintenance are very difficult to perform, double all repair
        times.


        * Internal Fighter Bay

        Mass: Mass of carried Fighters, in tons x 5
        Cost: Mass of carried Fighters, in tons x 100

        Note: The Fighter Bay Mass includes the mass of the fighter.


        * Internal Shuttle Bay
        Mass: Mass of carried Shuttles, in tons x 10
        Cost: Mass of carried Shuttles, in tons x 50

        Note: The Fighter Bay Mass includes the mass of the shuttle.


        * External Docking Position

        Mass: Mass of carried vessel, in tons / 10
        Cost: Mass of carried vessel, in tons x 10

        Note: If you want to carry a ship docked to an external docking
              position through hyperspace, you must install special
              equipment which expands the hyperfield to encompass the
              carried vessel. Multiply mass with 25% and cost with 50%.

              The External Docking Position does not include the mass
              of the carried vessel. Please note that you should not
              exceed the Total Mass Limit, calculated in chapter 2.4,
              when carrying a vessel externally.



8.10    Select Vehicle Bays

        Vehicle Bays are storage and maintenance/repair areas for all
        types of vehicles.

        Mass: Mass of carried Vehicles, in tons x 3
        Cost: Mass of carried Vehicles, in tons x 20

        Note: The Vehicle Bay Mass includes the mass of the vehicles.



8.11    Select Cargo Bays

        * Cargo Capacity

        Sets the maximum amount of cargo to be carried by the starship.
        Must be of the same value as the one used when calculating the
        Mass Limit.

        Do NOT include the cargo value when summarizing the mass. It is
        only included when calculating the TML.

        Cargo: Cargo Capacity, In tons

        Note: The cargo value chosen must be the same as in 2.3.


        * Automatic Cargo Jettisoning

        This device will jettison whatever portion of your cargo you
        wish, whether it be in a secret cargo compartment or in the
        main cargo bay. Can be triggered by either a dead-mans switch
        or by command from the ship's computer.

        Mass: Cargo Capacity, in tons / 100
        Cost: Cargo Capacity, in tons x 10


        * Secret Cargo Compartments

        Secret Cargo compartments are a must for any smuggler. Up to
        three people can fit in each ton of cargo space in a secret
        compartment. However, secret compartments require a lot of
        space to even conceal, and this means that if more than 20%
        of a ship's cargo space is taken up by secret compartments,
        customs officials are likely to become suspicious merely on
        grounds of simple mathematics.

        The cost for secret compartments depends upon how secret they
        are. There are three different grades of compartments:


                * Concealed:

                Requires a Difficult Perception roll to locate, but a
                scanner will detect it immediately.
                Cost: 200 Credits per ton of cargo to be hidden.
                Mass: 5 tons from cargo capacity for 1 ton of cargo
                      space.


                * Hidden:

                Requires a Very Difficult Perception roll to locate
                with the naked eye, a scanner will find it on a Moderate
                Perception roll.
                Cost: 400 Credits per ton of cargo to be hidden.
                Mass: 5 tons from cargo capacity for 1 ton of cargo
                      space.


                * Scanner Resistant:

                Requires a Very Difficult Perception roll to locate,
                does not show up on scanners at all.
                Cost: 1000 Credits per ton of cargo to be hidden.
                Mass: 5 tons from cargo capacity for 1 ton of cargo
                      space.


8.12    Select Mining Equipment

        Mining equipment is necessary when trying to extract ore from
        the crust of a planet.

        * Mining Laser

        The Mining Laser is designed for strip mining on planets. It
        is normally installed with several more of the same type to
        form a tight ring on the underside of the mining vessel.

        Mass:  Damage, in pips x SM x (Max Range / 7) / 2
        Power: Damage, in pips x SM x (Max Range / 7) x 100
        Cost:  Damage, in pips x SM x (Max Range / 7) x 200




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