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Modifying Equipment

Smugglers, bounty hunters, pirates, and mercenaries are never content with the shape of their ship and are constantly rigging the systems for quicker responses or upping the power of the weapons and shields. Few ships are left in their normal condition and almost any used ship the characters purchase is bound to be modified to some extent. Modifying a ship is tricky work and messing up could hurt the ship instead of helping it. Following are simple rules to modifying your ships and vehicles. The rules apply for both my modified rules and the official rules. A character may pay a mechanic to perform these tasks for him but the cost is doubled.

Starships

All starship modifications use a repair:starships check if you use my house rules.

Hyperdrive: Many smugglers want faster hyperdrives so they are able to get their loads from one place to another faster and take on another load. Increasing the speed of a hyperdrive is costly and dangerous. To decrease a hyperdrive’s speed below 1 requires a mechanic with repair skill of over 15 ranks. A failure to modify the hyperdrive results in a 50% failure rate of the hyperdrive until it is fixed which requires a repair check with DC of 15. A Hyperdrive must be changed one multiplier at a time.
Change / Cost / DC
x4-x3 / 1000 / 13
x3-x2 / 2000 / 15
x2-x1 / 4000 / 19
x1-x1/2 / 8000 / 25

Speed: Speed is important in a fight and many ships have faster ships so they can track down their enemies or escape them. Increasing speed is difficult and costly. Modifying official speed is fairly simple. Modifying my house rules speed is more difficult and the total speed upgrade is 5. When a repair roll is failed the ship suffers a -1 penalty to speed for 2 weeks or until a repair check is made with a DC of 13.
Change / Cost / DC
Cruising-Attack / 3000 / 13
Attack-Ramming / 4000 / 16
+1 / 1000 / 12
+2 / 1500 / 14
+3 / 2500 / 16
+4 / 3500 / 18
+5 / 4500 / 20

Defense: Increasing Defense is a fairly simple, but expensive, proposition. Many ships that see lots of combat or fly in dangerous areas have improved defense to protect them from the many hazards. Increasing Defense is done automatically. Defense can only be increased by 5. For every increase of one it costs two thousand credits.

Shields: Shields are a difficult system to work with but are not that expensive to fix-up. Most ships have increased shields. A failed repair roll shuts the shields down until they are fixed with a repair check with a DC of 16. The shield point total can only be increased by a maximum of 50 points. Adding 5 points costs one thousand credits and requires a repair check with DC of 15 for each additional 5 points attempted at a time add 2 to the DC.

Hull: Increasing a ships hull is very easy and only requires the mechanic to weld extra bulkheads onto the ship. A ships hull points may be doubled from original. Every 10 hull points costs 3000 credits. Damage Reduction: Increasing a ships Damage Reduction is a simple task and is similar to increasing a ships hull points. A ships Damage Reduction Rating may be increased by a total of 5 points. A failed repair check decreases the ships Damage Reduction Rating by one.
Change / Cost / DC
+1 / 1000 / 10
+2 / 1500 / 13
+3 / 2500 / 15
+4 / 3500 / 16
+5 / 4500 / 18

Maneuver: Increasing a ships maneuver rating is fairly easy but making a mistake is very bad for the ship. Many smuggler ships have increased maneuverability to better avoid being captured by authorities. A ships maneuver may only be increased by a maximum of 3. Failing a repair check decreases a ships maneuverability by 1.
Change / Cost / DC
+1 / 1000 / 14
+2 / 1500 / 16
+3 / 2500 / 18

Starship Weapons

All weapon modifications require a repair:weapons check using my house rules.

Fire Control: Increasing a weapons fire control is a very useful upgrade and is not difficult if you know what you are doing. Modifying a ships fire control requires the mechanic to make the weapons platform more stable or adding a better targeting system. A weapon’s fire control may only be increased by a total of 3.
Change / Cost / DC
+1 / 500 / 14
+2 / 750 / 16
+3 / 1250 / 17

Damage Dice: Many pirates and bounty hunters modify their weapons so that they add an extra punch to their shots. Modifying weapons is chancy and can cause the weapons to backfire. A weapon can gain up to 3 additional dice of damage. Failing a repair check causes the weapon to short until a repair check with DC of 12 is made.
Die Increase / Cost / DC
+1 / 1000 / 12
+2 / 1750 / 15
+3 / 2500 / 18

Damage Multiplier: For an even greater punch some bounty hunters and mercenaries hook their weapons up to a larger generator allowing an even greater flow of energy into the weapons and given them heavy fire power. This often overloads the weapons cooling system and limits the fire rate of the weapon but the greater damage often makes it worth it. Failing a repair check causes the weapon’s fan to blow and costs 500 credits to fix and a repair check with DC of 15. When using a modified weapon it must rest one round after being fired more than twice in a round. A weapon’s modifier may only be increased once.
Increase / Cost / DC
0-x1 / 1000 / 13
x1-x2 / 2500 / 15
x2-x3 / 4000 / 17
x3-x4 / 6000 / 19
x4-x5 / 8000 / 21
x5-x6 / 10000 / 23

Range: Increasing the range of weapons is cheap but doesn’t provide a great bonus to the weapon’s performance. Fighters appreciate this upgrade but many larger ships will barely notice the difference. Each range modifier may be increased by a total of two. Each +1 bonus costs 500 credits and requires a repair check with a DC of 10.

Vehicles

All weapon modifications require a repair:vehicles check using my house rules.

Speed: A vehicles speed is a delicate thing to mess with but the improvements are cheap and very useful. Failing a repair check causes the engine to break down until a repair check with a DC of 16 is made. A vehicles speed may be increased by a total of 10m.
Increase / Cost / DC
+2m / 500 / 12
+4m / 750 / 14
+6m / 1000 / 16
+8m / 1250 / 18
+10m / 1500 / 20

Defense: Increasing Defense is a fairly simple, but expensive, proposition. Many vehicles that see lots of combat or operate in dangerous areas have improved defense to protect them from the many hazards. Increasing Defense is done automatically. Defense can only be increased by 5. For every increase of one it costs one thousand credits.

Hull Points: A vehicles hull is very similar to a spaceships and adding some heavier metal on it provides a stronger frame for the vehicle. A vehicles hull points may be doubled and every 5 hull points costs 1000 credits.

Damage Reduction: A vehicles Damage Reduction Rating can be increased by using a better quality of metal in the hull. A vehicle’s Damage Reduction Rating may be increased by a total of 5 points. A failed repair check decreases the ships Damage Reduction Rating by one.
Change / Cost / DC
+1 / 1000 / 10
+2 / 1500 / 13
+3 / 2500 / 15
+4 / 3500 / 16
+5 / 4500 / 18

Vehicle Weapons

All weapon modifications require a repair:weapons check using my house rules.

Fire Control: Increasing a weapons fire control is a very useful upgrade and is not difficult if you know what you are doing. Modifying a ships fire control requires the mechanic to make the weapons platform more stable or adding a better targeting system. A weapon’s fire control may only be increased by a total of 3.
Change / Cost / DC
+1 / 500 / 14
+2 / 750 / 16
+3 / 1250 / 17

Damage Dice: Many pirates and bounty hunters modify their weapons so that they add an extra punch to their shots. Modifying weapons is chancy and can cause the weapons to backfire. A weapon can gain up to 3 additional dice of damage. Failing a repair check causes the weapon to short until a repair check with DC of 12 is made.
Die Increase / Cost / DC
+1 / 1000 / 12
+2 / 1750 / 15
+3 / 2500 / 18

Range: A weapon’s range is fairly easy to increase it just requires that the weapon gain a larger amount of energy to create a stronger laser shot. Failing a repair roll causes the weapon to lose 5m of range. A weapon’s range can only be increased by a total of 20m.
Increase / Cost / DC
+4m / 500 / 10
+8m / 750 / 12
+12m / 1250 / 15
+16m / 1500 / 17
+20m / 1750 / 19

Personal Weapons

All weapon modifications require a repair:weapons check using my house rules.
Damage Dice: Many pirates and bounty hunters modify their weapons so that they add an extra punch to their shots. Modifying weapons is chancy and can cause the weapons to backfire. A weapon can gain up to 3 additional dice of damage. Failing a repair check causes the weapon to short until a repair check with DC of 12 is made.
Die Increase / Cost / DC
+1 / 300 / 12
+2 / 500 / 15
+3 / 750 / 18

Range: A weapon’s range is fairly easy to increase it just requires that the weapon gain a larger amount of energy to create a stronger laser shot. Failing a repair roll causes the weapon to lose 5m of range. A weapon’s range can only be increased by a total of 20m.
Increase / Cost / DC
+2m / 100 / 10
+4m / 150 / 12
+6m / 200 / 15
+8m / 300 / 17
+10m / 450 / 19

Critical: Increasing a weapon’s critical range requires that the mechanic focus the laser beam very tightly so it’s power arrives close together. Increasing a weapon’s critical range is difficult and expensive. Failing a repair roll causes the weapon’s parts to fuse and destroys the weapon. A weapon’s critical range can only be increased by two.
Minimum / Cost / DC
20-19 / 500 / 16
19-18 / 1000 / 18
18-17 / 1500 / 20
17-16 / 2250 / 25