"Hand me the hydrospanners!"

Authors's Note: These rules are not based upon modification rules found in Galaxy Guide 6: Tramp Freighters as they were created before I had a chance to examine those rules. Since my completion of these rules I have had a chance to observe the ship modifications rules from Tramp Freighters and have added additional information to these rules to better integrate the two together, namely using weight to determine modification-capacity. Other than these slight alterations these rules are entirely new and any similarities with those in Tramp Freighters is merely coincidental.

Customizing and improving equipment takes time, credits, and know-how. One must keep in mind though when improving equipment that the Star Wars galaxy is highly advanced and specialized. Small improvements are possible with almost any piece of equipment, but large improvements are pushing the limits of the equipments capabilities. Large improvements represents revolutionary rather than evolutionary technologies. These revolutionary improvements can't be expected to occur using any repair skill. Rather, gross improvements require completely overhauling the item and rebuilding it using new more advanced technology. This is more the realm of the engineering skill and rules governing equipment construction will be covered in future articles. Here, evolutionary develepments are covered, involving tweaking your equipment, upgrading with add-ons that push your equipment to its limits, or installing new equipment pieces. The difficulty of improving equipment is based on the type of equipment and the size. As it would be far to difficult to give specific guidelines for every piece of equipment utilizing different technologies, here are presented only general guidelines for the main types of equipment in the Star Wars galaxy.

Upgrade vs. Installation
There are two ways to improve your equipment: upgrading it by adding onto or tweaking up an existing component of the item to push it beyond its original limits or installing a completely new and better component. Upgrading is usually less costly than installing a new component, however, it has its limitations in that an existing component can only be upgraded so much. This is when istalling new components becomes necessary. For example your ships maneuverability can only be improved by 1D+1. To improve it beyond this all-new lateral thrusters must be purchased an installed replacing the old ones. This will be discussed in more detail in each section.

UPGRADING

When upgrading a component a character needs to pay the required upgrade cost before rolling the difficulty. If she fails the difficulty role she fails in upgrading the piece of equipment and has wasted the money and the time necessary to upgrade. She May attempt to upgrade the item again but she must pay 1/2 the upgrade cost in advance and devote herself to the full upgrade time. If she fails this time she can only try once again following the same guidlines as the second attempt. If she fails this attempt she must wait until she increases her respective repair skill before attempting it again.

Time of Upgrade
The time it takes to upgrade a piece of equipment is dependent upon its size and type. Table 1 gives times for improvement of

TABLE 1
EQUIPMENT UPGRADE TIME PER PIP (or Step)

Scale Shields Sensor Hull Maneuverability Fire Control Damage Engines Hyperdrives
Speeder 1 Day 1 Day 2 Days 1 Day 1 Day 1.5 Days 1 Days 3 Days
Walker 2 Days 2 Days 1 Week 2 Days 1.5 Days 2 Days 2 Days 4 Days
Starship 2 Days 2 Days 1.5 Weeks 3 Days 1.5 Days 2 Days 3 Days 1 Week
Capital* 1 Week 1 Week 1 Month 1 Week 3 Days 4 days 2 Weeks 2 Weeks
Death Star** 2 Weeks 2 Weeks 2 Months 2 Weeks 2 Weeks 2 Weeks 3 Weeks 3 Weeks

* These values are for 50 technicians working on the device
** These values are for 10000 technicians working on the device
This is the amount of time to upgrade 25 weapons. This only applies to capital ships

the types of equipment that will be covered in this article. More types may be added as the need arises. Shield generators typically increase with the increasing size of the vessel, however, there size increase isn't as dramatic as the size increase associated with the hull of the ship Therefore, times of improvement do not increase as dramatically as compared to Hull time of improvement. In regards to Table 1 it must be noted as follows:

Table 1 only covers times of improvement for scales greater than character scale. Since character equipment contains different statistics than vehicles character scale times of improvement are given in Table 2. As with Table 1 these values are

TABLE 2
TIME FOR CHARACTER EQUIPMENT IMPROVEMENT PER PIP
WEAPONS ARMOR
Fire Control Damage Range Ammo Protection Protection + Dexterity
Enhancements
Time 8 hours 1 Day 1 Day 1 Day 1.5 Days 2 Days

benchmarks to help guide the GM to determine a time for character equipment improvement. Specific types of equipment will have varying upgrade times based upon the advancement of the technology used to construct the weapon. The weapon values are for a typical blaster pistol and the armor values are for generic bounty hunter armor.

Character Equipment
Characters will try to improve anything given the chance to. However, here is discussed the most popular items to improve, namely weapons and armor. In later sections vehicular upgrade will be discussed.

Weapons
Weapons come in all different forms and types. There are blasters, firearms, melee weapons, and missile weapons. There are blaster pistols, blaster rifles, and repeating blasters. However, even with all these types weapons they share a common thread in that they have common statistics. Weapons can be improved and modified to cause more damage, for longer ranges, or for increased ammo capacity. The difficulty to increase damage is based upon how much additional damage is going to be provided. Weapon damages cannot be increased beyond 1D+2 greater than their original values. Again, large improvements represent revolutionary rather than evolutionary design technologies. In essence there is a limit to which an existing piece of equipment can be improved before the technology used in its design (and in many cases the design itself) becomes the limitation of the device. This goes for any weapon; 1D+2 greater than the original value is the highest a weapon's damage can be increased before complete re-engineering of the device becomes necessary to improve it (This will be covered in later

TABLE 3
CHARACTER WEAPON IMPROVEMENT

DAMAGE
(from original value)
RANGE
(% increase from original value)
FIRE CONTROL
(from original value)
AMMO
(% increase from original value)
Difficulty Pip Increase Cost* Range Increase Cost* Pip Increase Cost* Capacity Increase Cost*
Easy +1 15% 10% 10% +1 10% 25% 5%
Moderate +2 25% 20% 15% +2 15% 35% 7%
Difficult +1D 30% 30% 20% +1D 20% 50% 10%
Very Difficult +1D+1 35% 40% 25% +1D+1 25% 75% 15%
Heroic +1D+2 50% 50% 30% +1D+2 30% 100% 20%

* % of original cost of weapon

articles). In general there are limitations to increasing any of a device's characteristics. In similar stride a weapon's fire control and range are limited in how much they can be improved; Table 3 details these limitations as well as difficulties in improving character-scale weapons. The range and ammo capacity are % increases from the original vlaue. When determining costs of improvement all costs are additive. In addition one does not necessarily have to improve a weapon pip by pip instead one can invest into improving a weapon by +1D or +1D+2 even. However, the difficulty should be increased to the maximum value for the given range (e.g. for a difficult task the difficulty number should be 20). This shows that it is slightly easier to improve step-by-step instead of all at once.

Armor
When increasing an armor's protection every pip of increase decreases Dexterity by the same amount. If armor has been improved by 1D then the wearer suffers an additional 1D decrease in Dexterity along with the original Dexterity penalty for

TABLE 4
CHARACTER ARMOR IMPROVEMENT
Pip Increase Difficulty* Cost*
+1 Very Easy (Easy) 15% (25%)
+2 Easy (Moderate) 25% (40%)
+1D Moderate (Difficult) 30% (55%)
+1D+1 Difficult (Very Difficult) 35% (70%)
+1D+2 Very Difficult (Heroic) 50% (85%)
+2D Heroic (Heroic +5) 65% (100%)

* Values in paranthesis are for protection improvement and Dexterity enhancements to the armor.

the armor. However, armor may be purchased with dexterity enhancements to overcome this penalty. When improving an armor's protection, protection is increased by that amount for all forms of attacks. If a character increases bounty hunter armor by +1D the improved armor will bestow + 2D protection against energy attacks and +3D against physical attacks. Dexterity enhancements may not be purchased other than to overcome the Dexterity penalty in this fashion. Nevertheless, deleting an armor's inherent Dexterity modifiers (i.e. the starting Dexterity penalty) requires reconstruction of the armor itself which requires the engineering skill . This will be covered in later articles. Improving an armor's protection with dexterity enhancements increases the difficulty level by one and dramatically increases the cost (see Table 4).

With regards to Table 2 the time for improvement is in reference to a full suit of armor. Individual pieces of armor should take relatively shorter times to improve (GM is to arbitrate exact time using values in Table 2 as a benchmark). If a suit of armor has weapons that the wearer wishes to upgrade then consult the section above on improving weapons as they also apply to armor weapons. Installation, of new weapons into a suit of armor will be covered below under Installation.

Vehicles and Greater-than-Character-Scale Equipment
Probably the most modified piece of equipment is a character's ship. In the Star Wars universe there is no such thing as a stock light frieghter; at least not in the hands of a true smuggler. A starship has many attributes that until now were unable to be improved upon. Players could dream of constructing the Millenium Falcon from a stock light freighter, but could not accomplish this because no rules dealt with it (or those that did have been inadequate in realistically upgrading your ship). Here are presented rules to accomplish just that and more. Not only will these rules cover upgrading freighters but also starfighters, cruisers, star destroyers, and even the Death Star (just for the sake completeness). Again, just as above, cost given for upgrading vehicles are additive. Tables 5 and 6 give difficulties and typical costs for typical pieces of equipment. The difficulty applies regardless of the scale of the equipment. Scale differences only add to the time (and the cost by virtue of percentage) of upgrade.

Weapons
Weapons upgrade for vehicles is very similar to upgrade for character-scale weaons; the real difference lies in the time and cost involved in upgrading the weapon. Table 5A gives a listing of the cost and difficulties in upgrading weapons (as well as sensors). Other than this the same rules apply as for character-scale weapons.

TABLE 5A
VEHICLE IMPROVEMENT

(Weapons and Sensors)
WEAPONS SENSORS
DAMAGE
(from original value)
RANGE
(% increase from original value)
FIRE CONTROL
(from original value)
SENSORS DICE
(from original value)
RANGE
(% increase from original value)
Difficulty Pip Increase Cost* Range Increase Cost* Pip Increase Cost* Pip Increase Cost* Range Increase Cost*
Easy +1 15% 10% 10% +1 10% - - 10% 10%
Modierate +2 25% 20% 15% +2 15% +1 10% 20% 15%
Difficult +1D 30% 30% 20% +1D 20% +2 15% 30% 20%
Very Difficult +1D+1 35% 40% 25% +1D+1 25% +1D 25% 40% 25%
Heroic +1D+2 50% 50% 30% +1D+2 30% +1D+1 35% 50% 30%

Lateral Thrusters / Mechanical Air Flaps
Maneuverability is upgraded by improving the lateral thrusters. Numerous add-ons are available to increase power output of the lateral thrusters. Furthermore, there various methods to increase the responsiveness of the thrusters. One or both of these performance-boosting techniques can be utilized to increase a ships maneuverability. Maneuverability is more difficult to increase because it depends on other factors, not just the performance of the lateral thrusters. A vehicles mass and shape as well as placement of thrusters have an effect on the maneuverability of a ship. For simplicities sake we assume that imporvement of lateral thrusters sufficiently imporves the maneuverability of the ship. Cost is % of original thruster cost. For stock thrusters use typical cost from Table 8, or look up a thruster that best resembles the current model in the appendix.

Sublight Engines / Ion Drives
Improving the engines increases a ships Space or Move attribute. Upgrades to engines are usually accomplished through add-ons or by tweaking-up a its power output. This can be accomplished in various ways including improving the ion filter or modifying the stabilizer (a common method for increasing engine power output among smugglers). Use Table 6 to determine improvement difficulty. Increase is from the original space code. Cost is % of original engines cost. For stock engines use typical cost from Table 8, or look up an Engine that best resembles the current model in the appendix.

Hyperdrives
Hyperdrive upgrading is a little more touchy than upgrading sublight engines. The science behind the technology is esoteric and remains to be understood by only a few highly-trained hyperspace technicians. However, this hasn't stopped the ambitious smuggler from fiddling around with the hyperdrives to push her ship to even faster speeds. There exist enough common procedures to upgrading hyperdrives that it is now conventional within the smuggling community. However, there still are screw-ups. There's a story still told by smugglers of a pirate who when improving his hyperdrives on his ship incorrectly reconnected the hyperdrive motivator. Once he entered hyperspace he couldn't intiate a response from the hyperdrive motivator to bring him back into realspace. He ended up colliding with a supernova in the Sensis system, so the story goes. Hyperdrive upgrade occurs in "steps". That is improving from x4 to x3 hyperdrive multiplier is considered a step. Use the following to determine the number of steps of increase from the original value:
x4, x3, x2, x1.5, x1, x3/4, x1/2, x1/3*, x1/4*. Cost is % of original hyperdrive cost. For stock hyperdrives use typical cost from Table 8, or look up a hyperdrive that best resembles the current model in the appendix.
* These values cannot be obtained without GM permission.

Sensor Array
Sensor arrays are usually upgraded by upgrading the Sensor Computer used to analyze the data recieved by the sensors. However, a real technician can fine tune the full-spectrum tranciever and the energy receptors to provide a more accurate read-out with increased range. Sensors, due to their advanced electronic nature, are usually more difficult to upgrade than other ship components. A larger listing of Sensor systems is given in the appendix.

Shield Generators
In some ships there are designated shield generators that are self-sustaining regardless of any damage to the sublight engines. These generators can be upgraded by improving their power output, which is done in similar ways as is upgrading Sublight Engines. However, many ships exist, including most older starfighters, whose shields run off the sublight engines. Here what needs to be done is to improve the power output of the sublight engines as described above, in addition the deflector ducts must be modified to feed more power to the shields. Another method is to add-on an in-line power generator that in addition to the sublight drives provides additional power output to the shields generators. Again more shield generator types are listed in the appendix.

Hull
Increasing a ships hull requires re-plating the vessel. This takes considerable time especially for transports. Most often the ship is plated with new more durable materials. This requires considerable time as the old plating must be stripped off. However, the limit for imporving a vessel's hull code in this fashion is +1D+1 above the original hull code. However, greater hull codes can be obtained by plating more layers on the ships hull. However, this adds considerable weight to the ship. Reduce the cargo capacity (not the volume just the weight) of the ship by 15% for each pip beyond 1D+1 up to +2D. A ships hull code cannot be increased by more than +2D in this fashion.

TABLE 5B
VEHICLE IMPROVEMENT
(Shields, Hull, and Maneuverability)
Pip Increase DIFFICULTY COST
Shields Hull Man. Shields Hull Man.
+1 Moderate Very Easy Moderate 10% 5% 15%
+2 Difficult Easy Difficult 15% 7% 25%
+1D Very Difficult Moderate Very Difficult 25% 10% 35%
+1D+1 Heroic Difficult Heroic 35% 15% 50%
+1D+2 N/A Very Difficult* N/A N/A 20% N/A
+2D N/A Heroic** N/A N/A 25% N/A
+2D+1 N/A N/A N/A N/A N/A N/A

† The cost is the % of the original cost for that component. If the cost is unknown use average values given in the appendix.
Only with GM's approval can a vehicle be improved to these levels
* Ships' cargo capicty reduced by 15%
** Ships' cargo capacity reduced by 30%

TABLE 6
SUBLIGHT AND HYPERDRIVE IMPROVEMENT
ION DRIVES HYPERDRIVES
Space Code
Increase
Cost Multiplier
Increase
Cost
Moderate +1 30% 1st step 30%
Difficult +2 50% 2nd step 50%
Very Difficult +3 75% 3rd step 75%
Heroic +4 100% 4th step 100%

INSTALLATION

When installing a new component a character needs to pay the required installation cost before rolling the difficulty. If she fails the difficulty role she fails in installing the piece of equipment and has wasted the money and the time necessary to upgrade. She May attempt to upgrade the item again but she must pay 1/2 the installation cost in advance and devote herself to the full installation time. If she fails this time she can only try once again following the same guidlines as the second attempt. If she fails this attempt she must wait until she increases her respective repair skill before attempting it again.

Time of Installation
As with time of upgrade installation time is primarily determined by the size and type of component being installed. Some components are more time consuming to install then others. However, even within the same type of components installation time will vary. Unless time of installation is given in the component's description assume average time of installation for that item listed in Table 6. Installation rules are broken up into character-scale equipment and vehicles.

Character Equipment
Here is covered the installation of weapons and other devices into armor. Boba Fett sets the standard by which most characters follow. A true bounty hunter will not rest until her armor contains gadgets comparable in number to those in Batman's utility belt. Table 7 lists the difficulty in installing several common and uncommon devices into a character's armor as well as the cost and time of installation. Use these values unless specifically listed for an item. In the appendix of this article are various costs of specific types of devices, including sensors and weapons.

TABLE 7
COMPONENT INSTALLATION FOR ARMOR
Item* Difficulty Time Cost
Blaster/Laser Easy 1/2 Days 750
Rocket/Grenade
Launcher
Moderate 1 Day 2,200/
2,500
Grappling Hook Moderate 1/2 Day 400
Flame Projector Moderate 1 Day 3,000
Jet/Rocket Pack Difficult 2 Days 400
Sensor Array Difficult 1.5 Days 1,000
Macrobinoculars Easy 4 Hours 100
Comlink Easy 4 Hours 100
Antena Easy 4 Hours 500
Enviro Filter Very Difficult 3 Days 4,500

* See Individual references for details on each item

Descriptions
Blasters/Lasers:
Armor Blasters (or Lasers) are usually mounted on the wrists for greatest accuracy. There are shoulder mounted blasters, but these are more expensive as they require their own automation for targetting (see Appendix II). Standard wrist lasers have the following statistics: Damage: 4D, Skill: Armor Weapons Ammo: 50, Range: 3-6/ 20/ 40
Rocket/Grenade Launchers: Rocket Launchers and grenade launchers can be mounted on the back of Armor. It is difficult to mount them on the wrists as they are inherently bulky and heavy. Grenade Launchers have the following statistics: Damage: 6D/ 4D+2/ 3D+1/ 2D, Blast Radius: 0-3/ 5/ 7/ 12, Skill: Missile Weapons, Range: 1-250/ 350/ 500, Ammo: 20.
Projectile Grappling Hook: 20 meters of syntherope, Skill: Missile Weapons, Range: 0-3/10/20; Uses a magnetic grappling "hook".
Flame Projector: Mounted on the wrists. Fuel usually contained in pack on back. Damage: 5D, Skill: Armor weapons; creates a cone 1 meter wide, variable from 1-5 meters long.
Jet/Rocket Pack: The Merr-Son Leaper slightly modified to attach to the armor. Charges: 10, Vertical: 30m, Horizontal: 100m, Cargo: Pilot + 25 kg.
Sensor Array: Standard sensor array contained within a pod installed somewhere on the armor. Grants +1D to search. Range: 1-100 meters
Macrobinoculars: Standard macrobinoculars installed into the helmet. Provides +1D to Perception or search for objects 100-200 meters away.
Comlink: Standard comlink set into the helmet. May be adjusted to various frequencies.
Antenna: Adjusted to intercept and decode most standard frequencies
Enviro-Filter: Blocks most harmful molecules in the atmosphere, or seal with 30 minutes air.

Obviously more accessories exist which can be installed into armor but again use this table as a benchmark for the difficulties in installing those components. Appendix II lists various accessories which characters may want to install into their armor.

Component Installation in Vehicles I - (Speeder to Starfighter Scale)
As with armor players, especially smugglers, will modify their vehicles untill they run out of credits. Installing new equipment takes a large role in modifying vehicles. Rarely do vehicles come stock with the all the accessories a character would like, instead they install and overhaul their vehicles post-purchase. As with armor installation, isntallation for vehicles follows the same general rules. When installing a new component usually the older component is removed, unless of course you are adding additional weaponry. When replacing old components the new rating for the item is equivalent to the new item's statistics.

The difficulty and time of installation are dependent upon the the size of the component and the type of component being installed. Tables 8 and 9 list the common upgradeable items for vehicles and their average times of installation as well as their difficulties of installation for the different scales. Typical prices for typical components are also listed in these tables.

One must keep in mind that even whithin the same scale there exists many different types of vehicles which use different types of components. A sail barge uses different repulsorlift engine types than does an airspeeder or a cloudcar. When purchasing a component type one must purchase one of the same type as the vehicle. Appendix I lists many different types of components for many different types of vehicles. The "Type" attribute of a component lists the vehicle type which it can be installed into.

Additionally, many factors must be taken into consideration when installing new components. Dimensions, weight, and the arrangements of all relavent wires, vlaves, power lines, etc. ... must be taken into consideration. When purchasing components it is assumed that the character buys those components most compatible with his vehicle. However, when purchasing an item it then becomes specific for your ship as it is assumed that you purchased that component must compatible (specific) with you vehicle.

Thus, when it comes to salvaging components from a wreckage the GM must determine if components from one ship can be installed into another ship.

When replacing components it is assumed that the space consumed is approximately the same for the new and old piece of equipment. When installing components into a vehicle both volume and weight are determinants on the number and size of the component(s) being installed. Since volume varies greatly from ship to ship depending upon its configuration, weight is used here to determine installation capacity; that is the number of components and the size of the comonent being installed. However, this is only a crude method and the GM has final say when a component can be realistically installed into a particular vehicle. Ion cannons weigh about 2 tons, but just because jed has 100 metric tons of cargo space doesn't mean he can fit 50 ion cannons into his ship. Furthermore, it is not a correct assumption that when installing a weapon that it necessarily takes up 2 tons of "space" in the ship. Some weapons can be almost completely installed outside of the ship (mostly turreted weapons) this would free up space, but not wieght, in the ship. So again the GM must dictate if there is enough room to install a new component. It helps to have a general layout of the vehicle that is going to be modified. Because, of this starfighters, swoops, and speeder-bikes cannot be too heavily modified with new components since there is little room to mount them. The most common option is to mount new components externally (especially weapons). For those who wish to add a bit more realism can use the optional over-capacity rules for installing new components above and beyond a ship's weight-capacity.

TABLE 8
Speeder, Walker, and Starfighter Scale Component Installation

Item Difficulty SPEEDER SCALE WALKER SCALE STARFIGHTER SCALE
Time Cost* Time Cost* Time Cost*
W
E
A
P
O
N
S
Ion Cannons Moderate 2 Days 7,000 3 Days 5,000 1 Week 5,000
Blaster Cannons Easy 1 Day 1,000 2 Days 2,000 3 Days 2,000
Laser Cannons Easy 1.5 Days 1,800 2 Days 3,500 3 Days 3,500
Missile Launcher Moderate 1.5 Days 7,000 2.5 Days 7,000 4 Days 9,000
Torpedo Tube Moderate 1.5 days 6,000 2.5 Days 5,500 4 Days 6,500
Turbolasers Difficult N/A N/A 3 Days 30,000 1 Week 25,000
Tractor Beam Difficult N/A N/A N/A N/A 6 Days 35,000
Lateral Thrusters/
Mechanical Control Flaps
Difficult 2.5 Days 2,000 4 Days 7,000 1 Week 10,000
Engines Difficult 3 Days 5,000 4 Days 15,000 2 Weeks 15,000
Shield Generators Moderate N/A N/A 3 Days 4,000 3 Days 6,000
Weapon Power Plants Easy 4 Hours 1,000 8 Hours 5,000 8 Hours 5,000
Hyperdrives Difficult N/A N/A N/A N/A 1.5 Weeks 20,000
Sensor Arrays Moderate 1 Day 500 2 Days 3,000 3 Days 5,000

* These costs are for typical components see individual descriptions for details. Costs will differ based upon specific items. Appendix I lists many more types of the above items which can be installed into a vessel.

Descriptions
Ion Cannons:
Any weapon that fires High-energy ionized particles would fall into this category. basically any weapon with "Ion" in its name. Values for typical Ion cannons are listed as follows.
Speeder Scale: Skill: Vehicle blasters, Fire Control: 2D, Damage: 4D, Range: 50-300/ 500/ 2.0km
Walker Scale: Skill: Vehicle blasters, Fire Control: 2D, Damage: 4D, Range: 50-500/ 700/ 3.5km
Starfighter Scale: Skill: Starfighter gunnery, Fire Control: 4D, Damage: 4D, Space Range: 1-3/ 7/ 36

Blaster Cannons: Blaster cannons are smaller, lighter versions of laser cannons. If it has "blaster" in its name then it would fall under this category. Use Table 8 to find difficulty of installation. Typical blaster cannons are given as follows based upon scale.
Speeder Scale: Skill: Vehicle blasters, Fire Control: 1D, Damage: 2D, Range: 50-200/ 500/ 1km
Walker Scale: Skill: Vehicle blasters, Fire Control: 1D, Damage: 2D, Range: 50-200/ 500/ 1km
Starfighter Scale: Skill: Starfighter gunnery, Fire Control: 1D, Damage: 2D, Range: 1-5/ 10/ 17

Laser Cannons: Laser cannons are usually heavier and more powerful than blasters. This category includes all weapons designated as lasers except for turbolasers (see below). Typical values for Laser cannons are given as follows.
Speeder Scale: Skill: Vehicle blasters, Fire Control: 2D, Damage: 3D, Range: 50-300/ 800/1.5
Walker Scale: Skill: Vehicle blasters, Fire Control: 2D, Damage: 3D, Range: 50-500/ 1km/ 2km
Starfighter Scale: Skill: Starship gunnery, Fire Control: 2D, Damage: 3D, Range: 1-3/ 12/ 25

Missile Launcher: Missile launcher with 10 missiles.
Speeder Scale: Skill: Missile Weapons, Fire Control: 1D, Damage: 8D Range: 10-50/ 100/ 200
Walker Scale: Skill: Missile Weapons, Fire Control: 1D, Damage: 8D Range: 10-100/ 250/ 500
Starfighter Scale: Skill: Starship gunnery, Fire Control: 3D, Damage: 8D, Range: 1-3/ 8/ 15

Torpedo Tube: Each tube installed on a starship holds 3 torpedos.
Starfighter Scale: Skill: Starship gunnery, Fire Control: 2D, Damage: 8D, Range: 1/ 3/ 7

Turbolasers: Turbolasers fire large concentrated blasts of energy. This is accomplished through turbine generators and large banks of capacitors that deliver high powered blaster pulses.
Walker Scale: Skill: Vehicle blasters, Fire Control: 3D, Damage: 7D, Range: 50-1000/ 2km/ 4km
Starfighter Scale: Skill: Starship gunnery, Fire Control: 3D, Damage: 7D, Range: 1-3/ 12/ 25

Tractor Beams:
Starfighter Scale: Skill: Starship gunnery, Fire Control: 2D, Damage: 2D, Range: 1-8/ 15/ 20

Lateral Thrusters: Lateral thrusters have a large role in determing the maneuverability of a starship. Better lateral thrusters equate into better maneuverability of the ship. The typical thrusters listed in Table 8 provide 1D of maneuverability. It must be noted that when installing new lateral thrusters the old ones must be discarded. This 1D maneuverability then in no way adds onto the maneuverability of the vehicle before the installation rather it replaces the "old" maneuverability. For example if your ship had 1D+2 maneuverability before you installed the new thrusters then after the installation you would only have 1D maneuverability. This is not what you would want to do. Other types of lateral thrusters produced by a variety of corporations are listed in Appendix I. What you would want to do is purchase lateral thrusters with greater maneuverability then your ships current maneuverability. For example with a maneuverability of 1D+2 you might want to install new Telgorn TL-025 (2D+1 maneuverability) or Correllian Stardrives CS-99 (maneuverability 3D).
Mechanical Control Flaps: Unlike starships repulsorlift craft use mechanical control flaps to control their direction of movement. By installing high-performance control flaps one can increase a vehicle's maneuverability. Average control flaps provide 1D of maneuverability.
Leg Servos: More powerful and faster reacting leg servos can increase a walker's maneuverability. Average Leg Servos provide a walker with 1D of maneuverability.

Engines: Engines (Whether repulsorlift or Sublight) move your vehicle along. Sublight engines are more powerful than rupulsorlift engines and are thus, more costly. Table 8 lists the cost for average engines for the given scale. Details are as follows:
Speeder Scale: The most common type of repolsorlift engine is the Incom repulsorlift engine. The engine is made primarily for airspeeders and skyhoppers. Installing one gives a speeder the following attributes: Altitude Range: Ground-level - 250 meters, Move: 225;650kmh.
Walker Scale: Walker technology relies on powerful engines to move the heavy-set legs with which they use for conveyence. The common engines used (as listed in Table 8) have the following stats: Move: 21;60kmh. Depending on the size of the walker differing types of engines will need to be installed in different walkers. Characters are assumed to purchase those engines types most compatible with their walker.
Starfighter Scale: Using powerful Hoersh-Kessel ion engines Freighters can be propelled at incredible speeds through space. Here the costs in table 8 are for typical HK drives: Move: 4. Even within starfighter scale engines there are two categories of engines those produced for Starfighters and those for Transports/Light-Freighters. Starfighter engines cannot be installed into Transports and vice versa. The appendix lists various types of engines which can be installed into your ship. The engines description will list whether it is a strafighter or transport engine.

Shield Generators: Shields provide extra protection for ships. Ships have two types of shields particle and energy shields. Typical shield generators provide 1D of shield code to a starship. Shield generators are a rarity on speeder scale ships due to their power consumption and size. However, some breakthroughs are being made in the development of speeder scale shields (see Appendix I). Shield generators manufactured for starfighters can be easily modified for installation within a light-freighter or transport. All one needs to do is modify the projectors according to the ship's dimensions. Consider this to be a Very-Easy task after installation. It takes about 2 hours to do. This is an optional rule to use otherwise just allow all starfighter-scale shield generators to be installed in any starfighter-scale ship.

Weapon Power Plants: These items are useful to provide auxilliary power to Weapon systems in case of engine or power failure.

Hyperdrives: Typical hyperdrive units have a multiplier of x2. Installation of a new hyperdrive unit, like all replacement installations, requires that the original be removed.

Component Installation in Vehicles II - (Capital to Death Star Scale)
Capital ships are much larger and more complex ships than starfighters. Upgrading and modifying a capital scale ship requires the labor of hundreds of technicians. Death Star Scale ships represent the largest and most powerful that currently exist. Modification of such monstrous vessels requires the labor of thousands of technicians. Modifications of these vessels of these scales are not done in some unfurbished spaceport but rather in in fully stocked starports where many workers can coordinate their endeavors to modify such massive starfaring ships. Should your players manage to get their hands on a capital scale ship (most likely a correlian corvette or other such vehicle) they will not be able to realistically modify the ship on their own. Rather often times when characters are fortunate enough to own such a vessel they pay to have the ship modified by professional technicians who have the facilities and the work force to tackle such a task.

As with other vehicles some components are largely specific to particular vehicles. Mainly just the engines. The size and compartmentalization of capital ships allows most other comonents to be easily installed in most capital scale ships, however, there will be exceptions. For example the shield gerators for a System Patrol Craft (Imperial Sourcebook pg. 51) will not work to adequately shield a Star Destroyer. Again the GM has to arbitrate in such circumstances. One general rule of thumb is that if the ship from which the parts were taken is more than Twice as large or Twice as small as the ship into which the parts will be installed then the salvaged components will not work in the vessel. However, this does not pose a problem when characters purchase the components themselves. When purchasing components the characters are assumed to purchase the specific model most compatible with their ship. The appendix lists many components for installation in capital ships as well as Death Star scale components. The appendix lists the type and model of the components. The model is the general model of that component, so that both a System Patrol Craft could feasibly purchase the same general model of engine but their specific models would be different. However, the GM should reduce the price accordingly as, remember, the equipment listed for the capital ships are those typical for a Mon Calamari MC-80 cruiser.

As with most components the difficulty of installation is dependent the type of component being installed. Size of a component does not play all to much into a the difficulty of installation rather it just takes more time to install. Table 9 details the difficulty in installing various components into capital and death star scale ships.

TABLE 9
Capital and Death Star Scale Component Installation

Item Difficulty CAPITAL SCALE DEATH STAR SCALE
Time** Cost* Time*** Cost*
W
E
A
P
O
N
S
Ion Cannons Moderate 2 Weeks 50,000 2Month 4,000,000
Blaster Cannons Easy 1 Week 20,000 1 Month 1,600,000
Laser Cannons Easy 1Week 35,000 1 Month 2,800,000
Missile Launcher Moderate 8 Days 65,000 1.5 Months 5,200,000
Turbolasers Difficult 2 Weeks 250,000 2 Months 20,000,000
Tractor Beam Difficult 2.5 Weeks 350,000 2.5 Months 28,000,000
Super Lasers Very Difficult N/A N/A 3 Months 30,000,000,000
Lateral Thrusters Difficult 2.5 Days 36,000 1 Month 210,000,000
Engines Difficult 1 Month 75,000 6 Months 450,000,000
Shield Generators Moderate 1 Week 30,000 1 Month 180,000,000
Weapon Power Plants Easy 1 Day 20,000 1 Week 1,500,000
Hyperdrives Difficult 3 Weeks 100,000 3 Months 600,000,000

* These costs are for typical components see individual descriptions for details. Costs will differ based upon specific items. Appendix I lists many more types of the above items which can be installed into a vessel.
** Time listings are for 50 technicians working on the project.
*** Time listings are for 1,000 technicians working on the project.

The Difficulty listings in Table 9 are for 50 and 10,000 technicians working on Capital and Death Star scale ships respectively. Each reduction in the number of technicians working on a project by 1/2 doubles the time of installation. Thus, if only 5,000 technicians were working on installing new Death Star hyperdrives the time of installation would be 6 months.

Descriptions: The following are average values for components purchased and installed using Table 9. There are many other models of components which can be installed in capital and death star scale ships.A few other models of components are listed in Appendix III.
Ion Cannons:
Capital Scale: Fire Control: 3D Damage: 4D Range: 2-20/ 50/ 100
Death Star Scale: Fire Control: 4D Damage: 4D Range: 1-10/ 25/ 50
Blaster Cannons:
Capital Scale: Fire Control: 2D Damage: 2D Range: 3-15/ 30/ 50
Death Star Scale: Fire Control: 2D Damage: 2D Range: 4-20/ 35/ 70
Laser Cannons:
Capital Scale: Fire Control: 2D Damage: 3D Range: 3-17/ 35/ 70
Death Star Scale: Fire Control: 2D Damage: 3D Range: 1-20/ 40/ 100
Missile Weapons:
Capital Scale: Fire Control: 2D Damage: 9D Range: 2-12/ 30/ 60
Death Star Scale: Fire Control: 2D Damage: 9D Range: 8-48/ 120/ 240
Turbolasers:
Capital Scale: Fire Control: 2D Damage: 7D Range: 3-15/ 35/ 75
Death Star Scale: Fire Control: 2D Damage: 7D Range: 3-35/ 75/ 150
Tractor Beams:
Capital Scale: Fire Control: 2D Damage: 4D Range: 3-15/ 30/ 50
Death Star Scale: Fire Control: 2D Damage: 4D Range: 4-20/ 35/ 70
Superlasers:
Death Star Scale: Fire Control: 0D Damage: 2D-16D* Range: 1-20/ 40/ 100
* Power systems can generate 2D of damage per hour. Superlasers can only fire at maximum power.
Lateral Thrusters:
Capital Scale: Maneuverability: 1D
Death Star Scale: Maneuverability: 1D
Sublight Engines:
Capital Scale: Space: 3
Death Star Scale: Space: 1
Shield Generators:
Capital Scale: Shields: 1D
Death Star Scale: Shields: 1D
Hyperdrives:
Capital Scale: Hyperdrive Multiplier: x2
Death Star Scale: Hyperdrive Multiplier: x4

Speed Code Diminishment With Over-Capacity Loads (Optional)
A vehicle can load components until it has expended its full cargo capacity of weight. A vehicle can continue to install (or load cargo for that matter) beyond its cargo capacity at the cost of speed and maneuverability. Maneuverability cannot be reduced below 0. When a ships speed code reduces to 0 the ship cannot move. The loss of speed code and maneuverability with a given increase in weight is dependent on the ships scale and is given as followes:

TABLE 10
SPEED CODE DIMINISHMENT WITH OVER-CAPACITY LOADS
Scale Types Weight at which
vehicle Move or Space code is lowered by 1 level
.
Weight at which
vehicle Maneuverability code is lowered by 1 pip
.
Speeder Airspeeders, Cloud Cars,
Barges, and skiffs
(Vehicle's Move/100) x Cargo Capacity (Vehicle's Move/200) x Cargo Capacity
Swoops, Speeder bikes,
and Land speeders
(Vehicle's Move/10) x Cargo Capacity (Vehicle's Move/20) x Cargo Capacity
Walker All walker types (Walker's Move/20) x Cargo Capacity (Walker's Move/40) x Cargo Capacity
Starfighter Starfighters (Space Code) x Cargo Capacity* (Space Code/2) x Cargo Capacity*
Transports
and Freighters
(Space Code/50) x Cargo Capacity (Space Code/100) x Cargo Capacity

* Remember approx. 1000kg = 1 metric ton

Over-Working and Fatigue (Optional)
When it comes to modifying ships characters can become a little overzealous and want to complete the work overnight. So what usually happens is that they sacrafice sleep to accomplish the modification faster. A character can work 16 hours in a day without requiring a stamina check. However, for every 8 hours beyond this that a character wishes to continue without sleep, she must make an stamina check. The roll is Easy for the 1st 8 hours and increases one difficulty level for each successive 8 hours. For each failed check the character operates at -1D to all her skills. If a character fails 3 checks then she must sleep for 12 hours. This sleep is mandatory, and means the character fell asleep in the middle of doing whatever she was doing when the 3rd check was failed.

APPENDIX I - Vehicle Equipment

With such varying vehicular equipment the list below could be much more extensive, however instead of listing every possible specific models of ship systems below are listed the general models for the listed type of equipment. For example one could by the Incom Scortcher 250 engine for their airspeeder. However, since their are so many different types of airspeeders instead of listing every specific model of Incom's Scortcher engine's it is assumed that the character purchases that model most compatible with her speeder. Thus just because you have purchased a Scortcher 250 engine for your airspeeder doesn't mean it is interchangable with a Scortcher 250 in another speeder. This is up to the GM to determine dependent upon the similarities between the airspeeders.

Shields

There are two types of shields. Particle shields protects against missiles and space debris, but it must be temporarily turned off if the vessel wishes to fire missiles of its own (or launch or recieve shuttlecraft. Cosnider a ships hull to be at -2D to its hull code for the duration). Ray/energy shielding protects strictly against lasers or other energy beams; it does not stop matter. listed here are mainly ray/energy shileds but 1 new particle shield is also listed within the roster.

Model: Sienar Fleet Systems SEG-210
Type: Starship Ray/Energy Shield Generators
Installation: Moderate
Weight: 6 tons
Cost: 6,500
Shields: 1D+1
This is a very common shielding system used primarily in starfighters however, they are often times used by smugglers as inexpensive shielding systems on their transports. However, not the most reliable generators in the galaxy.
Model: Telgorn Corp Defender
Type: Transport Ray/Energy Shield Generators
Installation: Difficult
Weight: 12 tons
Cost: 50,000
Shields: 4D
This is the most powerful shielding system currently available to transports. Its size is too big to install into most starfighters and thus, is only capable of being installed in transports or ships of over 20 meters in length.
Model: Telgorn Corp Repeller
Type: Starship Ray/Energy Shield Generators
Installation: Easy
Weight: 8 tons
Cost: 15,000
Shields: 2D
These shield generators are well known for their ease of installation, something that the technically declined find to be a godsend. However, the price is a bit higher than other sheild generators of the same power.
Model: Slayn & Korpil RSG-50
Type: Starship Ray/Energy Shield Generators
Installation: Difficult
Weight: 10 tons
Cost: 25,000
Shields: 3D
From the makers of the B-wing come this powerful shield generating system. This generator was produced for the L-wing project, a next generation Heavy assault starfighter, to increase starfighter protection and now has gained popularity among those seeking greater defense in these unstable times.
Model: Incom's PSG-127
Type: Starship Particle Shield Generators
Installation: Very Difficult
Weight: +2 tons
Cost: 50,000
Hull: +1D to Hull rating
Incom developed this particle shielding system for its new line of X-wings to make them more impervious to harm without increasing hull plating. These shields are specifically constructed for X-wings, however, other starfighters should have little trouble in installing them. Some crafty smugglers have installed these generators on their light-frieghter however, consider the difficulty for any character attempting this to be Heroic. These generators replace the existing particle shield genertors of the ship. In the case of these generators becoming disabled the ships hull rating is reduced by -3D.
Model: Incom's ESG-27
Type: Starship Ray/Energy Shield Generators
Installation: Moderate
Weight: 8 tons
Cost: 12,000
Shield: 2D
This is a basic shield gerating system which can be installed with little problems on most starships.

Model: Correllian Gaurdian
Type: Starship Ray/Energy Shield Generators
Installation: Difficult
Weight: 9 tons
Cost: 20,000
Shield: 2D+2
Correllian Corporations higher-end installation for its YT series freighters. Can be installed on most starships over 16 meters in length.
Model: Ubrikkian's S-10
Type: Speeder Ray/Energy Shield Generators
Installation: Very Difficult
Weight: 700 Kg
Cost: 15,000
Shield: 3D
A rare upgrade for speeders; cannot be fitted on a speeder less than 5 meters in length. Anytime a 1 is rolled on the wild die during a shielding roll the result is always a complication having to do with the shield generators.
Model: Ubrikkian's S-5
Type: Speeder Ray/Energy Shield Generators
Installation: Very Difficult
Weight: 300 Kg
Cost: 3,000
Shield: 1D
A smaller less power consuming generator than the S-7. Rarely seen in speeder-scale vehicles due to their difficult installations.
Engines
Model: Telgorn F-14 Fussion Drive
Type: Transport Sublight Engines
Installation: Difficult
Weight: 10 tons
Cost: 12,000
Move: 4
Telgorn's economical answer to space travel. Its low cost maintains its popularity with those wanting to upgrade their antiquated freighters.
Model: Incom THX-1138 Ion drives
Type: Starfighter Sublight Engines
Installation: Very Difficult
Weight: 12 tons
Cost: 175,000
Move: 12
This is Incom's most advanced sublight enigne, which is currently used in the new "Super" X-wing starfighter.
Model: Correllian Y-13-40
Type: Transport Sublight Engines
Installation: Difficult
Weight: 11 tons
Cost: 24,000
Move: 5
Slightly more poweful engine than the one coming stock with the YT-1300 transport. Produced as an upgrade opton for the YT-1350.

Model: zZip Motor Concepts Millenium 74 Ion Drives
Type: Transport Sublight Engines
Installation: Difficult
Weight: 12 tons
Cost: 30,000
Move: 6
zZip's higher-end sublight engine used in some of its speedier transports.

Model: zZip Motor Concepts Millenium 100 Ion Drives
Type: Transport Sublight Engines
Installation: Difficult
Weight: 16 tons
Cost: 75,000
Move: 8
This is zZip's high-end Ion drive. Very powerful. A must have for the smuggler who hopes to compete against Imperial TIEs.

Model: Novaldex HKII Ion Engine
Type: Transport Sublight Engines
Installation: Difficult
Weight: 17 tons
Cost: 135,000
Move: 9
An expensive upgrade for any smuggler who likes to fly by the seat of their pants, literally. However, its price tag says to many - look but don't touch. Smugglers especially like Noveldex engines due to their relative ease of installation.

Model: Novaldex HKIII Ion Engine
Type: Transport Sublight Engines
Installation: Moderate
Weight: 18 tons
Cost: 175,000
Move: 10
Novaldex produces this fabulous piece of modern technology. Smugglers can only dream to get their hands on such a powerful piece of equipment. Smugglers especially like the KHIII because of its relative ease of installation comparative to other Ion Drives. However, its hefty price makes it unanavailable to all but the most successful smugglers.

Model: Sienar Fleet Systems H-2 Incinerator
Type: Transport Sublight Engines
Installation: Very Difficult
Weight: 24 tons
Cost: 550,000
Move: 12
Sienar's first foray into transport engines was welcomed with great success among hot-shot speed hungry racers. Its high price tag make it more a product for the wealthy racer than a struggling smuggler.

Model: Incom RE-120
Type: Airspeeder Repulsorlift Engine
Installation: Difficult
Weight: 350 kg
Cost: 5,000
Move: 260;750 KMH
Altitude Range: Ground level - 250 meters
The RE-120 is the engine used in the Incom T-74 airspeeder. This engine saw heavy production in the post-Endor era when it was introduced as a replacemetnt to the T-47.

Model: Aratech Storm-350
Type: Airspeeder Repulsorlift Engine
Installation: Difficult
Weight: 500 kg
Cost: 10,500
Move: 330;950 KMH
Altitude Range: Ground level - 350 meters
The Aratech Storm-350 is a powerful new repulsor drive capable of propelling an airspeeder to incredible velocities. This model has become a popluar upgrade for would-be racers.

Model: Aratech Storm-450
Type: Airspeeder Repulsorlift Engine
Installation: Difficult
Weight: 600 kg
Cost: 21,000
Move: 400;1150 KMH
Altitude Range: Ground level - 350 meters
The Aratech Storm-450 is a superior model to the 350. With an increased number of power cells the Storm-450 achieves speeds of 1150 kmh.

Model: Aratech Storm-550
Type: Airspeeder Repulsorlift/Ion Engine
Installation: Very Difficult
Weight: 700 kg
Cost: 40,000
Move: 505;1450 KMH
Altitude Range: Ground level - 350 meters
The Storm-550 is the latest line in the Storm series repulsordrives. This modle has added Ion drives for increased propulsion. This model has become popular with wealthy hot-shot racers.

Model: Incom Scortcher 250
Type: Airspeeder Ion Engine Afterburner
Installation: Very Difficult
Weight: 200 kg
Cost: 15,000
Move: +210;+600 KMH
Altitude Range: depends upon current engine
Many hot shot pilots like to add afterburners to their crafts to make them faster. However, the afterburners can only be sustained for 4 rounds before running out of feul. Pilots use this for a quick burst of speed.

Model: Aratech YE-34
Type: Swoop Repulsorlift/Ion Engine
Installation: Difficult
Weight: 250 kg
Cost: 10,000
Move: 280;800 KMH
Altitude Range: Ground level - 40 meters
This is Aratech's premiere model of repulsorlift-Ion drive used in the military version of the Swift-3.

Model: Skybird EI-320
Type: Swoop Repulsorlift/Ion Engine
Installation: Difficult
Weight: 200 kg
Cost: 5,000
Move: 225;650 KMH
Altitude Range: Ground level - 35 meters
The popularity of the skybird swoop made this a popular engine among racers. With the popularity of Swoop racing still growing racers continue to demand faster more powerful engines to propel them at even greater speeds.

Model: Skybird EI-420
Type: Swoop Repulsorlift/Ion Engine
Installation: Difficult
Weight: 225 kg
Cost: 7,000
Move: 260;750 KMH
Altitude Range: Ground level - 35 meters
With the increasing demand for more powerful quicker racing swoops. Skybird produced this engine for their Skybird Swoop 2.

Model: Ubrikkian ZE-004 Repulsordrive
Type: Land Speeder Repulsorlift Engine
Installation: Difficult
Weight: 300 kg
Cost: 3,000
Move: 105;300 KMH
Altitude Range: Ground level - 1.5 meters
One of the most often seen engines due to the popularity of the land speeder that commonly houses this engine: The Ubrikkian 9000 Z004 Sport Speeder

Model: Ubrikkian ZE-015 Repulsordrive
Type: Land Speeder Repulsorlift Engine
Installation: Difficult
Weight: 325 kg
Cost: 4,500
Move: 125;360 KMH
Altitude Range: Ground level - 1.5 meters
The 2nd series repulsordrive for the Z015 speeder.

Model: Ubrikkian ZE-100 Repulsordrive
Type: Land Speeder Repulsorlift Engine
Installation: Very Difficult
Weight: 350 kg
Cost: 6,000
Move: 150;430 KMH
Altitude Range: Ground level - 1.5 meters
The latest in the ZE series of repulsordirvies. Very fast. Only racing engines get faster than this.

Model: Sienar Fleet Systems TIE-1 Ion Drives
Type: Starfighter Sublight Engines
Installation: Difficult
Weight: 8 tons
Cost: 50,000
Maneuverability: 2D
Move: 10
These drives are specifically made to work in conjuction with solar power panels. Due to the engines high efficiency, high speeds can be attained with relatively low fuel supplies. If installed correctly the engines can direct ion particles in almost any direction giving the craft a maneuverability of 2D.

Model: Sienar Fleet Systems ARX-5 Fussion Drive
Type: Starfighter Sublight Engines
Installation: Difficult
Weight: 10 tons
Cost: 110,000
Move: 10
This is sienar's premiere Fussion drive produced exclusively for space-superiority starfighters. Sienar's name demands a higher price than usual illustrated in this engine's slightly elevated price tag.

Model: Incom X-65
Type: Starfighter Sublight Engines
Installation: Difficult
Weight: 8 tons
Cost: 50,000
Move: 8
These are the Fission engines used in the Incom T-65 X-wing starfighter. They are very powerful and very durable.

Model: Novaldex SKI Ion Engine
Type: Starfighter Sublight Engines
Installation: Difficult
Weight: 6 tons
Cost: 20,000
Move: 6
Novaldex's first in its line of SK drives. It provides high speed at an affordable price. They are currently up to the SKV a powerful cutting-edge Ion drive exploiting new advances in fussion generator technology.

Model: Verpine V-1 Power Series
Type: Starfighter Sublight Engines
Installation: Difficult
Weight: 4 tons
Cost: 10,000
Move: 4
A low-end sublight engine seen mainly in civilian starships and most stock freighters.

Model: Bespin Motors Jump-50 Repulsor Dirives
Type: Cloud Car Repulsorlift Engine
Installation: Difficult
Weight: 1000 kg
Cost: 30,000
Move: 520;1500 KMH
Altitude Range: 50 - 100 kilometers
This model is the same one used in the Storm IV cloud car. Its altitude range make it an unrealistic upgrade option for all but those living at the highest altitudes. The new Jump-60 has a more marketable altitude range.

Model: Bespin Motors Jump-60 Repulsor Dirives
Type: Cloud Car/Airspeeder Repulsorlift Engine
Installation: Very Difficult
Weight: 900 kg
Cost: 60,000
Move: 485;1400 KMH
Altitude Range: Ground level - 100 kilometers
The Jump-60 had just started production when Bespin was taken over by the Empire. Only a few hundred of these repulsor dirves were ever produced. Their superior performance and large altitude range makes it an attractive product for any airspeeder owner. However, its rarity makes it only available to the true airspeeder fanatic.

Model: Ikas-Adno M-5
Type: Speeder Bike Repulsorlift Engine
Installation: Difficult
Weight: 150 kg
Cost: 2,500
Move: 160;460 KMH
Altitude Range: Ground level - 20 meters
This is the engine used in the Nightfalcon. It's economical and quite fast.

Model: Ikas-Adno M-55
Type: Speeder Bike Repulsorlift Engine
Weight: 175 kg
Installation: Difficult
Cost: 5,000
Move: 195;660 KMH
Altitude Range: Ground level - 20 meters
The second in a long line of speeder bike engines. This model saw continued use in the 22-C and 22-D Nightfalcons. This line was discontinued for a more powerful engine when Aratech encroached upon the commercial speederbike market.

Model: Ikas-Adno M-555
Type: Speeder Bike Repulsorlift Engine
Installation: Difficult
Weight: 200 kg
Cost: 6,000
Move: 260;750 KMH
Altitude Range: Ground level - 20 meters
This is the latest and greatest repulsorlift engine in the M line. Ikas-Adno engineers quickly worked on an engine that would stand a chance in the open market against Aratech's new line of commercial speeder engines.

Model: Aratech XE-9 Repulsordrive
Type: Speeder Bike Repulsorlift Engine
Installation: Difficult
Weight: 215 kg
Cost: 6,800
Move: 280;800 KMH
Altitude Range: Ground level - 20 meters
With the fall of the empire Aratech turned its sights towards more commercial rather than military endeavors. To this end it broke strong into the speedebike market quickly dethroning Ikas-Adno with its new Stealth-22A speederbike for which this engine was created.

Model: Aratech ZE-11 Repulsordrive
Type: Speeder Bike Repulsorlift Engine
Installation: Difficult
Weight: 250 kg
Cost: 10,000
Move: 330;950 KMH
Altitude Range: Ground level - 20 meters
Aratech's next generation repulsor drive used in the Stealth-22C model speederbike.

Model: KDY Arcon 3
Type: Armored Transport Engine
Installation: Very Difficult
Weight: 5 tons
Cost: 30,000
Move: 28;80 KMH
These engines are a costlier more powerful version of those currently installed in Imperial AT-AT walkers. These engines allow for quicker movement so that enemies can be crushed that much faster.

Model: KDY Sub-Arcon 2
Type: Scout Transport Engine
Installation: Difficult
Weight: 1 ton
Cost: 10,000
Move: 30;90 KMH
The current model of engine used in the AT-STs.

Model: KDY Sub-Arcon 3
Type: Scout Transport Engine
Installation: Difficult
Weight: 1.5 kg
Cost: 20,000
Move: 55;160 KMH
This model became available shortly before the fall of the empire to help bolster the attack capabilities of the AT-ST.

Model: Gefferon Eclipse-350
Type: Sail Barge Repulsorlift Engine
Installation: Very Difficult
Weight: 12 tons
Cost: 36,000
Move: 45;130 KMH
Altitude Range: Ground level - 12 meters
This incredibly powerful engine can lift and propel a fully stocked Sail Barge over 100 KMH.

Model: Ubrikkian SE-020
Type: Skiff Repulsorlift Engine
Installation: Difficult
Weight: 1.5 tons
Cost: 18,000
Move: 105;300 KMH
Altitude Range: Ground level - 20 meters
This engine's speed is demonstrated in the SuperHaul Model III. Many owners of the model II have upgraded to this swifter engine

Lateral Thrusters / Mechanical Control Flaps

Weight differences between thruster/control flaps is negligible. Thus, when replacing lateral thrusters for new ones it is assumed that the weight addition is negligible as well.

Model: Sienar Fleet Systems Jump-60 Thrusters
Type: Transport Lateral Thrusters
Installation: Difficult
Cost: 14,000
Maneuverability: 1D+2
Sienar's powerful lateral thrusters from its popular Jump series thrusters.

Model: Sienar Fleet Systems Jump-90 Thrusters
Type: Transport Lateral Thrusters
Installation: Difficult
Cost: 17,000
Maneuverability: 2D
An improvement on the Jump-60 with increased power cells.

Model: Sienar Fleet Systems Jump-150 Thrusters
Type: Transport Lateral Thrusters
Installation: Difficult
Cost: 90,000
Maneuverability: 3D+2
The latest in the Jump series thrusters providing increased feul efficiency and greater power output. This is coupled with pulse feul actuators to make these the highest performance thrusters on the market.

Model: Correllian Stardirve's CS-99
Type: Transport Lateral Thrusters
Installation: Very Difficult
Cost: 40,000
Maneuverability: 3D
Correllian Stardrives top-of-the-line Transport thrusters. Their bulkiness and unfriendly configurations make them difficult to install, yet smugglers seem not to mind as they have become quite popular.

Model: Telgorn TL-025
Type: Transport Lateral Thrusters
Installation: Difficult
Cost: 19,500
Maneuverability: 2D+1
Telgorn manufactured these thrusters for its popular line of interplanetary transports.

Model: Telgorn TL-010 Thrusters
Type: Transport Lateral Thrusters
Installation: Difficult
Cost: 11,500
Maneuverability: 1D+1
Another TL model thruster produced for Telgorn's interplanetary shuttles.

Model: Sienar Fleet Systems Boost-25 Thrusters
Type: Starfighter Lateral Thrusters
Installation: Difficult
Cost: 7,000
Maneuverability: 1D
Sienar's first model Boost Thruster. Inexpensive and powerful, a combination most Bush pilots won't pass up.

Model: Sienar Fleet Systems Boost-250 Thrusters
Type: Starfighter Lateral Thrusters
Installation: Difficult
Cost: 150,000
Maneuverability: 5D
The most powerful Thrusters on the market. Comes with its own auxilliary power supply as back-up as well as for providing extra power during especially tasking maneuvers. The power supply is recharged by an internal alternator from the sublight engines during normal operation.

Model: Incom I-90 Thrusters
Type: Starfighter Lateral Thrusters
Installation: Difficult
Cost: 55,000
Maneuverability: 4D
These are the engines used in the Incom T-65I starfighter. An improved model with greater efficiency.

Model: Incom I-45 Thrusters
Type: Starfighter Lateral Thrusters
Installation: Difficult
Cost: 27,000
Maneuverability: 3D
These thrusters were produced for Incoms T-65B X-wing whose popularity made these thrusters one of the most common type in the galaxy.

Model: Slayn And Korpil SK-30 Thrusters
Type: Starfighter Lateral Thrusters
Installation: Difficult
Cost: 10,000
Maneuverability: 1D+1
This model is featured in the powerful assault starfighter used by the New Republic: the B-wing.

Model: Ilayn And Korpil SK-40 Thrusters
Type: Starfighter Lateral Thrusters
Installation: Difficult
Cost: 20,000
Maneuverability: 2D+1
An improved model frm the SK-30. Was to be used in the next generation B-wing fighter, but the New Republic determined it to be too costly a venture.

Model: Aratech A-4 Flaps
Type: Airspeeder Mechanical Control Flaps
Installation: Difficult
Cost: 2,000
Maneuverability: 1D
the first in Aratechs A series control Flaps.

Model: Aratech A-3 Flaps
Type: Airspeeder Mechanical Control Flaps
Installation: Difficult
Cost: 4,500
Maneuverability: 2D
An improvement on the A-4 design.

Model: Aratech A-2 Flaps
Type: Airspeeder Mechanical Control Flaps
Installation: Difficult
Cost: 10,000
Maneuverability: 3D
An upgrade to the A-3 feature more flaps for greater control.

Model: Aratech A-1 Flaps
Type: Airspeeder Mechanical Control Flaps
Installation: Difficult
Cost: 20,000
Maneuverability: 4D
One of the best Control Flaps on the market. High-end software allows for dynamic adjustments due to altitude, speed, and weather. Multiple flaps allows for greater control of the vehicle during flight.

Model: Aratech A-0 Flaps
Type: Airspeeder Mechanical Control Flaps
Installation: Difficult
Cost: 50,000
Maneuverability: 5D
New model featuring performance upgrades from the A-1.

Model: Skybird S-II
Type: Swoop Mechanical Control Flaps
Installation: Difficult
Cost: 5,000
Maneuverability: 5D
An upgrade to the S-I, for those racers willing to push their swoops to the edge.

Model: Skybird S-I
Type: Swoop Mechanical Control Flaps
Installation: Difficult
Cost: 2,000
Maneuverability: 4D
The featured model in the Skybird swoop.

Model: Ikas Adno IACF-950
Type: Speeder Bike Mechanical Control Flaps
Installation: Difficult
Cost: 1,500
Maneuverability: 3D+1
These are the same control flaps seen in the Nightfalcon.

Model: Ikas Adno IACF-1050
Type: Speeder Bike Mechanical Control Flaps
Installation: Difficult
Cost: 3,000
Maneuverability: 4D+1
An improved version of the 950s. Installed in special edition Nightfalcons.

Model: Ubrikkian USK-5
Type: Skiff Mechanical Control Flaps
Installation: Difficult
Cost: 3,000
Maneuverability: 1D
This model provides better performance to those skiff pilots who require it.

Hyperdrives

The following hyperdrives are listed under two seperate types: Transport and Starfighter hyperdrives. One isn't exchangeable with the other. Starfighter hyperdrives tend to be cheaper as starfighters are usually less massive than transports and thus the hyperdrives need not be as powerful to propel the ship through hyperspace.

Model: Correlian Stardrives CSHD-54
Type: Transport Hyperdrives
Installation: Difficult
Weight: 8 tons
Cost: 5,000
Hyperdrive Multiplier: x5
Correllian Stardrives antiquated hyperdrives seen in many older transports.

Model: Correlian Stardrives CSHD-554
Type: Transport Hyperdrives
Installation: Difficult
Weight: 18 tons
Cost: 30,000
Hyperdrive Multiplier: x1
Correlian Stardrives premiere hyperdrive, featuring the latest in hyperdrive technology.

Model: Koensayr
Type: Transport Hyperdrives
Installation: Difficult
Weight: 10 tons
Cost: 4,000 (used)
Hyperdrive Multiplier: x4
These outdated hyperdrives are no longer in production and can only be obtained used. However, they are quite cheap making them very attreactive to many civilians.

Model: Slayn & Korpil Indigo-3
Type: Transport Hyperdrives
Installation: Difficult
Weight: 15 tons
Cost: 20,000
Hyperdrive Multiplier: x2
Slayn & Korpil's popular hyperdrive providing high performance at an economical price.

Model: Telgorn Corporation's Caviar-052
Type: Transport Hyperdrives
Installation: Difficult
Weight: 10 tons
Cost: 7,500
Hyperdrive Multiplier: x4
Telgorn's economical hyperdrive

Model: Telgorn Corporation's Caviar-152
Type: Transport Hyperdrives
Installation: Difficult
Weight: 12 tons
Cost: 14,000
Hyperdrive Multiplier: x3
Telgorn's standard hyperdrive equiped in its interplanatary transports

Model: KDY's Impulse-1
Type: Transport Hyperdrives
Installation: Very Difficult
Weight: 19 tons
Cost: 60,000
Hyperdrive Multiplier: x3/4
KDY's cutting edge Impulse hyperdrives. Some of the most powerful hyperdrives on the market. However, special permits are required to purchase them.

Model: KDY's Impulse-2
Type: Transport Hyperdrives
Installation: Very Difficult
Weight: 20 tons
Cost: 100,000
Hyperdrive Multiplier: x1/2
The most powerful hyperdrives available to be installed in transports. Rumor has it KDY is working on the Impulse-3 hyperdrive which is nearly twice as fast as the Impulse-2.

Model: Incom Graff-1 Hyperdrives
Type: Starfighter Hyperdrives
Installation: Difficult
Weight: 5 tons
Cost: 6,000
Hyperdrive Multiplier: x4
An old Incom hyperdrive that is suprisingly still in production. Made initially for the Z-95, but never made it into the later production models before the popularization of the X-wing.

Model: Incom Graff-4 Hyperdrives
Type: Starfighter Hyperdrives
Installation: Difficult
Weight: 9 tons
Cost: 22,500
Hyperdrive Multiplier: x1
Incom's newer hypedrive featured in the X-wing.

Model: Sienar Fleet System's T-1000
Type: Starfighter Hyperdrives
Installation: Difficult
Weight: 10 tons
Cost: 50,000
Hyperdrive Multiplier: x1/2
Sienar's newest model of hyperdrive and probably the most powerful on the market.

Model: Slayn & Korpil Pro-II
Type: Starfighter Hyperdrives
Installation: Difficult
Weight: 7.5 tons
Cost: 15,000
Hyperdrive Multiplier: x2
This model is featured in S&K's popular B-wing fighter.

Model: Slayn & Korpil Pro-I
Type: Starfighter Hyperdrives
Installation: Difficult
Weight: 6 tons
Cost: 10,000
Hyperdrive Multiplier: x3
The precursor to the Pro-II. Did not have the power the Rebellion desired which prompted the production of the Pro-II.

Model: Sienar Fleet System's T-100
Type: Starfighter Hyperdrives
Installation: Moderate
Weight: 9 tons
Cost: 25,000
Hyperdrive Multiplier: x1
A model known for its ease of instalation. However, ts price tag is a slight deterant for the frugal buyer.

Weapons

Here are listed a variety of weapons which characters can arm their starships with. As a comprehensive list would consume volumes of space. Instead only the most popular weapons are listed below.

Model: KDY p-250 Destroyer
Type: Starfighter Scale Turbolaser
Installation: Difficult
Cost: 25,000
Weight: 5 metric tons
Fire Control: 3D
Space Range: 1-3/ 12/ 25
Damage: 7D

Model: Soru Suub Backlash 54Q
Type: Starfighter Scale Heavy Laser Cannon
Installation: Difficult
Cost: 7,000
Weight: 4 metric tons
Fire Control: 2D
Space Range: 1-3/ 12/ 25
Damage: 5D

Model: Drearian Defense Conglomerate Protector 5E
Type: Starfighter Scale Quad Laser Cannon
Installation: Difficult
Cost: 14,000
Weight: 4.5 metric tons
Fire Control: 3D
Space Range: 1-3/ 12/ 25
Damage: 6D

Model: KDY s-30 Stinger
Type: Starfighter Scale Long Range Missile
Cost: 900
Weight: 0
Fire Control: Launcher +1D
Space Range: 1-10/ 25/ 50
Damage: 6D

Model: KDY e-10 Heavy Blaster Cannon
Type: Starfighter Scale Blaster Cannon
Installation: Difficult
Cost: 5,800
Weight: 3.5 metric tons
Fire Control: 2D
Space Range: 1-5/ 10/ 17
Damage: 4D

Model: Soru Suub Backlash 54L
Type: Starfighter Scale Laser Cannon
Installation: Difficult
Cost: 4,700
Weight: 2 metric tons
Fire Control: 2D
Space Range: 1-3/ 12/ 25
Damage: 3D

Model: Atgar P-30
Type: Starfighter Scale Light Blaster Cannon
Installation: Difficult
Cost: 1,200
Weight:
1 metric ton
Fire Control: 1D
Space Range: 1-5/ 10/ 17
Damage: 1D

Model: KDY s-100 Inquisitor
Type: Starfighter Scale Short Range Missile
Cost: 1100
Weight: 0
Fire Control: Launcher
Space Range: 1-2/ 5/ 7
Damage: 11D

Model: KDY w-5 Wicker
Type: Speeder Scale Heavy Blaster Cannon
Installation: Difficult
Cost: 4,700
Weight: 155 kilograms
Fire Control: 2D
Range: 50-200/ 500/ 1.0KM
Damage: 3D+2

Model: KDY w-5a Wicker II
Type: Speeder Scale Double Blaster Cannon
Installation: Difficult
Cost: 6,000
Weight: 200 kilograms
Fire Control: 2D
Range: 50-400/ 900/ 3.0KM
Damage: 5D

Model: KDY Penetrator V
Type: Walker Scale Turbolaser
Installation: Difficult
Cost: 25,000
Weight: 5 metric tons
Fire Control: 3D
Range: 50-700/ 2KM/ 5.0KM
Damage: 7D

Model: Blas Tech Grinder 2
Type: Walker Scale Medium Blaster Cannon
Installation: Moderate
Cost: 4,700
Weight: 2 metric tons
Fire Control: 2D
Range: 50-200/ 500/ 1.0KM
Damage: 3D

Model: Blas Tech S-21
Type: Speeder Scale Laser Cannon
Installation: Moderate
Cost: 4,500
Weight: 145 kilograms
Fire Control: 2D
Range: 3-50/ 100/ 200 m
Damage: 4D

Model: Atgar HL-24
Type: Speeder Scale Heavy Laser Cannon
Installation: Difficult
Cost: 11,500
Weight: 1 metric ton
Fire Control: 3D
Range: 50-400/ 900/ 3.0KM
Damage: 7D

Model: KDY Heavy Laser Cannon
Type: Walker Scale Laser Cannon
Installation: Difficult
Cost: 12,000
Weight: 4 metric tons
Fire Control: 2D
Range: 50-700/ 1.5KM/ 3.0KM
Damage: 6D

Model: Blas Tech Grinder 4
Type: Walker Scale Heavy Blaster Cannon
Installation: Moderate
Cost: 7,200
Weight: 2.5 metric tons
Fire Control: 3D
Range: 50-200/ 500/ 1.0KM
Damage: 4D

Senosrs
Model: Correllian Engineering Explorer 7
Type: Starship Sensors
Installation: Moderate
Cost: 6,000
Weight: 1 metric ton
Sensors:
Passive: 10/0D
Scan: 25/1D
Search: 40/2D
Focus: 2/3D

Model: Ghtroc Industries MRS-220
Type: Starship Sensors
Installation: Moderate
Cost: 12,000
Weight: 1.1 metric tons
Sensors:
Passive: 15/0D
Scan: 30/1D
Search: 50/3D
focus: 2/4D

Model: Sienar Fleet Systems Intruder 3
Type: Starship Sensors
Installation: Moderate
Cost: 20,000
Weight: 1.7 metric tons
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 80/2D
Focus: 4/2D+2

Model: Rendilli Star Drvies Inquisitor 1
Type: Starship Sensors
Installation: Moderate
Cost: 40,000
Weight: 1.9 metric tons
Sensors:
Passive: 30/1D
Scan: 60/2D
Search: 90/4D
focus: 4/4D+1

Model: Slayn & Korpil SK-30
Type: Starship Sensors
Installation: Moderate
Cost: 23,000
Weight: 1.7 metric tons
Sensors:
Passive: 30/0D
Scan: 50/1D
Search: 75/2D
Focus: 4/4D+1

Model: SoroSuub I-30 Investigator
Type: Starship Sensors
Installation: Moderate
Cost: 15,000
Weight: 1.1 metric tons
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 60/2D
Focus: 3/3D

Model: Uulshos Yacht IQ-350
Type: Starship Sensors
Installation: Moderate
Cost: 9,500
Weight: 1.2 metric tons
Sensors:
Passive: 20/0D
Scan: 30/1D
Search: 50/2D
focus: 3/3D

Model: Loronar Spear Probe 1500
Type: Starship Sensors
Installation: Moderate
Cost: 50,000
Weight: 2.0 metric tons
Sensors:
Passive: 30/1D
Scan: 60/2D
Search: 100/4D
Focus: 4/5D

Model: Sienar Fleet Systems Intruder 4
Type: Starship Sensors
Installation: Moderate
Cost: 20,000
Weight: 1.2 metric tons
Sensors:
Passive: 25/1D
Scan: 40/2D
Search: 60/3D
focus: 4/3D+2

Model: Kuat Drive Yards Prove 1050
Type: Starship Sensors
Installation: Difficult
Cost: 100,000
Weight: 2.5 metric tons
Sensors:
Passive: 50/1D
Scan: 100/2D
Search: 150/3D
Focus: 6/5D+1

APPENDIX II - Character Equipment

Listed here are armor add-ons which characters can install into their armor. This is by no means a comprehensive list of additional armor equipment but serves as a starting point to characters producing truly exotic and unique suits of armor.

Model: Corellidyne Holographic Projector
Type: Human-Sized 3-D Imaging System
Installation: Heroic
Cost: 30,000
Effect: Creates a lifelike image of the wearer in any direction within a radius of 10 meters.

Model: Comonar Defense System TAS-40
Type: Multi-Frequency Targetting and Acquisition System
Installation: Dfficult
Cost: 600
Effect:Gives +2D to all perception checks in visibly obscurring conditions. Also adds +2D to all ranged weapon skill uses against moving targets whcih move more than 10 meters/round

Model: Cocris Syndicates Assault Enhancers
Type: Servo Enhancers
Installation: Very Dfficult
Cost: 1,250
Effect: +2D to brawling, lifting, and climbing

Model: Imperial Munitions Storm-R
Type: Armor reflec Coating
Installation: Moderate
Cost: 3,000
Effect: +1D to hide and sneak checks.

Model: Krail Armory E-6 Force Blade
Type: Internal Dual Force Blades
Installation: Easy
Cost: 300
Effect: Stilleto type retractable Force Blades. Str+3D (5D max.)

Model: Correllian Technologies Scan 300
Type: Sensor Pod
Installation: Moderate
Cost: 400
Effect: +1D to all search attempts made within 50 meters.

Model: Imperial Munitions SM-2000
Type: Shoulder-mounted Blaster
Installation: Difficult
Skill: Armor Weapons
Cost: 2,000
Fire Control: 1D
Range: 3-25/ 50/ 100
Damage: 5D
A shoulder mounted blaster with a heads-up targetting display linked to the helmet.

Model: Corellian Technologies E3AA Personal Defense Module
Type: Personal Defense System
Installation: Easy
Cost: 6,000
Effect: Releases an energy beam dispersing cloud which reduces the damage of laser bolts by -2D

Model: Comonar Defense Systems Protection Glove
Type: Personal Body Glove
Installation: Easy
Cost: 300
Effect: Climate controlled and totally sealed (filtering system), to keep dangerous agents outside.

Model: Imperial Munitions UV-3
Type: UV Night-Sight
Installation: Moderate
Cost: 1,700
Effect: +3D to search and Perception checks in darkness.

Model: Krail Armory LS-5
Type: Armor Life Support System
Installation: Very Difficult
Cost: 5,000
Effect: Completely sealed against all forms of chemical and bioloical contamination. 5 hour supply.

Model: Imperial Munitions SB-1
Type: Sound Baffling System
Installation: Difficult
Cost: 2,100
Effect: +1D to sneak checks. Cummulative with other modifiers.

Model: Correllidyne I-Red 1
Type: IR Motion Sensor
Installation: Moderate
Cost: 1,000
Effect: Integrated infrared and motion sensors adds +1D to Perception in darkness or with moving objects ahead and to both sides.

Model: Correllian Technologies Scan 3000
Type: Sensor Pod
Installation: Moderate
Cost: 1,000
Effect: +2D to all search attempts made within 60 meters

APPENDIX III - Capital and Death Star Scale Equipment

When dealing with such varying sizes as is dealt with in capital ships equipment pricing is going to very greatly. The fact that few characters, if any, will ever get a chance to actually upgrade a capital ship,much less a Death Star very few pieces of equipment have been listed here. Most are here to offer GM's a benchmark with which to determine the pricing and values of other capital ship pieces of equipment.

Model: Correllian Engineering CC-150 Ion Drive
Type: Correllian Corvette Sublight Engine
Installation: Very Difficult
Cost: 18,000,000
Weight: 650 metric tons
Space: 8
An upgrade for the Correllian Corvette's stock CC-100 Ion Drive. Increased power offers incredible sublight speed for a Capital Ship

Model: Kuat Drive Yard's Slider 99
Type: Nebulon-B Lateral Thrusters
Installation: Difficult
Cost: 4,000,000
Weight: 200 metric tons
Maneuverability: 2D
Upgrades for the Nebulon b offer greater maneuverability.

Model: Kuat Drive Yard's Protector 1000
Type: Capital Ship Shield Generators
Installation: Difficult
Cost: 120,000,000
Weight: 25,000 metric tons
Shields: 10D
Kuat Drive Yard's most powerful shield generators featured in thier powerful SuperStar destroyer.

Model: Kuat Drive Yard's Super 2
Type: Death Star Superlaser
Scale: Death Star
Installation: Very Difficult
Cost: 30,000,000,000
Weight: 10 million metric tons
Fire Control: 0D
Space Range: 1-20/ 40/ 100
Damage: 2D to 16D*
The Death Star's Super Laser
*Can generate 2D of damage per hour. The Death Star's superlaser can only fire at maximum power.


Return to BLASTERFIRE