Locations Aboard the FARSTAR
The major locations aboard the FarStar are described deck-by-deck to give
both players and gamemasters a sense of location and consistency in their adventures.
UPPER WEAPONS DECK
SENSOR SUITE
This area contains the major sensor posts and provides the sensor systems room (on deck
two) and the command center (decks two and three) detailed sensor scans of the space
surrounding the FarStar. Three sensor operators can be found here at all times.
The room is a big circle; a central cluster of sensor array equipment nearly fills the
room while computer banks ring the outer walls. The three duty posts are equidistant
around the outside of the room.
Lighting is kept very low to allow the operators to read the sensor readout screens.
Because this room is right above the FarStar's engineering section it tends to be
extremely warm.
The sensor array is tied into the large sensor dish, which protrudes out into space and
constantly rotates to provide information from all directions. While most of the sensor
gear is inside this station, the actual sensor instruments are affixed at the base of the
dish or integrated into the dish.
The FarStar is equipped with several standard sensor systems, including electro
photo receptors (EPRS; they scan the visible, ultraviolet and infrared spectrums at short
range), full-spectrum transceivers (FSTS; they can scan objects for physical data and
information on energy output), and dedicated energy receptors (DERS; they can detect
electromagnetic emissions, including comlink signals, navigational beacons, heat, laser
light and similar types of emissions). These sensor types are all described on pages 9-10
of the Star Wars Sourcebook, Second Edition. For game purposes, this station
handles the passive, scan and search modes of the FarStar's sensors.
TURBOLASER
This is the bay from which the FarStar's upper turbolaser is controlled. The FarStar
has six turbolasers, which are the primary defense for the Corvette. The lighting is
kept low and there is a constant rumbling as the weapons run through testing routines.
The gunner position is a full-time post ' with the gunnery seat in the base of the turret.
The gunner handles all targeting and firing for the weapon, with targeting data
supplemented by the sensor suite readings. Fire control orders are delivered from the
command center, although in combat the gunner is often given "full discretion"
for selecting targets.
The two turbolaser technician positions are alert status posts; they are vacant when the
ship is not on alert. The technicians have computer stations placed amid-decks, only
partway into the upper weapons deck.
The first technician handles turbolaser systems monitoring for this weapon and the
starboard (right side of the ship when facing forward) turbolasers on deck one. With his
computers, he can remotely adjust the targeting computers, turbolaser alignment and
cooling systems to keep the weapons running smoothly for prolonged periods.
The second technician handles power allocation for this turbolaser and the starboard
turbolasers. The turbolasers are powered by the turbolaser power generators but they also
receive power from the turbolaser batteries on deck one and the main reactor core.
The turbolaser can still be operated if the technicians are missing, but at a significant
penalty. If one technician is missing, add +5 to all difficulties for this turbolaser. If
both technicians are missing, increase the penalty to +10 to all difficulties for this
weapon and the starboard turbolasers. In addition, if both technicians are missing, each
turbolaser is limited to only 20 shots because replacement power is not being properly fed
into the weapons.
The FarStar's turbolasers use an incredible amount of energy and can quickly drain
their power reserves. Under normal combat conditions, the turbolasers can each be fired
roughly 50 times each before depleting the storage batteries. Once the batteries are
depleted, the turbolasers must wait a full minute for the power generators to build up
enough power to fire. This period can be reduced if power is diverted from ins the main
reactor core, although for a meaningful difference other vital systems, such as the
engines and shields, must be powered down.
Once a battle is finished, the turbolaser power generators are dedicated to recharging the
turbolaser batteries. This is normally one of the FarStar's top priorities since
the turbolasers are the ship's main defense; completely recharging the turbolaser
batteries takes roughly 50 minutes.
REAR TOPSIDE HOLD
This hold is a standard cargo storage area. A single off-duty post is spilt between all
the holds and storage areas on this deck and deck one, with an additional SE4 servant
droid to assist the crewmember.
As with all of the FarStar's cargo holds, the lock is a simple mechanical model. An
Easy security total is necessary to pick the lock; failing the roll triggers a
simple alarm siren which can be heard a deck away.
The temperature and lighting is kept low to help conserve the FarStar's resources.
This hold contains crates filled with survival gear, breath masks, survival tents, glow
rods and similar emergency gear.
FORWARD TOPSIDE HOLD
This hold, which is also kept cold and dark, contains comlinks, spare equipment power
cells, climbing gear, portable fusion generators, survival tents and portable shield
generators.
The portable shield generators provide I D4D character-scale shields covering an area
roughly two meters by two meters square. The shields are traditionally used to protect
weapons emplacements and vital posts for planet-side bases and is similar to the defensive
energy shield described under "Espo Heavy Repeating Blaster" on page 121 of the Han
Solo and the Corporate Sector Sourcebook.
DECK ONE
MAIN REACTOR CORE
The main reactor core is the heart of the FarStar and fills the four decks of the
engineering section. The power core provides the energy for the engines, turbolasers,
landing bay charging stations (for fighters and shuttles), communications, sensors,
shields, life support, computers and all other systems.
ENGINE LEVEL A SYSTEMS
MONITORING
This station monitors and maintains the performance of the four upper row engines. This
post is manned at all times by two technicians, a single R3 astromech droid and one power
droid.
As this room is in the heart of the engineering section, it is extremely hot and
uncomfortable. The emergency lighting and readout monitors lend a bizarre deep red hue to
the whole engineering section.
This station handles the operations of the four engines, including integration with the
other engine levels and coordination of the performance of these four engines. The two
technicians can reroute power, adjust heat dispersion, handle energy control and perform
emergency engine maintenance from this station.
This station has two turbolifts and an access shift leading to the engineering sections of
decks two through four (the access shaft also goes to both sensor suite stations). The
open-air access shafts and simple floor grates mean that virtually every engineering
station can hear and see what is going on at all the other engineering stations.
DIRECT ACCESS POWER
DISTRIBUTION
This area has a single technician posted here at all times. This station handles the power
distribution to all ship systems except the engines. Based on recommendations from the
command center, this officer allocates power to the turbolasers, the landing bay, the many
computer systems, communications, sensors, shields, life support and all other systems.
POWER REGULATION
This is the station from which the FarStar's main power core is regulated and
maintained; a catastrophic malfunction at this station will completely disable the
ship and could lead to a core overload explosion, which could destroy the ship. A team of
two technicians, three R3 astromech droids and a power droid can be found here at all
times.
TURBOLASER (41
Each turbolaser station has one gunner, who is present only when the ship is on alert.
Each turbolaser receives maintenance at least once a week, with circuits, power
regulators, galven patterns, laser barrels, laser actuators and rotation gears regularly
checked and replaced.
These turbolaser turrets are significantly smaller than the upper and lower turbolaser
turrets. This is because the turbolasers have an integrated computer fire control system,
with most of the hardware mounted in the upper and lower turbolaser batteries. Most
technical operations, including power flow and minor recalibrations, are handled from the
technician stations in the upper weapons deck turbolaser (for the starboard turbolasers)
and from the stations in the lower weapons deck (for the port turbolasers).
TURBOLASER STORAGE BATTERIES
Huge armored cases hold the dozens of storage batteries necessary to power the weapons.
Each case holds three one cubic meter batteries, each of which can be replaced in about
five minutes. Each battery can be charged, drained and recharged several times, with a
working lifespan of roughly 3,000 shots before replacement is recommended.
The cases are armored in the event that the battery overloads and suddenly discharges all
of its energy. While the armor won't completely contain such an explosion - anyone
standing adjacent to an exploding battery is likely to be killed - the armor significantly
decreases the likelihood of a single battery overload taking out the entire deck.
Thankfully, overloads are rare ... although they aren't unknown.
DECK ONE FORWARD HOLD
This large hold contains comlinks, spare equipment power cells, climbing gear, portable
fusion generators, survival tents, portable shield generators and extra storage batteries.
This area also holds replacement parts for the turbolifts. Spare turbolaser parts,
including turbolaser power converters and couplings, and spare turbolaser battery casings
and components are also stored here.
STORAGE
These two storage areas are similar to the standard cargo holds. They have survival gear,
breath masks, survival tents, glow rods, spare medicines, medical equipment and basic
shipboard supplies such as blankets, lighting panels, intercom parts and emergency hull
seal patches. Part of the starboard hold has been converted to bulk food storage, with
several large resalable crates.
COMPUTER CONTROL DECK
The computer control deck contains the main storage and processing computers
fortheFar.5tar. There are two full-time technicians and four R3 astromech droids here.
While each station on the ship has its own computers, they are used to perform basic
computations and to encode calculations and data before they are sent to this station for
processing.
This room's computers have several specific stations, including engineering, main and
backup astrogation computers, communication computers and sensor control computers.
The maintenance computer station here can perform maintenance diagnostics on other
computer stations in this room and throughout the ship. This process takes about an hour
per system and requires the station being updated to be taken off-line for the maintenance
period. Maintenance is scheduled for each computer once a week, although the intense
schedule the FarStar has been under has meant that maintenance is normally only
performed after a major computer system failure.
The forward storage room of the computer control deck contains spare monitors, processors,
and other key replacement parts in the event of a computer failure or severe power
overload.
DECK TWO
ENGINE LEVEL B SYSTEMS MONITORING
This station monitors and maintains the performance of the three middle row engines. This
post is manned at all times by two technicians, one R3 astromech droid and one power
droid.
This station is essentially similar to the engine level-A systems monitoring station on
deck one: it handles the operations of the three engines, including integration with the
other engine levels and coordination of the performance of these three engines. The two
technicians can reroute power, adjust heat dispersion, handle energy control and perform
emergency engine maintenance from this station.
HYPERDRIVE SYSTEMS CONTROL
Two technicians are at this station at all times. Hyperdrive systems control coordinates
the functions of the hyperdrive motivators and engine components within each ion engine.
The control station is responsible for keeping the hyperdrive operating by balancing each
engine's performance. Some of the duties for this process include modulating power feeds
from the reactor core, regulating power output from each engine, and interfacing each
engine with the hyperdrive motivators and astrogation computers. Remote maintenance can be
conducted from this station, although some duties must be performed by physically crawling
to the engine via the engine accessways.
The astrogation computers in the command center and computer control decks can be
overridden from this station in the case of a catastrophic failure. The hyperdrive
engineers can shut down the engines in case of a power overload or other major failure.
SUBLIGHT SYSTEMS CONTROL
This station has two full-time ion drive engineers. This station coordinates the operation
of each ion engine by balancing power load and fine tuning performance to keep engine
operating at peak efficiency. The engineers must modulate the power feeds from the reactor
core, regulate power output from each engine, and interface each engine with the FarStar's
drive computers. Remote maintenance can be conducted from this station, although some
duties must be performed by physically crawling to the engine via the engine accessways.
STORAGE
The small storage area near the engineering area holds replacement components for
hyperdrive and sublight engines and engineering stations. Everything from spare alluvial
dampers and hyperdrive motivators to wiring clips and core brackets is stored inside this
room, although most major engine components are too large for the FarStar to carry
replacements.
Unlike the engineering area itself, this storage room is very well organized, with all
parts marked and labeled. Datapads store engine diagrams and diagnostics for quick
replacement. This organized system guarantees the FarStar's engineers speedy access
to parts, enabling them to quickly make repairs and prevent a major shipboard catastrophe.
HANGAR CONTROL ROOM
The hangar control room is situated on deck two, overlooking the main flight deck of the
hangar bay on deck three. A flight control supervisor can be found here at all times, but
this post is considered an "off-duty" post: shifts are four hours long and
served during the off-duty shift. An R3 astromech droid is here at all times assisting the
supervisor. The unit, R3-K8, has been equipped with an astromech voice box (see Fantastic
Technology, page 27) and programmed with Basic so it can communicate directly with the
supervisor, although in many cases it is more efficient to feed data to display terminals
and hologram projectors. During alert conditions, an additional flight supervisor is here.
The room is fairly large, but it is filled with computer consoles. A large hologram
projector fills the room: it is constantly showing the FarStar and any ships within a
thousand kilometers of the vessel. The hangar is tuned into the ship's external comms so
the supervisor can listen to the command center's communications directives. There are
display monitors showing the docking tubes, as well as an internal and external monitor
showing each airlock.
Once an incoming vessel has expressed a desire to land in the FarStar's landing bay
or dock with its airlocks, landing control is turned over to this room.
The flight control supervisor's job is to coordinate landing, takeoff and docking efforts
for all of the FarStar's vessels. During normal operations, this is not too
demanding a job: the supervisor only has to make sure that patrol fighters don't slide
into any of the docked ships during landing or takeoff. However, during combat situations,
the supervisor must somehow be able to launch all serviceable fighters within a few
minutes. Things can get hectic very quickly.
The flight control supervisor regulates the use of the lift (which goes down one level to
the maintenance deck), the operation of the magnetic field and other essential landing bay
operations. He or she is also responsible for deploying emergency services (such as fire
control or medical officers) in the event of a crash, and deploying security officers and
droids when foreign ships dock with the FarStar.
CREW OUARTER CLUSTERS WITH HEAD/SHOWERS
The three quarter clusters each have five rooms. Each room has two bunks, both of which
are used by a different person during each 12 hour shift, for a total of four crew members
in a given room. The rooms are spartan with dark gray walls, but they can be redecorated.
Each person has a small storage locker. Each room has a very small storage closet, which
must be split four ways. There is a small reading light above each bunk, with a terminal
that is tied into the ship's computer systems - the crew member must supply his or her own
datapad.
Some crew members have taken to simply sleeping on the floors on mats. The cold and damp
crew's quarters have actually become somewhat of the joke amongst the crew, who often
claim they get more sleep at their posts than in their rooms. To conserve power, the rooms
are dim and slightly colder than what is considered comfortable to most Humans.
MESS HALL
The mess hall is manned by three off-duty crew members and four SE4 servant droids. About
one quarter of the mess hall's physical space is taken up by the kitchen and prep area.
The rest of the room has simple rows of tables and chairs. The tables are where the crew
enjoys their regularly scheduled meals, although half-played games of sabacc, used weapons
clips, and empty drink glasses are often left on the tables. During the peak periods, this
room can seat almost 40 people, and becomes quite the center of attention. For a short
while, the SE4 droids scurry madly about as they somehow manage to clean tables and
prepare meals, while the crew members enjoy a few minutes of relaxation during the meal
shift.
Between shifts, the mess hall serves as an impromptu rec. room for sabacc games and
general conversation if the training room is overcrowded.
Because the sleeping chambers are so uncomfortable, this room doubles as a hang-out for
those either too tired to rest, or simply fed up with their bunk-mates. Sometimes, there
are individuals curled up in the corners with blankets.
TRAINING ROOM
This area is a physical training and recreation room for the FarStar's crew
members. There are variable gravity weight training and running machines, a short
marksmanship range with remotes and a small sparring and martial arts mat. There is a
melee weapons training cage for honing melee skills, or even just blowing off steam. It is
not uncommon for ship-board squabbles to be settled with a few blows from a padded
sparring weapon. The FarStar's crew has even set up an impromptu sparring league as
a friendly competition and a way of keeping skills up to par.
There is a small lounge area with two gaming tables along one wall, each one surrounded by
a ring of cushions and programmed to provide any one of hundreds of different games. There
is an entrance to the mess hall for drinks and snacks, with five small tables where
off-duty crewmen can enjoy hot drinks and talk with their companions. A small library of
holo-vids has been included as well, allowing the viewing of entertainment or training
holograms.
LIFEBOAT
Decks two and three have a single large lifeboat just off the crew quarter clusters. Each
lifeboat has room for 20 people, with three weeks' worth of air, food, and water. Survival
gear includes four hunting blasters, four survival tents (which can be sealed for
dangerous weather), glow rods, medpacs, comlinks, flares, and a subspace emergency signal
transceiver with a range of five light years. The lifeboat's scanner also homes in on
transceivers from the FarStar's other lifeboats.
The lifeboats are simple ships, with just enough fuel to launch and make a couple of
redirection maneuvers. The lifeboat lands by using braking jets and a large parachute.
Whenever a lifeboat is activated, an alarm lights on the bridge. The launch can be
manually overridden from the bridge.
SHIELD AND SCREEN SYSTEMS
This station takes directives from the shield control officer in the command center and is
responsible for deploying energy/ray and particle shields around the FarStar. There
is one shield technician and one R3 astromech here at all times.
The technician is responsible for allocating power to different shield generators to
provide protection for the FarStar's four main facings (front, left, right, and
back); the appropriate skill for operating the FarStar's shields is capital ship
shields.
As with most starships, the FarStar keeps its particle shields up almost
constantly, lowering them only to launch or receive starships. These shields protect
against physical weapons, such as missiles and proton torpedoes, and they also deflect
small space debris. The FarStar's hull code of 5D includes the effects of
particle shielding; when these shields are lowered, reduce the hull code by -2D to 3D.
Because ray shielding consumes so much power, these shield generators are normally
activated only in combat; they are effective against turbolasers and laser cannons, but
not ion cannons. As per the standard shield rolls on pages 109-1 10 of Star War, Second
Edition, the FarStar's shield code of 2D can be set to a single facing (front, left,
right, or back) or ID can be allocated to two different facings,
SENSOR SYSTEMS
The sensor station here is tied into the sensor suites on the upper and lower weapons
decks and follows the directives of the sensor station in the command center. The rows and
rows of computers display data from the numerous sensor arrays. This station is manned
full-time by a single sensor technician and an R3 astromech.
This station's main task is to coordinate the efforts of the sensor suite operators, feed
data to the computer control deck for processing, analyze incoming data and determine what
data is worth bringing to the attention of the sensor officer. The sensor officer can
remotely peer into any of the data at any time, but this station's main task is to sift
the important information from the great stream of useless data.
CAPTAIN'S QUARTERS
These are the quarters assigned to the captain of the FarStar They tend to be a little
more roomy than the rest of the crew cabins, but the room is also used as an office, with
the addition of a work desk, a computer terminal and storage space for documents, data
disks and other important items.
The only major amenity the captain does have over other members of the crew is that these
quarters aren't shared with anyone else. Other than that, the room is as spartan as the
rest of the crew rooms, from plain gray walls to cold floor grating. Even Captain Ciro has
volunteered to keep the lighting and heat low to conserve power, follow the notion that
the best way to lead is by example.
LIFEBOAT
This lifeboat carries only 12 people but is essentially the same as the 20 person
lifeboat above.
ENVIRONMENTAL CONTROL
The environmental control station is responsible for controlling life support and other
vital functions aboard the FarStar. The station is manned by a single crew member
during off-duty shifts.
This area is filled with oxygen and water converters, fed from the recycling center and
hydroponics labs. They maintain the ship's air and water supply. This station's computers
and machinery also maintain the ship's heat, lighting and electrical systems. This station
also has several large gravity generators, acceleration compensators and inertial
dampeners, as well as their control systems. Numerous relays and microgenerators are
placed all around the ship to maintain a constant environment in every portion of the FarStar.
The gravity generators provide the standard gravity environment aboard the FarStar The
acceleration compensators and inertial dampeners work together to bleed off the
effects of sudden maneuvers by the FarStar while the systems aren't perfect. and
the ship's crew may feel sudden jerks, shifts and tumbles, these systems stabilize the
ship enough that the crew members are not literally thrown all around the ship.
ID theory, this station could be used to alter the atmosphere, heating and gravity level
for every compartment (provided the compartment seals are activated to maintain the
environment). However., since the entire crew is composed of oxygen-breathers who are used
to near-standard gravity levels, no portions of the ship have been reconfigured in this
manner.
COMMAND CENTER
The command center (called "Cee-cee" by the crew) is the core of operations
aboard the FarStar, the central hub around which most command level decisions are
made. It is a crowded two leveled room filled with computers, read-out screens,
technicians, droids, and an impressive elongated transparisteel viewport which faces
directly forwards.
The panoramic view allowed by the viewport is often ignored by those working on computer
stations, as their individual readouts will often tell more than a simple look outside,
but the grandeur of the view itself sometimes cannot be ignored.
Between the computer stations and relay consoles is an interconnected network of walkways
and steps which wind their way through the confusion.
There are three R3 astromech droids processing data for the tactical, sensor,
communications and engineering stations. There are fitting brackets placed in the floor
for the droids to rest in: only their heads stick out of the brackets, making them seem
like domes on top of computer stations.
There are also droid interface connectors along the front of the command center to allow
for a dozen R3s to interface with the hyperdrives and astrogation computers. The constant
whirring and chirping of the droids as they communicate data to each other provides an
electronic feel to the environment, and when mixed with dim lighting and the soft glow of
readout screens, makes for an interesting mood.
There are eight full-time posts in the command center, as well as four additional alert
status posts. The upper level full-time posts include the Captain's Post (Captain Ciro's
post), Flight Operations (which directs the facing and speed of the FarStar at
sublight), as well as the Tactical Operations, the post responsible for directing weaponry
and shield operations posts as well as shipboard security; this is Gorak Khzam's normal
post.
The lower level (deck three) full-time posts include Sublight Operations (answerable to
Flight Operations and responsible for observing and directing sublight engine operation)
and Hyperdrive Operations (answerable to Flight Operations and responsible for the smooth
operation of the hyperdrive engines and astrogation computers). Shield Operations is
answerable to Tactical Operations, and is responsible for precisely directing shield
operations. Communications Operations is responsible for sensor and communications duties,
and is normally manned by Darryn Thyte. The final full-time post is Computer Operations,
which is responsible for coordinating all other command center operations posts with the
computer control deck.
The four alert status posts, which are all on the lower level (deck three), are Sensor
Operations (to assist the Communications Operations post), Resource Operations (power
allocation for alert situations), Engineering Operations (to assist in the coordination of
the command center and the engineering station; Lofryyhn normally sends one of his top
assistants to this post during alerts), and Weapon Operations, which provides additional
data to the turbolaser turrets and assists the Tactical Operations posts.
There are two K4 security droids stationed in the command center: one near the access
shaft and entrance on deck two (behind the captain's station) and one a level lower on
deck three. The access shaft goes up to the computer control deck on deck one and the
forward topside hold on the upper weapons deck. It also extends down to the hydroponics
labs on deck four and the forward lower hold on the lower weapons deck.
EMERGENCY QUARTERS WITH
HEAD/SHOWERS
The emergency quarters are used for long-term alert situations, where crew members have
worked extra shifts and need rest but may need to be recalled to the command center and
other vital posts immediately. The quarters can accommodate 12 crew members, with four
double bunks and four mats on floor.
PROBE DROID OPERATIONS
The FarStar's probots and messenger droids are controlled and operated from this
station. There are two crew members here part-time, as well as an R3 astromech droid at
all times.
This station is responsible for repairing, programming and controlling probot survey
missions, as well as programming and launching messenger drones. The probots are stored at
this station for ease of access.
This station also compiles all star maps, astrogation coordinates and survey data gathered
by the probots. The FarStar's astrogation computers and computer control deck
computers can access and duplicate this data at any time.
LIFEBOAT
This lifeboat carries only 12 people but is essentially the same as the 20 person lifeboat
above.
DECK THREE
ENGINE LEVELS A-C POWER
DISTRIBUTION
This area is responsible for monitoring and regulating the main power feed from the main
reactor core and channeling the power to the FarStar's eleven engines. This is one
of the single most important locations in the engineering section since a failure at this
station could completely disable the Far.5tar's drive systems and lead to a
catastrophic power overload.
This station has two full-time duty posts, an additional three duty posts for alert
conditions, three R3 astromech droids to handle power rerouting and monitoring, and four
power droids for emergency power requirements in the case of a power failure. Lofryyhn can
normally be found
in this duty post, supervising the entire engineering section. There is also a single K4
security droid watching for evidence of sabotage.
AUXILIARY OVERRIDE CONTROL
This system is an emergency override station and serves as a remote headquarters in case
part of engineering or the command center is disabled. The computers here can be
programmed to reroute control of various ship operations to this post or the two auxiliary
control stations on deck four. This station has two full-time duty posts and a single R3
astromech droid, with room for up to six additional duty stations in the event of a major
realignment of engineering and command stations.
HEAT AND ENERGY OUTPUT CONTROL
This station is a containment and control station for power overloads and excess heat
energy.
Ion engines and the main reactor core generate an incredible amount of excess heat, which
must be directed away from the engines and reactor core to keep them within safe
temperature limits. This station controls arrays of miniature heat dispersion vents and
deflector plates, which draw heat away from these vital locations and into the vacuum of
space.
This station also has banks of energy absorption coils which are designed to absorb and
redirect energy overloads, which can occur due to an engineering station malfunction, a
reactor core disturbance, a computer, shield or turbolaser overload or even enemy ion or
turbolaser blasts which get through the shields. This station is the last line of defense
before an energy surge can blow out a vital system.
This place is manned part-time by two technicians, who double-check the system's operation
and perform any necessary maintenance. In the event of a ship alert, the technicians
immediately report to this station since heat dispersion and power surge deflection is
absolutely vital in combat.
CREW OUARTER CLUSTERS WITH HEAD/SHOWERS
This cluster of 15 crew quarters rooms is identical to those found directly above on deck
two.
SICK BAY
The sick bay is one of the best lit locations aboard the FarStar, with ample
heating and warm food to boot. The surgical and medical stations are maintained by Doctor
Akanseh, his assistants and the three 2-lB medical droids. Three medical personnel can be
found here at all times.
The sick bay has 10 recuperation beds, four first aid stations, two bacta tanks and a
sealed surgical bay. If the sick bay begins running out of beds, extra patients are
assigned to crew quarter clusters just down the hall, while those crew members are
reassigned to the emergency quarters near the command center or simply tripled up in other
crew quarters.
Because of the excellent conditions in this station, the crew often jokes about getting
hurt just so that they can spend a few pleasant days in sick bay. The room is rarely full
to capacity. The droids do their best to make sure anyone who comes in is out as fast as
possible, and the programming of the droids is well suited for a crew composed of many
different species.
OFFICERS'QUARTERS
These four rooms are slightly larger than the standard crew quarters, but are otherwise
pretty similiar. Each officer room has two bunks, but they are not double-shifted, so each
officer has a private sleeping space. The rooms have a small closet, one large storage
locker for each officer, a reading light and data terminal above each bed, as well as two
small work stations each with a desk, computer terminal, holographic and datareader, and a
small shelving section for datadisk and document storage; personal effects, like holograms
and souvenirs, are also placed on the shelving sections.
LIFEBOAT
This lifeboat is identical to the 20 person lifeboat on deck two.
PILOT READY ROOM
All on-duty pilots are ordered to remain here when not on the main flight deck. This room
has several chairs, a holographic projector and several clear "tracking screens"
for displaying vital information, showing battle tactics and posting Gorjaye's directives
toherpilots. Thereadyroom has computer monitors, as well as monitors showing the landing
bay and a tie-in to the hangar control room, and the command center comm and intercom
systems.
The FarStar has the equivalent of a full squadron (12 fighters), with eight X-wings
and four defenders. Six pilots are on-duty for each 12 hour
shift. Two pilots are on patrol duty - either in the landing bay near their ships or
actually patrollingspace around theFarStarwhen the ship is at sublight and the command
center has ordered a patrol - with the other four pilots in the ready room. Patrols
consist of either an element of two X-wings or two Defenders; the different ships are
rarely mixed for patrol duty.
In the case of an alert, all pilots are expected to be in the ready room in two minutes
for a combat briefing. Gorjaye has been known to run test alerts to make sure her pilots
are ready when they are needed.
LANDING BAY
The FarStar's landing bay is two levels high and fills nearly half of the ship's
interior. It is lined with a meter thick blast wall, insulating other portions of the ship
from fire or crash incidents which may occur in the bay. There is a thick blast wall
extended to protect the turbolifts, the corridor entrance and the access shaft that leads
down to the maintenance bay.
There are three full-time maintenance and control posts, as well as five part-time posts
and five more alert status posts. There are three R3 units for operating the landing bay
equipment, as well as four power droids and four treadwell units. There are also two K4
security droids on duty at all times.
The landing bay is sealed by an invisible magnetic field, which keeps atmosphere inside
the bay and keeps the vacuum of space out. The field's intensity can be manipulated from
the hangar control room to allow ships to launch or land without exposing the bay to
vacuum.
The bay has 10 starship power recharging ports, which are flush with the floor and covered
with blast plates. A blast plate is directly in front of the lift and is raised when
launching fighters; the plate absorbs the back-blast from a fighter's ion engines.
Emergency equipment includes dozens of fire fighting foam nozzles in the ceiling they can
blanket any section of the landing bay to snuff out a fire. There is also a repulsorlift
"crash wagon" in the maintenance bay. In the event of a catastrophic crash which
could endanger the entire landing bay, the wagon is brought up to the flight deck to push
the wreck out into space.
The maintenance deck also holds two "maintenance pods." These small ships are
limited repair vehicles, with three hours worth of air and small rocket engines. They are
barely three meters long and have a 150 meter long tether cord that is anchored inside the
hangar bay. These units have a small tractor beam, magnetic projectors and two small
manipulation arms for fine repair work. The FarStar's technicians use these
vehicles to supervise R3 astromechs during external repairs on the FarStar
The landing bay can fit four X-wings (one on either side of the turbolifts and two in the
back corner), as well as an additional X-wing on the lift. Two Defender starfighters can
be parked in front of the blast shield protecting the turbolifts and the other two can be
lined up nose to tail in front of the corner X-wings.
The landing bay is very cramped and launching fighters can take several minutes because
maneuvering the ships for the take-off lane is so tricky. The slightest mistake can result
in laser cannons scraping each other, knocking the weapons totally out of calibration and
effectively eliminating a fighter's fire control (consider it to be OD). A major mistake
could result in a landing deck crash, which could destroy several ships and possibly take
the deck out of commission until repairs are completed.
Launch protocols call for the Defender fighters to be launched first (if they are inside
the bay). Then the starboard (right side) fighter in the rear of the launch deck is
launched. While the rear port fighter is moved into launch position, the two fighters near
the turbolifts use their repulsorlifts to back into the launch position and launch.
If a fighter needs maintenance or repairs, it is positioned either in the rear port bay or
on the lift. During combat or hyperspace travel, a thick blast shield can be lowered over
the landing bay entrance to protect it from attacks or debris.
If a pilot is willing to take a full two minutes to maneuver and launch, no skill roll is
needed. If the pilot wishes to launch within 90 seconds, a Very Easy starfighter
piloting roll is necessary; to cut the launch time to one minute, an Easy roll is
needed, while a Moderate roll is necessary to cut the time to 30 seconds. The difficulties
for a safe landing are identical.
Failing the roll by 1-5 points means there has been incidental contact with the hangar bay
or another ship, knocking the weapons systems slightly out of whack (reduce fire control
by -lD until repaired). Repairs will require a Very Easy starfighter repair roll
and three hours.
Failing the roll by 6-10 points means a more damaging collision occurred, completely
knocking the weapons systems out of whack (consider fire control to be OD) or causing
minor damage to the maneuvering systems (-ID) or somewhat damaging the engines (-I to
Space speed); repairs will require at least an Easy starfighter repair roll and six
hours.
Failing the roll by 11 or more points means a major collision has occurred, disabling all
fighters involved (repairs will require at least a Moderate starfighter repair roll
and 12 hours).
MAIN DOCKING AIRLOCK
The main docking airlock runs nearly the entire length of the landing bay and is used for
docking with the Aegis combat shuttle and any large vessels the FarStar encounters. The
airlock is also mounted with a magnetic field projector in case the doors are punctured
during a collision.
The airlock has three retracting doors roughly 10 meters wide; they can be opened
individually to accomodate different size vehicles.
This docking airlock is used most often to load combat vehicles and large cargoes into the
Aegis combat shuttle after they have been brought up from the maintenance bay on deck
four.
EMERGENCY REPAIR STATION
This station is routed into the computer control deck and the command center and is
designedtokeeptheFarStaroperationaleveninthe event of critical damage. This station
reroutes energy and computer links to different stations aboard the ship to get essential
systems up and running again. If a major ship station is disabled, computer or operation
controls can be patched into the computers here but performance normally suffers
significantly. There is one full-time duty post here, as well as four alert status duty
posts and an R3 astromech unit.
LIFEBOAT
This lifeboat carries only 12 people but is essentially the same as the 20 person lifeboat
above.
OFFICERS' LOUNGE
This room is little more than a converted storage bay that has been given over to the
officers. Standard crew members are also allowed in this room, but it is understood that
the officers are entitled to pull rank and ask all non-officers to leave; in practice,
this room serves as an alternate recreation room for those who need a little breathing
space and don't want to associate with whoever may happen to be in the training room. This
room is also used as a conference room when the tactics room is too busy for meetings.
Each corner and shelf is filled with boxes and crates of spare goods, including computer
components, power grids, power feed lines, coolant lines and oxygen and water tubes. It is
small and fairly cramped, but it is one of the few areas aboard the ship to be truly
personalized.
Although most of the decorations are non regulation, Captain Ciro has allowed this room in
particular to represent the individual character of the crew. On the walls and shelves can
be found a stormtrooper helmet (with a blast hole), a sterile krayt dragon egg and banners
and ornamentation from the homeworlds of the officers. There is a power-net from a
little-known bounty hunter draped across the ceiling (a contribution from Gorjaye), along
with an empty power-cell supposedly from Darth Vader's own lightsaber Loh'khar
contributed this item with a wink. There is even a dud thermal detonator that still has
working lights which has been stolen by crew members and used to break in new recruits:
tossing the detonator to a green crewman and seeing him or her let out a yelp of panic
seems to cause no end of amusement to some of the FarStar's crew members.
There is a small entertainment console with a datadisk reader, a hologram projector,
dejarik and other hologram games, a miniature spheroids set and a few decks of sabacc
cards.
COMMUNICATIONS ROOM
The communications room contains the main communication arrays and computers, including
the non-external portions of the comm array and subspace transceiver. There is a
communications technician here at all times, with a second tech reporting for duty during
alert conditions.
Most of the room's interior space is taken up by the comm array and subspace transceiver
and control computers. From this room, communications can be sent out on any of the
thousands of established comm frequencies, and the arrays can be reconfigured to scan for
non-standard frequencies in case the FarStar has arrived at an unexplored world and
is looking for signs of a technological civilization.
This room also has a decryption computer which analyzes scrambled transmissions and
attempts to decode Imperial communications. This computer is also used to scramble the FarStar's
transmissions when necessary.
COMMAND CENTER
This is the lower level of the command center; for a complete description see deck two's
entry for the command center.
TACTICS
The tactics room is a central strategy and meeting room for the FarStar. There are
two posts for off-duty personnel as well as a single R3 astromech droid.
The room is filled with clear plastex sheets which display tactical and strategic inf
ormation, as well as planetary orbits and navigational hazards. The sheets have woven
computer feeds and optical processors to project data anywhere on the sheets. The operator
can freeze data in place for projections and strategic planning.
The plastex sheets are often illuminated with green or red glowing readouts, and because
lighting is kept to a minimum in the tactics room, the entire place has an eerie, almost
haunted aura. Along the walls of the tactics room are several additional readouts which
displaythe ship's condition, crew assignments, and power levels, with the most important
information being sent to the holographic display table in the center of the room.
The central hologram table is about three meters across and has a flat display face. While
simple two-dimensional images are sufficient for many discussions, the hologram projector
is necessary to convey some ideas and the table gets frequent use.
The hologram is useful for rotating displays to to allow complete views from all angles.
Starship profiles can be listed and analyzed, and holographic messages can be transmitted
or received throughout the ship (and ultimately patched into the communications system),
making this room an excellent central planning location.
RECYCLING CENTER
The recycling center is responsible for air, water and waste recovery: this is an
essential task to extend the FarStar's operating range. There are two technicians
here part-time for maintenance and minor adjustments; since this machinery is pretty
simple, it rarely breaks down and doesn't need constant supervision. However, a recycling
system failure could severely hamper the FarStar's mission since the ship would have to
stop much more frequently to replenish air and water supplies.
This room contains several large oxygen and water scrubbers and reprocessors.
Unrecoverable (but nutrient rich) waste water and waste gases like carbon dioxide are sent
to the hydroponics labs (on deck four), while freshly-scrubbed water is sent to the fresh
water tanks (also on deck four); air is simply added to the air circulation system in
environmental control.
Any recoverable trash is filtered and broken down for reuse in other items - a broken
cornlink case might be melted down to be reused as an eating utensil for example. These
recovered resources are sent down to the machine shop and the maintenance and repair bay.
Unrecoverable trash is incinerated in the main reactor core.
SCIENCE LAB A
Science lab A has a single full-time scientist and two part-time lab assistants. This lab
has zoological, botanical and xenobiological workstations, with stasis-sealed sample
cages, examination and dissection stations and analysis sensors and computers. This
station has been primarily charged with examining new plants and animals to determine
edibility and potential hazards. The lab also doubles as a toxicology lab.
SCIENCE LAB B
Science lab B also has a full-time scientist as well as two part-time assistants. This lab
has geological, atmospheric, meteorological, oceanographic and chemical analysis
workstations, with sample cages and detailed scanners.
This lab's scanners can examine a given sample for data regarding toxicology and potential
shipboard uses. (For example, can a certain metal sample be used to fabricate replacement
parts for the FarStar's ion engines?)
This lab also includes a space sciences lab, for examining asteroid samples and analyzing
sensor readings from dust clouds, nebulae, stars and other celestial objects.
LIFEBOAT
This lifeboat carries only 12 people but is essentially the same as the 20 person lifeboat
above.
DECK FOUR
ENGINE LEVEL C SYSTEMS MONITORING
This station monitors and maintains the performance of the four lower row engines. This
post is manned at all times by two technicians, one R3 astromech droid and a power droid.
This station is essentially similar to the engine level A systems monitoring station on
deck one: it handles the operations of the four engines, including integration with the
other engine levels and coordination of the performance of these engines. The two
technicians can rerout power, adjust heat dispersion, handle energy control and perform
emergency engine maintenance from this station.
AUXILIARY SYSTEMS
These two stations provide auxiliary control stations for any engineering posts and are
directed from auxiliary override control. If one regular engineering station is
overloaded, part of the station's function can be fed into the auxiliary computers. In the
case of a critical system failure, an entire engineering station can be routed to either
one of these auxiliary stations.
These two posts split a crew complement of two full-time technicians and a single R3
astromech droid; during alert conditions, an additional four crew members are split
between the two auxiliary systems stations.
ARMORY
The armory is where all non-personal weapons aboard theFarStarare stored; crew members are
allowed to carry personal sidearms at the discretion of the captain. A single crewman is
here on a part-time basis and there is a K4 security droid to prevent unauthorized entry.
The armory has an electronic lock requiring a Moderate security roll to pick;
failing the roll signals an alert at the Security Operations post (Khzam's post) in the
command center.
The armory contains 150 blaster pistols (4D damage), 25 blaster rifles (5D), five EWHB-10
EWeb repeating blasters (8D)*, 400 rechargeable blaster power packs (they take two hours
to recharge when hooked up to a portable fusion generator), 50 canisters of blaster gas,
200 standard grenades (4D), 100 smoke grenades, five portable grenade launchers, 30
vibro-axes (STR+3D), 25 vibroblades (STR+ID), 100 blast helmets, I 00 blast vests, five
shoulder launched ion cannons* (3D speeder-scale ionization damage), five PLX-2 portable
missile launchers* (6D) and five CSPL-12 projectile launchers*
*See pages 121-124 of the Imperial Sourcebook, Second Edition
MACHINE SHOP
Lofryyhn has established a heavy machining shop for manufacturing large parts used within
the ion engines, repulsorlift vehicles and the Xwing and Defender starfighters. The shop
has two part-time duty posts, a single treadwell droid and three R3 astromechs.
The shop is limited in that each individual part casing must be custom-tooled from
computer designs. Some components require an incredible number of small, detailed parts
and if those parts are not in the FarStar's storage areas, the machine shop must
construct them. The machine shop has no ability to produce computer control chips or
circuitry and similar high tech items, so the FarStar must often pull such
sophisticated items from ship's stores or hope to come across a world where those parts
can be purchased.
MAIN BATTERIES
Several rows of immense storage batteries contain primary power reserves to supplement the
main reactor core. In the event of a reactor corefailure, theFarStarcan run forsixhours
from these batteries as long as the turbolasers or hyperdrives are not engaged. If the
FarStarjumps into hyperspace, the batteries have enough energy to power the jump and to
fly in hyperspace for two hours, after which the FarStar will drop back to
realspace - most likely light years from any known settlement.
The batteries are charged directly from the main power core. They are normally used only
in emergencies or in combat situations, but they can provide the FarStar with power
at a critical time. When drained, they can be directly recharged in six hours, or if the
power core's energies are split between recharging and normal (non-combat) ship
operations, the batteries can be recharged in 12 hours.
RESERVE BATTERIES
The reserve batteries perform a duplicate function of the main batteries. The batteries
themselves are a more primitive design, and while they take up more space than the main
batteries, they only supply four hours worth of power for the FarStar. If the
batteries are used to power a iilmp into hyperspace, the batteries can only keep the FarStar
in hyperspace for 45 minutes before the ship is forced to return to realspace.
BULK FOOD STORAGE
Most of the FarStar's food storage is in this compartment. Special freezing bins
keep perishable foods fresh, while common vegetables, grains and meats have been specially
preserved for long term storage. The foods chosen for the trip are nutritious and
positively bland.
The room is a bewildering maze of stacked crates, bins and cases -which is exactly how the
R-97 quartermaster droid wants things, since it enables the droid to determine how best to
allocate resources. A single SE-4 servant droid is here at all times.
STORAGE
This is the largest storage room on the FarStar and contains a little bit of
everything, including spare computer chips, uniforms, plant seeds, sleeping mats,
medicines, bacta canisters, repulsorlift drive parts, and even a few cases of spare
blaster power packs. Most items theFarStar could need are stored here in bulk.
The storage room is not normally manned and the life support systems are kept low to
preserve power; only R-97, the load-lifters and an SE4 servant droid patrol the maze of
cases and crates in this room. Lighting is kept low since the droids all have infrared
receptors, while the heat is kept down to a chilly (by Human standards) 37 standard
degrees.
MAINTENANCE AND REPAIR BAY
The maintenance and repair bay is the main starship and vehicle repair area; all manner of
starship and repulsorlift replacement parts are stored here, from small repulsor coils and
X-wing laser cannon actuators to whole spare ion engines for the Aegis combat shuttle.
Amechanic is found here at all times, with two part-time assistants and an additional
off-duty assistant who is responsible for finding parts requested by the head mechanic.
Two R3 astromechs and the final three treadwell droids are also assigned to this station.
This bay is cluttered with parts and components, machining parts and tools, as well as the
vehicles themselves.
The ground vehicles are normally stored here when not aboard the two shuttles, and T'achak
T'andar, the Chadra-Fan repulsorlift chief, can be found pouring over his pet vehicles
performing all kinds of unauthorized "improvements." The lift up to the landing
bay is used to bring up parts for the X-wings or shuttles, which are too large to be
brought down to this level. The Defender starfighters can be brought down to this level
for repairs.
DOCKING TUBES
The FarStar has three docking tubes on the outer hull for securing fighters and the
shuttles, as well as for docking with other starships. The tubes are outside the
maintenance and repair bay on deck four. Each tube is accessed by an airlock.
The additional mass of the tubes and carried ships has been compensated for in the
hyperdrive subroutines, so they have no tangible effect on the performance of the ship
during hyperspace travel.
The exterior of each tube has three airlocks: one on the end of the tube and one on each
side of the tube. Each airlock includes docking clamps and fitting brackets to hold the
docked ships in place and form an airtight airlock seal. The pilots simply climb through
the tube's airlock and into the cockpit.
Once a pilot straps himself or herself into place, the pilot must just flip a toggle
switch to activate the release mechanism. The cockpit automatically swings down and locks
into place,
the docking clamps and brackets release the ship, and the ship is propelled out into space
with small explosive charges. These are the same type of releasing mechanisms used in the
lifeboats and there is no chance of damage to the fighter.
The charges are angled to blow the ship "UP or "down" at such an angle as
to insure that the vessel does not collide with another docking tube or docked fighter.
Still, the launch procedure must be closely supervised by the hangar control room to
insure that none of the launching fighters cross flight paths.
Some pilots curse the small delay and try to have their engines running before the
explosives release the fighter, but the command staff frowns on this "hot-shot"
practice because it endangers the ship and the crew; any pilot making a "hot
launch" is reprimanded.
VEHICLE RAMP
This ramp is located in the maintenance and repair bay. It extends at a sharp angle down
to the ground when the FarStar lands on a planetary surface. The ramp also has an
airlock mechanism and takes 10 minutes to extend or retract.
DROID REPAIR BAY
This ship has a full droid repair bay for storing and maintaining the dozens of droids
aboard the FarStar. There is a single full-time technician here, as well as two
part-time duty posts and a single offduty post. Much of the maintenance work is performed
by DD-1 9 (the "slavemaster" droid) and his assistant, SE4-17, a servant droid
with a particularly ominous matte black paint scheme.
This bay has four major repair stations, with spare droid limbs, components, droid brains,
vocabulators and other essential droid components. Various droids are always scurrying
about and it's made pretty clear by the droids that the technicians are merely tolerated
in this bay.
FRESH WATER TANKS
The FarStar has a dozen large tanks for storing fresh water. Each tank has an
individual feed into the ship's water distribution system. Each tank has a series of
baffles to reduce the motion of water during space flight. The ship has several separate
tanks, instead of a single large tank, to prevent contamination and to protect against a
single hull puncture causing theFarStarto lose all of its water. When the FarStar lands
on a new world, flushing old water and restocking with fresh water is a top priority since
the water tends to get stale after just a couple of weeks.
HYDROPONICS LABS A & B
TheFarStar has two large hydroponics labs for growing fruit, vegetables, and other
essential plants. The harvested vegetables are a nice change from preserved concentrates
and they help extend the FarStar's limited provisions. The hydroponics labs are
assigned two part-time duty posts (each) and the three J9 Roche worker droids have also
been assigned here.
The labs are filled with watering pipes and growth lamps. Lab A is designed to simulate
temperate conditions, while lab B simulates warmer, wetter tropical zones. The droids are
capable of actually running the bays entirely by themselves, but the technicians oversee
and direct the work.
LOWER WEAPONS DECK
SENSOR SUITE
Like the upper sensor suite (on the upper weapons deck), this is a small, cramped room but
it is staffed by only one sensor/communications technician.
The lower sensor suite has very sensitive sensor arrays which tie into the upper sensor
suite's readings; in effect, these sensors provide the ship's focus mode (in game terms).
However, the upper sensor suite must be fully manned and operational to use this mode.
This sensor suite also provides targeting data for the ship's weapon systems (if this
station is not manned, increase the difficulty of all turbolaser attacks by +5).
Finally, this station houses the FarStar's communications arrays, including the
comms and subspace transceiver arrays. While most communications are patched into the
communications system in the communications room and the command center, this array must
be manned for the communications to be sent out properly.
BELLY HOLD
This hold is used to store additional food (at standard room temperatures), as well as
spare sensor and turbolaser components. R-97 has an SE4 servant droid to keep things
orderly. More survival suits and tents, basic shipboard supplies, X-wing and shuttle
components and a seemingly random collection of other goods are stored here. If a given
cargo hold is out of a certain item, there is a good chance that a few more
"spares" are waiting to be found in a buried crate in this hold.
FORWARD LOWER HOLD
The forward lower hold is also used for bulk food storage; an SE-4 servant droid is here
at all times. It also contains additional equipment for the hydroponics labs: growth
lamps, piping and even seeds are stored here. There are spare water pumps, gravity
generator parts, and heat exchangers for use in the environmental control areas. A small
corner of this hold is also used for spare extra droid parts: several old and battered R3
astromechs are here in various stages of disassembly.
TURBOLASER
This turbolaser turret is essentially the same as the large turbolaser turret on the upper
weapons deck. There is a full-time gunnery post, with the gunner's bay inside the turret.
The two technicians posts are amid decks, midway between deck four and the lower weapons
deck. The two technicians are assigned to the turret during alert situations, and they are
responsible for systems monitoring and power allocation for both this turbolaser turret
and the two port turbolasers on deck one.
ESCAPE PODS (8)
Each escape pod carries four people but is otherwise identical in function to the
lifeboats. Like the other lifeboats, each escape pod carries three weeks worth of supplies
for its passengers.