Starship Upgrades

From “Age of Rebellion”

Advanced Targeting Array

Advanced targeting arrays use sophisticated holo-imaging to present a pilot or gunner a detailed, three dimensional view of his target. Installation of an ATA increases the accuracy of a ship’s weapons, and allows gunners to get more shots on target, increasing their effectiveness in combat.

Models Include Taim & Bak LR-375a Sureshot Advanced Targeting Array, Fabritech KR-770 “Sharpshooter” Targeting Computer, Koensayr Manufacturing 840.z Holo-Targeting Suite
Base ModifiersUpgrades the Ability of Gunnery checks when firing mounted weapons by 1.
Modification Options 1 Additional upgrade Mod, 1 Innate Talent (Sniper Shot) Mod, 1 Innate Talent (True Aim) Mod
Hard Points Required 1
Price/Rarity 4,000 credits/4

Electronic Countermeasures Suite

Designed to blind and deafen enemy ships, an electronic countermeasures suite transmits a dense stream of white noise and junk data that fogs sensors and jams comms traffic within close range of the broadcasting ship. This may be applied to all starships and vehicles.

Models Include Fabritech 995 Stormcloud ECM Suite, Miradyne 4x-Phantom Short-Range Sensor Jammer (starfighters only), KDY 220-SIG Tactical Combat Jammer (capital ships only)
Base Modifiers Blocks all sensors within range, counting the ship or vehicle’s silhouette as 1 smaller when attacked. Immediately notifies all ships in a star system, or within 100 kilometers if planetside, of the ship or vehicle’s existence.
Modification Options 1 Increase difficulty by 1 when making subsequent attacks with the Guide quality Mod.
Hard Points Required 1
Price/Rarity 3,000 credits/6

Enhanced Carbon-Durasteel Armor

Produced by numerous starship manufacturers, these armor plates are made from a complex lattice of carbon nanotubes embedded with spun threads of durasteel. This modification may be applied to all starships and vehicles.

Models Include Ferro-Magnesium Armor Plate, Cerro-Ablative Sheets
Base Modifiers Adds 1 point to starship armor and reduces starship handling by 1.
Modification Options None
Hard Points Required 2
Price/Rarity 2,000 credits per point of starship or vehicle silhouette/3

High-Output Ion Turbine

Upgraded engines increase a ship or vehicle’s raw straight-line speed at the cost of lower reliability. This modification may be added to any ship or vehicle.

Models Include Girodyne Ter40 High-Output Ion Turbine, Sienar Fleet Systems SFS-220 Ion Drives, Koensayr Manufacturing 4800 Ion Ramjet
Base Modifiers Adds 1 point to a ship’s speed and reduces system strain threshold by 1
Modification Options None
Hard Points Required 1
Price/Rarity 5,300 credits/5

Hydraulic Control Circuits

Common on ships used by the Rebel Alliance, hydraulic control circuits are a throwback to an earlier era of shipbuilding. Instead of using traditional conductive material pressed into composite wafer boards to transfer electromagnetic energy, HCCs use countless, near microscopic transparisteel tubes full of highly conductive liquid metals similar in its composition to mercury. Held under pressure and regulated by a series of valves, this metal controls the flow of energy. This can be added to non-fighter starships.

Models Include Corellian Engingeering Corporation Hyrdaulic Control Circuits, Santhe/Sienar Hardened Circuitry, Fabritech Insulated Circuitry
Base Modifiers Ships equipped with these attachments suffer half damage from weapons possessing the Ion quality after damage is reduced by armor. When installed, reduce handling and system strain threshold by 1.
Modification Options 1 Defender chooses ship component effected by Ion weapon quality, as opposed to the attacker Mod, 1 Increase system strain threshold by 1 Mod
Hard Points Required 2
Price/Rarity 1,000 Credits/7

Hyperdrive Generator

Upgraded hyperdrive generators increase a vessel’s speed through hyperspace, allowing it to complete journeys in a fraction of the time.

Models Include Isu-Sim SSSP05 Hypderdrive Generator, SFS S/ig-30 Hypderdrive System, KDY JumpStar Hypderdrive Generator
Base Modifiers Reduces a ship’s hyperdrive class by 1 to a minimum of 1.
Modification Options 2 Reduce hypersace rating by 1 to a minimum of .5 Mods
Hard Points Required 1
Price/Rarity 6,400 credits/4

Reinforced Shield Generator
A good defense is crucial to keeping Rebel starships fighting the good fight. Hardened shields upgrade a ship’s stock particle and ray shielding to make them stronger and to make the shields easier to manage.

Models Include KDY 880 Palisade Shield Generator, Phoah-Kingsmeyer 721a AEGIS Shield Generators, Sienar SH-2/a.Z Shield Reinforcement
Base Modifiers 1 additional point of defense to one defense zone of choice.
Modification Options 2 One additional point of defense to one defense zone of choice Mods
Hard Points Required 2
Price/Rarity 3,800 credits/5

Upgraded Comms Array

Upgraded comm systems are powerful subspace comms arrays that can be fitted to most ships in the galaxy.

Models Include Chedak Communications Frequency Agile Subspace Transceiver (FAST), SFS Ranger Long Range Transceiver, Fabritech 44Q/r Multi-Band Transceiver
Base Modifiers Increases the range of shipboard communications by 1 range band.
Modification Options 2 One additional range band Mods
Hard Points Required 1
Price/Rarity 4,800 credits/6

Upgraded Weapons

This upgrade reflects the simple act of mounting more or heavier weapons on a starship or vehicle. When replacing an existing weapon on the ship, the new weapon has the same firing arc as the original. When adding a new weapon to a new location on the ship, the GM must decide what firing arc makes the most sense.

Base Modifiers See Table 7-17 on page 287 (Until I remake it here….)
Modification Options None
Hard Points Required 0 if replacing an existing system. 1 if adding a new weapon system. Weapon systems combining two or more weapons always cost 1 hard point, even if replacing an existing system.
Price/Rarity Varies

From AoR: Stay on Target

Hardened Circuits

The demands put on a ship or vehicle’s electrical system, both by the systems connected to it and by daily wear-and-tear, are enormous. Anything that draws power from a ship or vehicle’s reactor, from the pilot’s datapad charged to the onboard weapon systems, puts strain on every cable, every breaker, every bus plate between the system and the power source. Hardened circuits covers a variety of electrical transmission gear that, when installed, improve a vehicle or ship’s power system and allow it to handle heavier than-normal power loads.

Models Include Santhe/Sienar Model 40 Heavy Duty Dielectric Power Bus, Fabritech Triple-Phase Thermal-Magnetic Circuit Breakers, Corellian Engineering Corporation SF/6 Hybrid Switchgear Module
Base ModifiersAdds 2 Additional points of system strain threshold.
Modification Options 2 One additional point of system strain threshold Mods.
Hard Points Required 2
Price/Rarity 4,500 credits/5

Hull/Keel Reinforcement

Even the cheapest, most unreliable starships are durable items built to withstand incredible amounts of abuse heaped on them by decades in space. Hull or keel reinforcement is an easy way to improve a vehicle or vessel’s durability. Extremely old vessels, such as most of those fielded by the Rebel Alliance, can also benefit from a hull or keel reinforcement by shoring up damaged or fatigued hull members and adding support bracing at strategic locations.

Models Include Various models.
Base Modifiers Adds 2 additional points of hull trauma threshold.
Modification Options 2 One additional point of hull trauma threshold Mods
Hard Points Required 2
Price/Rarity 2,500 credits per point of silhouette/4

Physical Countermeasures

Like electronic countermeasures, physical countermeasures are designed to fool scanners and make a ship or vehicle harder to hit. Whereas electronic countermeasures affect an opposing ship or vehicle’s sensors, physical countermeasures are specifically designed to help a ship or vehicle evade incoming missiles or torpedoes. Countermeasures come in three basic varieties—chaff, flares, and anti-warhead missile pods. Chaff is a collection of small, highly reflective alloy streamers packed into a tub with a small explosive charge. When detonated, the chaff tube creates a cloud of glittering shrapnel that clouds detection systems and confuses most basic missile guidance systems. Flares are deployed in groups from special launchers, and consist of small incendiary devices that mimic heat produced by a ship or vehicle’s engines, fooling incoming missiles into following the super-hot flare instead of the vehicle. Anti-warhead missile pods are similar to flares, but they fire a cluster of small, low-yield missiles designed to intercept and destroy incoming ordinance.

While any ship equipped with physical countermeasures carries enough to get them through most encounters, engaging in a long, drawn-out fight can quickly deplete a launcher’s store of countermeasures. Game Masters may spend 2 Advantage or 1 Triumph on Gunnery checks made using missiles, rockets, or torpedoes targeting the starship to cause a countermeasure launcher to run out of its load of flares, chaff, or anti-warhead missiles, effectively disabling it until the end of the encounter.

Models Include Loronar Defense Industries A4M “Pepperbox” anti-warhead micro-missile pack, Oriolanis Defense Systems XM-130 chaff disepnser, Conner Ship Systems MJU-9G “Pheonix” Flare Dispenser
Base Modifiers Adds 1 Setback to all Gunnery checks made by using missiles, rockets, or torpedoes targeting the starship.
Modification Options1 Add 1 Setback to all Gunnery checks made using missiles, rockets, or torpedoes targeting the starship Mod, 1 Increase difficulty by 1 when making checks triggered by the Guided quality Mod.
Hard Points Required 1
Price/Rarity 2,200 Credits/4

Ram Attachment

For the most part, collisions with other ships, vehicles. or obstacles are to be avoided at all costs. There are times, however, when a desperate situation calls for a desperate measure and a pilot or drive must use his vehicle as a weapon. A number of bolt-on accessories for ships and vehicles are produced by major vehicle manufacturers that protect and reinforce prows or forward sections against collisions. Items such as bantha bars, sloped fenders known colloquially as “nerfcatchers,” and custom-fit reinforced hull plating are all examples of the rich after market dedicated to protecting a vehicle in case of collision.

Models Include Various models.
Base Modifiers Treats the starship or vehicle’s defense as 2 higher when instigating a collision.
Modification Options 2 Treat defense as 1 higher when instigating a collision Mod
Hard Points Required 2
Price/Rarity 6,500 credits/3

Slave Circuit

An old shipbuilding technology, perfected millennia ago, slave circuits allow ship owners to operate their ships, or various systems within their ships, via remote control. Occasionally referred to as the “Electronic Co-Pilot” or “Instant Backseater,” slave circuits run all of a ship’s systems through a central system bus that can be activated and deactivated via voice command through a comlink-device called a “beckon call.” Basic slave rigs allow a user to remotely activate a ship’s systems and bring it to complete operational readiness, or to shut those systems down and lock out all users until a security code is entered. More advanced models allow the user to call the ship to his present location, and even allow it to fight its way there with moderate success. While popular in many circles, slave circuits are often mistrusted by ship owners.

Models Include Corellian Engineering Corporation “Savant” Ship Slave Rig, Incom ST-9x “Backseater” Starfighter Slave System
Base Modifiers Allows a ship or vehicle to be activated and brought to readiness or deactivated and put into lock-down by remote control.
Modifcation Options1 allows a ship or vehicle to move to the owner’s location with an appropriate piloting skill equal to the owner’s Mod. 1 allows a ship or vehicle to use its onboard weapon systems autonomously with a skill equal to the owner’s Mod.
Hard Points Required 1
Price/Rarity 10,000 credits/2

From Edge of the Empire

Excluding Already Discussed Upgrades

Smuggling Compartments

These are concealed compartments installed in starships, especially freighters and transports, for the transportation of contraband. used to hide goods and occasionally people from prying eyes, they are incredibly hard to spot. Common places for smuggling compartments are beneath deck plates, behind heavy equipment, or in a thousand other bolt-holes throughout a vessel. This may be added to any ship or vehicle with an encumbrance capacity of 25 or more.

Models Include None
Base Modifiers Stores items up to 25 Encumbrance per compartment. This still counts as part of the total encumbrance threshold of a ship. Increases difficulty of checks made to find any compartment by +2.
Modifcation Options 2 Additonal (25 Encumbrance) Mods.
Hard Points Required 1
Price/Rarity® 1,200 credits/1

From EoE: Special Modifications

All-Terrain Legs

These are legs. Legs for your ship. Do you really want legs on your ship?

Models Include Kuat Drive Yards KR-2 “Crab” Auxiliary Locomotion Unit, Alto Industries Variable Combat Kit
Base Modifiers As a maneuver, the pilot may shift the vehicle into or out of walker mode. While in walker mode, the vehicle operates as a walker (and thus uses Piloting[Planetary] skill if it did not already), and the vehicle’s maximum speed is reduced to 2 if it was higher. Walker mode can only be employed in appropriate terrain, as determined by the GM.
Modifications Options 2 Remove 1 Setback from Pilot[Planetary] checks due to difficult terrain Mods, 2 Remove 1 Setback from Gunnery checks due to cover or terrain Mods.
Hard Points Required 2
Price/Rarity 3000 credits per point of silhouette/5

Amphibious Modification

Under the sea! Life can be better, down where it’s wetter, Under the sea!

Models Include Various Custom Models
Base Modifiers Vehicle can operate underwater without penalty
Modification Options None
Hard Points Required 1
Price 1000 credits per Silhouette/5

Decoy Buoy

A favorite of scoundrels and pirates, decoy buoys are often devices cobbled together from salvaged parts, including transponders and comm systems. Although it might visually resemble nothing so much as a cylinder—or amalgamation of scrap parts—a meter or so across, a well-constructed decoy buoy is capable of fooling senors at a distance. The buoy transmits a transponder signal, emits ion streams, and outputs other data and signals associated with starships. This attachment can be applied to any starship.

Models Include Numerous customer variants
Base Modifiers A decoy buoy can be jettisoned as an action. The buoy appears to sensors to be a ship, and it can be programmed with a specific transponder signal with a Hard Computers check. In addition, the buoy can be set to transmit a distress signal or other data. A character operating a ship’s sensors can make a Hard Computers check to identify that a buoy is not an actual ship. After the buoy is jettisoned, it no longer counts as being attached to the ship until reattached.
Modification Options 2 Add 1 Setback to Computers checks to identify the buoy Mods.
Hard Points Required 0
Price® 5,000 Credits/5

Encrypted Computer

A skilled Slicer knows how to protect a computer system from others skilled in electronic skullduggery, and is likely to take steps to do just that. Whether consisting of modifications and programming by a crew member or of specialized software purchased on the black market, encrypted systems can protect a ship against slicing attacks at port and during battle. In addition to preventing catastrophes during skirmishes, the extra security is of great use to any group that wants to keep its data private. This attachment can be applied to any vehicle or starship.

Models Include Numerous custom variants
Base Modifiers Upgrade the difficulty of all Computers checks made to slice the ship’s computer systems once.
Modification Options 2 Adds 1 Setback to Computers checks made to slice the ship’s computer systems Mods.
Hard Points Required 0
Price 1000 credits/6

Enhanced Hyperspace Shields

Few things are more dangerous to a ship than colliding with a mass shadow in hyperspace. Although all ships are equipped with sensors intended to detect a mass shadow and automatically drop the ship out of hyperspace, such systems are not infallible. As an added level of protection, some engineers modify a vessel with enhanced particle shields designed to potentially save a ship from complete destruction in case of a hyperspace collision. Many captains consider the drain on ship resources and the cost to be too great for additional protection against such a rare event, but these systems save lives. This attachment can be applied to any starship with a hypderdrive.

Models Include KDY PR-2 Enhanced Particle Shielding, numerous custom variants
Base Modifiers Downgrade the difficulty of Astrogation checks to navigate this ship through hyperspace once.
Modifications Options 2 Remove 1 Setback from Astrogation checks to navigate this ship through hyperspace once Mods.
Hard Points Required 1
Price/Rarity 4000 credits/5

Gunner Droid Brain

Much more than a simple targeting computer, a specialized droid brain can be installed on a ship to operate its weapons independently or assist a sentient gunner. Although GoCorp’s CD-14 model continues to prove popular with Technicians who want their ship to defend itself when necessary, some users complain of the droid’s overly hostile and antagonistic behavior. GoCorp continues to deny rumors of so-called “unanticipated activations.” This attachment can be applied to any vehicle or starship.

Models Include GoCorp CD-14c
Base Modifiers Droid brain can perform Gunnery checks for vehicle with a Gunnery skill of 2 and an Agility of 0. Although a droid brain can be connectd to more than one weapon system, it is still limited to one action per turn.
Modification Options 2 Increase the droid brain’s Gunner skill by 1 Mods.
Hard Points Required 0
Price/Rarity 7000 credits/6

Laser Focusing Array

Laser cannons are the mainstay weapons of many ships, and manufacturers constantly compete to outdo each other in their products’ power, accuracy, and rate of fire. As well as consistently bringing new models to market, some manufacturers produce after-market upgrades to improve performance. Of course, many Technicians find their own ways to improve weapons systems though—often dangerously—tinkering.

Models Include Taim & Bak G-1 Enhanced Laser Focusing Array, Loronar Corporation Mk. III Optimized Galven Coils
Base Modifiers Add automatic 1 Advantage to combat checks made with the ship’s laser cannons and turbolasers
Modification Options None
Hard Points Required 2
Price 3,000 per laser weapon enhanced/6

Overcharged Ion Engines

People living on the fringes of galactic society—and those involved in criminal pursuits, in particular—often need to move quickly when things turn bad. Overcharged ion engines allow a ship to accelerate more quickly, but tend to be damaging to ship systems over time. Many shipwrights view the use of such modifications as mistreatment of their works, but some pilots swear by the edge it gives them. This attachment can be applied to any starship of silhouette 3 or smaller.

Models Include Gallofree Yards Option-3 Acceleration Optimizer, Various Custom Models.
Base Modifiers Increase vehicle’s speed by 1, decrease handling by 1.
Modification Options 1 Innate Talent (Short Cut) Mod, 1 Innate Talent (Tricky Target) Mod
Hard Points Required 3
Price 9500 Credits/4

Pseudo-Cloaking Device

While true cloaking device are all but unheard of and limited to capital ships, so called “pseudo-cloaks” incorporate an array of electronic masking devices and countermeasures to render a ship almost invisible to sensors. However, such devices have no visual effect, limiting their usefulness in close-range engagements.

Models Include Fabritech Gx-3 Sensor Screen, Sienar Intelligence Systems Electronic Masking System
Base Modifiers Increase the difficulty of checks to detect the ship with sensors by two. Upgrade the difficulty of all combat checks against the ship at Short ranger or further away once.
Modification Options 2 Add 1 Setback to combat checks targeting ship at Short range or further away Mods.
Hard Points Required 1
Price®12000 Credits/8

Secondary Transponder

Although it is possible to modify a ship’s transponder signal, doing so is either easily detected or risks damaging the engines, depending on the method used. Mounting a secondary transponder to the engine is a one-time modification that allows the ship’s crew to thereafter switch between two identities. When activated, the secondary transponder overrides the data signal from the ship’s primary transponder, while also generating an energy signature that disguises the activity of the ship’s engine (these are the two parts of a transponder signal.) The cost of this attachment includes a false or stolen identity in Bureau of Ships and Services (BoSS) records.

Models Include Various illicit models
Base Modifiers The ship’s crew can switch over to the secondary transponder with an action and an Average Computers check. At the time of installation, the players and GM should determine the name and other details of the false identity. Because the ship’s engine signature is part of the identifying information, the false identity must be of the same class of ship and preferably of a similar model. An observer who scans the ship can detect discrepancies indicating the presence of a secondary transponder with a Daunting Computers check.
Modification Options 1 Activate the secondary transponder as a maneuver Mod, 3 Add one additional ship identity Mods
Hard Points Required 1
Price®20,000 Credits/7

Security Measures

There are few things to befall a ship owner more dreaded than to have a craft disappear from an unsecured landing pad. Even aside from the threat of theft, there are many reasons why a crew might want to keep uninvited guests off their ship while it’s unattended—especially for any crew engaged in less-than-legal pursuits. Upgraded mag-locks, decoy control panels, reinforced hatches, and enhanced security protocols can ensure that a ship goes undisturbed while at port.

Models Include Corellian Engineering Corporation SecurePro, Kuat Drive Yards LockDown Plus
Base Modifiers Upgrade the difficulty of Computers and Skulduggery checks made to gain unauthorized access to the ship twice.
Modification Options 2 Add 1 Setback to Computers and Skulduggery checks made to gain unauthorized access to the ship Mods.
Hard Points Required 0
Price 500 Credits per point of Silhouette/4

Slicing Computer

Although most starships include sophisticated computers and comm equipment capable of slicing into the systems of enemy vessels, such electronic warfare tactics are usually overlooked in favor of more conventional attacks. However, some crews undertake efforts to upgrade their on-board systems for precisely this kind of work. With the right equipment and software, a skilled computer expert can become on of the most valuable crew members in a space battle. Many Technicians continue to tinker with and add to the ship’s computer systems over time, sometimes to the confusion and frustration of other crew.

Models Include Various custom models
Base Modifiers Counts as slicer gear that can be used by one passenger. Add automatic 1 Advantage to Computers checks made to slice enemy ships’ systems.
Modification Options 2 Innate Talent (Codebreaker) Mods, 1 Innate Talent (Defensive Slicing) Mod
Hard Points Required 1
Price 5000 credits/6

Starship Upgrades

Star Wars RPG: The Jedi Search ShawnLewis