Accessories include any systems that do not fall under one of the previous categories. They add functions or improve existing systems on a vehicle, making them more capable and efficient.
| System | Emplacement Points | Availability | Size Restriction | Cost |
|---|---|---|---|---|
| Added Power Couplings +1 | 0 | – | None | 20,000 Credits Base |
| Added Power Couplings +2 | 0 | – | None | 50,000 Credits Base |
| Added Power Couplings +3 | 0 | – | None | 100,000 Credits Base |
| Amphibious Seals | 2 | – | None | 8,000 Credits Base |
| Anti-Boarding Systems | 5 | Military | Colossal or larger | 20,000 Credits Base |
| Automated Repair Systems | 1 | – | Colossal or larger | 10,000 Credits Base |
| Auxiliary Generators +2 | 2 | – | None | 4,000 Credits Base |
| Auxiliary Generators +4 | 3 | – | Gargantuan or larger | 10,000 Credits Base |
| Auxiliary Generators +6 | 4 | – | Colossal or larger | 20,000 Credits Base |
| Backup Battery | 0 | – | None | 10,000 Credits Base |
| Cargo Jettison System | 1 | – | None | 2,000 Credits Base |
| Cargo Pod, Light | 0 | – | Gargantuan or larger | 1,000 Credits Base |
| Cargo Pod, Medium | 1 | – | Colossal or larger | 2,000 Credits Base |
| Cargo Pod, Heavy | 2 | – | Colossal (frigate) or larger | 3,000 Credits Base |
| Cockpit Ejection System | 2 | – | Colossal or smaller | 16,000 Credits |
| Command & Control Co-Processor | 1 | Licensed | – | 100,000 Credits |
| Command & Control Mining Co-Processor | 1 | – | – | 50,000 Deep One Nodules |
| Cotterdam | 1 | – | Colossal or larger | 6,000 Credits |
| Cryogenic Chambers | 2 | – | Colossal or larger | 1,000 Credits Base |
| Docking Clamp | 1 | – | Colossal (frigate) or larger | 4,000 Credits Base |
| Drone Bay | 1 | Licensed | Colossal or smaller | 10,000 Credits Base |
| Extended Range | 2 | – | None | 200 Credits Base |
| Fuel Converters | 1 | – | Colossal or larger | 4,800 Credits Base |
| Hangar Bay | 8 | – | Colossal (frigate) or larger (usually) | 20 Credits Base |
| Hardpoints | 1 | Licensed | None | 1,000 Credits |
| Holding Cells (25% of Passengers) | 1 | Military | None | 2,000 Credits Base |
| Holding cells (50% of Passengers) | 2 | Military | None | 4,000 Credits Base |
| Holding cells (75% of Passengers) | 4 | Military | None | 10,000 Credits Base |
| Interrogation Chamber | 0 | Illegal | Colossal or larger | 20,000 Credits |
| Luxury Upgrade, Basic | 1 | – | – | 20,000 Credits Base |
| Luxury Upgrade, Advanced | 1 | – | – | 40,000 Credits Base |
| Luxury Upgrade, Extreme | 1 | – | – | 100,000 Credits Base |
| Medical Suite | 1 | – | Colossal or larger | 6,000 Credits Base |
| Passenger Seating | 1 | – | – | 400 Credits Base |
| Passenger Quarters | 10 | – | Colossal or larger | 1,000 Credits Base |
| Personalized Controls | 0 | – | Colossal or smaller | 1,000 Credits |
| Plasma Punch | 1 | Military | Colossal or larger | 50,000 Credits |
| Reinforced Keel | 2 | – | Gargantuan or larger | 8,000 Credits Base |
| Security Bracing | 2 | – | Gargantuan or larger | 4,000 Credits Base |
| Self-Aware | 0 | – | – | 500 Credits Base (see description) |
| Sensor Array Computer +2 | 1 | – | None | 10,000 Credits Base |
| Sensor Array Computer +4 | 2 | – | None | 50,000 Credits Base |
| Sensor Array Computer +6 | 3 | Licensed | None | 100,000 Credits Base |
| Sensor Baffling | 0 | Military | None | 40,000 Credits Base |
| Sensor Decoy | 1 | – | None | 4,000 Credits Base |
| Sensor Enhancement Package | 1 | – | – | 30,000 Credits Base |
| Sensor Masking | 1 | Illegal | Gargantuan or larger | 300,000 Credits Base |
| Towing Cable | 1 | – | – | 4,000 Credits Base |
| Workshop | 1 | – | Gargantuan or larger | 3,000 Credits Base |
Added Power Couplings
While some starship’s emplacement points are limited by physical space, typically it is the power demands of additional systems that limit modifications to a craft. In order to keep ships within acceptable safety margins, most manufacturers install fewer power couplings than the generators are actually capable of accommodating. By installing additional power couplings, a vehicle is able to tap into that otherwise unrealized potential. Added power couplings give a vehicle a +1, +2, or +3 bonus to its total available emplacement points.
Amphibious Seals
Amphibious seals allow a starship to function as a submarine. This unusual modification is popular with scout ships, and vehicles designed for covert military operations.
By redesigning a ship’s seals to handle high exterior pressure and ensure that no venting allows water into engines, heat sinks, or weapon ports, starships can function well underwater. They are slow, with a swim speed of only one-half their fly rate (minimum 1 square movement) and a maximum underwater velocity of only one-tenth their atmospheric velocity. However, they might escape detection underwater.
If a starship is normally able to land on the surface of a planet, adding amphibious seals adds the ability to land safely in any body of water large enough to accommodate it. This can be useful when exploring planets without spaceport facilities.
Anti-Boarding Systems
Anti-boarding systems are a series of cameras, blast doors, and weapons placed throughout a starship, assisting the ship’s crew in combating unwanted visitors without directly exposing themselves. Each anti-boarding security checkpoint (a CL 4 hazard when active) includes the following:
Light blast door: DR 10, 250 HP, damage threshold 35, Strength 40, break DC 60, Mechanics DC 25 to disable device.
Security camera: Allows any authorized user to make Perception checks into the area (even when sealed).
Gun turret: Remotely operated slugthrower turret. Reflex defense 10, DR 10, 20 HP, Attack +5, 2d8 ballistic damage, autofire capable, belt-fed ammo, capacity: 250 rounds.
All vital locations (bridge/cockpit, main engineer, gunnery stations, airlocks, docking rings, and so forth) have a security checkpoint at each entrance. In addition, each section of corridor at least 10 squares (15 meters) long and each room at least 4 squares by 4 squares (6 meters by 6 meters) in size will also have a security checkpoint. Normally, the system is programmed to recognize crewmembers as friendly so they won’t be attacked.
Although anti-boarding systems are normally controlled by the ship’s system operator, any character with administrator access (that is, to whom the ship’s computer has an attitude of helpful) can activate or deactivate the system as a routine command. As with other computers, the Will Defense of a starship’s computer is 15 + the starship’s Intelligence bonus, but its default starting attitude is hostile (instead of unfriendly) while the anti-boarding system is active.
Because starships are rarely boarded before they have been disabled or voluntarily powered down, anti-boarding systems have independent backup power sources that allow them to operate even after power is lost, for up to 100 hours.
Automated Repair Systems
An automated repair system automatically deploys robots under the control of a Class III shipboard maintenance AI. When the ship moves -1 or more steps down the condition track, the repair systems automatically activate – requiring no action on the part of the crew. Automated repair systems take no action other than making a Mechanics check to jury-rig a starship, moving it +1 step on the condition track. The automated repair system is considered to have a Mechanics check modifier of +13. If a starship takes any damage that gets past its SR (if any) in a round while the repair system is activated, there’s a 25% chance that the repair system’s robots are destroyed.
Auxiliary Generators
A starship uses a lot of energy, drawing power form its engines or power reactors array for motion, defenses, weapons, sensors, computing power, environmental systems, and dozens of other systems both major and minor. Building bigger engines creates a need for greater bracing and fuel storage, which in turn results in a larger starship, and thus a need for even more power, and adding additional power reactors arrays is usually cost-prohibitive. In this constant battle between energy needs and engine size, one solution is to add auxiliary generators.
Auxiliary generators are able to step in and supply power to specific systems when engine or main reactor array is needed to propel the ship or engage in crucial functions (such as powering an FTL drive). Because they need to produce power only at peak usage, the generators are smaller and use less fuel than an equivalent engine or additional primary reactor. This doesn’t provide any additional speed for the starship in question, but it does give it more power when engines are at maximum capacity.
Auxiliary generators give a starship a +2, +4, or +6 equipment bonus to its Strength score. They also allow a starship’s systems to continue to function when the engines are shut down or destroyed.
Backup Battery
A backup battery is a common safety precaution taken by all vehicles, but it can be put to more uses than just as a backup. A backup battery allows a vehicle to operate, at least its basic functions, for up to 1 hour after the normal power generation method fails. Additionally, if a vehicle is pushed to the bottom of the condition track by ion damage, the engineer can make a DC 25 Mechanics check to reverse the ionization using the backup battery, moving the ship +1 step up the condition track. However, doing so permanently drains the backup battery, which must then be replaced.
Cargo Jettison System
A cargo jettison system allows a ship to dump part or all of its cargo into space without docking or slowing down. The system is often used by large freighters hauling explosive materials that might become unstable. A pilot or systems operator can dump any single cargo bay, or all cargo on the ship, as a swift action. If this is done while the starship is moving in space, it takes a DC 30 Perception or Use Computer check made as a reaction to notice the action from another starship.
Cargo Pods
Cargo pods are additional storage space added to a ship to boost its total carrying capacity. Though they allow smaller ships to carry more goods, they also reduce a ship’s ability to maneuver quickly, making them unpopular with military craft. Each cargo pod added to a starship reduces it’s Dexterity score by 2. You can add multiple cargo pods to a starship, but cannot add a pod if it would drop the starship’s Dexterity below 1.
The additional carrying capacity is based on the size of the starship. A light cargo pod adds (starship’s cost modifier) x 1 tons of cargo. A medium cargo pod adds (starship’s cost modifier) x 5 tons of cargo. A heavy cargo pod adds (starship’s cost modifier) x 10 tons of cargo.
A cargo pod can be made detachable (to act as an escape pod) for five times the cost.
Cockpit Ejection System
Standard on some starfighters, a cockpit ejection system allows a ship’s cockpit to eject in the event of the ship’s destruction, and subsequently acts as an escape pod. When the starship is destroyed, the pilot makes a DC 20 Pilot check. If the check is successful, the cockpit ejects without its inhabitants taking any damage from the destruction of their ship. On a failed check, those within the cockpit take half the damage that exceeds the ship’s damage threshold, as normal, before the cockpit manages to separate.
Command & Control Co-Processor
While any vehicle capable of launching auxiliary craft has some form of command & control circuitry aboard for basic coordination, true C&C systems are less common. Found primarily aboard carriers, command ships, fleet flagships, and defense platforms, Command & Control Co-Processors raise staffing demands in exchange for allowing in-depth coordination of large amounts of allied vehicles. The Command & Control Co-Processor allows the vehicle to create an area-of-effect around itself within which allied vehicles gain a +3 insight bonus on Pilot checks, a +2 insight bonus to Reflex Defense, and a +1 bonus on attack rolls. The size of this area-of-effect is dependent on the amount of fully-crewed Co-Processors the ship has active – one Co-Processor provides a 1-square radius and each subsequent Co-Processor increases the radius by 1 square. 3 crew are required to staff one Co-Processor, and this amount is doubled for each subsequent Co-Processor (6 for the 2nd, 12 for the 3rd, and so on).
Command & Control Mining Co-Processor
Designed and sold by the Deep Ones Mining Union, this accessory can only be installed in a vehicle that already has a Command & Control Co-Processor. While staffed, any vehicle that is benefiting from the Command & Control Co-Processor gains a +5 insight bonus to any skill checks relating to resource extraction.
Cotterdam
A cotterdam is a very basic form of airlock that can be used to connect two Colossal or larger starships. The cotterdam is little more than a flexible tube that extends between two starship hatches, allowing complete movement between the vessels with no need for extravehicular equipment. A cotterdam creates a tunnel 3 squares long and 1 square wide, and maneuvering two adjacent ships into position to use the cotterdam requires a DC 15 Pilot check from the pilot of each vessel. Failing this check by 10 or more results in a collision between the ships.
Cryogenic Chambers
Cryogenic chambers are hibernation systems that allow live creatures to be carried in stasis. Originally developed prior to the invention of FTL drive systems, they are now used to transport critically injured patients to better medical facilities. Each unit of cryogenic chambers can carry a number of Medium-sized (or smaller) creatures equal to (starship’s cost modifier) / 5.
Docking Clamp
A docking clamp allows a starship to dock with other starships in space. normally, this accessory is used by passengers to move from shuttles to larger ships, but larger vessels can use them as makeshift starfighter launches. Once the clamp is in place, creatures can move safely between the clamped ships. A starship can maneuver, fight, and even travel at FTL speeds with ships of smaller size clamped to it. However, if a ship takes damage in excess of its damage threshold, all starships attached to it by docking clamps are shaken off.
Docking clamps on smaller ships aren’t strong enough to do much more than hold the ship in place during routine docking. These are built into the cost of all starships and have no special game effect.
Drone Bay
Similar to mounting an automated repair team, a drone bay is instead a small docking bay that launches small, airborne drones. A standard drone bay can either hold 5 small drones or 10 tiny drones. Drones must have some flying capability. Drones in a drone bay can vary from emergency services droids deployed to put out fires or perform emergency medical services, probe drones to help in exploratory surveys, or a number of other legitimate applications. Nefarious individuals may load the drone bay with assassin drones or other combat-related models. Standard droid bays require a crew of 1, who acts as the drone wrangler and mechanic.
Extended Range
Some starships need to operate for extended periods without ever returning to port. Such a ship can be built with oversized fuel tanks, extra stores of food, and improved recycling systems. Doing this improves a starship’s consumables by 10% of its original value (rounded down, minimum 1 day) x the number of times you have installed extended range on the starship.
Fuel Converters
Fuel converters transform matter into usable fuel that can keep a starship running even over long journeys. While fuel converters never eliminate the need to refuel during visits to spaceports, they can extend the amount of time between visits and reduce fuel costs. Fuel converters come in a variety of forms, including solid fuel converters, gas scoops, and solar converters. If the pilot of a starship with fuel converters spends at least 1 hour gathering fuel (in a way dependent on the type of converter (ask the GM), the ship regains one unit of fuel (enough for one day’s travel at sublight, one hour’s travel in atmosphere or in combat, or one hour at FTL).
Hangar Bay
A hangar bay can be installed on a ship of Colossal (frigate) size or larger (and sometimes on Colossal ships, at the GM’s discretion). It holds secondary craft such as starfighters, corvettes, and shuttles. Each bay has (starship’s cost modifier) / 50 units of hangar space, and multiple bays can be combined for more space. The hangar space taken up by a carried vessel is determined by it’s size: Large, 0.5 units; Huge, 1 unit; Gargantuan, 5 units; Colossal, 20 units. A vehicle can enter or exit a hangar with two move actions.
Hardpoints
Hardpoints are external mounts for missile weapons, bombs, or mines carried externally of any launcher tube or weapon mount. Each hardpoint modification gives a ship an array of four hardpoints that can carry missiles, bombs, mines, or drop tanks. The number of hardpoints required varies from system to system.
Bomb, mine, missile, or torpedo: 1 hardpoint each, or 2 hardpoints if the weapon is restricted to starships of Colossal or greater size.
Drop tanks: One week of consumables requires a number of hardpoints equal to the starship’s size modifier. This may be spread across multiple arrays if needed. Drop tanks cost 500 credits each, and they are available only for starships of Colossal or lesser size.
Each hardpoint array counts as a single weapon; if multiple arrays carry identical payloads, they can be fire-linked. It’s possible to replace any of the payload choices with a simple DC 15 Mechanics check and 1 minute of work. The cost of a hardpoint does not include the cost of the payload attached to it.
A starship can have a number of loaded hardpoint arrays equal to its cost modifier without penalty, and it can carry twice this amount as a heavy load. Carrying a heavy load reduces the starship’s speed to three-quarters normal and allows it to move only three times its speed with the all-out movement action; in addition, the pilot takes a -10 penalty on Initiative and Pilot checks. Hardpoints carrying no payload do not count for purposes of calculating encumbrance.
Because they are outside launchers or racks, the payloads on hardpoints are vulnerable. Any time a starship moves one step down its condition track as a result of damage, half the payload in its hardpoints are lost (choose randomly).
Although loaded hardpoints are extremely obvious, a hardpoint with no missile or mine attached retracts or folds against the hull, making them difficult to notice (DC 25 Perception or Use Computer check to detect, modified by range).
Holding Cells
Holding cells (often referred to as the brig) are standard on capital ships and some smaller vessels (including patrol ships). Up to 75% of a starship’s passenger capacity can be converted to holding cells.
A holding cell has reinforced walls (DR 10, 150 hit points), and an advanced lock (DC 25 Mechanics check to bypass from the outside, DC 30 to bypass from the inside), and cameras and sensors that allow it to be monitored from remote stations (+5 equipment bonus on Perception checks made into the cell from the security post). A small port allows food or similar small items to be passed safely into the cell without exposing the jailor, and it can be used to make ranged weapon attacks into the cell. Cells also include an armored ring (DR 10, 50 hit points) to which binders or similar restraints can be attached.
Interrogation Chamber
An interrogation chamber is a holding cell specifically designed to force prisoners to confess their crimes and reveal their secrets. The starship needs at least one holding cell, and the listed cost is for converting one holding cell (for a single prisoner) into an interrogation chamber.
The only “legitimate” use an interrogation chamber has is that the isolation and limited sensory input distorts the prisoner’s perception of time, so you don’t have to wait 24 hours to retry a failed Persuasion check; however each attempt that uses an interrogation chamber requires six hours of uninterrupted questioning. (Don’t forget that a prisoner is completely at your mercy, so you gain a +5 bonus on your Persuasion check.)
Additionally, when making a Persuasion check to intimidate a character into revealing a piece of secret information, an interrogation chamber gives you the option of seeking information whose revelation would endanger the prisoner’s life or the life of one of it’s allies (contrary to the normal rules for Persuasion). This requires you to torture the prisoner, a blatantly evil act. Furthermore, if you fail your Persuasion check, the prisoner will attempt to give you an untrue answer that it believes you want to hear, gaining a +5 bonus on their Deception check for every point by which your Persuasion check failed.
Luxury Upgrade
A luxury upgrade is a shipwide increase in the quality of a starship’s accommodations. Panels of calming colors, stylish trim, and quality artwork cover bulkhead walls and access panels. Bunks and stowage lockers are replaced with comfortable beds and wooden wardrobes. Lounges are upgraded with recliners, desks, and multipurpose game boards. Music systems are installed throughout the ship, and food preparation areas are adapted to allow gourmet cooking and fresh food storage.
A basic luxury upgrade changes a starship from a harsh travel vehicle to a comfortable home on the move. An advanced luxury upgrade goes a step further, making the ship the equivalent of an upper-scale hotel. An extreme luxury upgrade turns a starship into a palace in space, fit for monarchs and corporate executives. So satisfying is life on a ship with an extreme luxury upgrade that the crew quality of the ship increases by one step (to a maximum of expert) though this has no effect on the statistics of a crew of defined characters.
To maintain such luxury is not cheap, requiring 1/50 of the cost of the upgrade each month to keep music current, quality foods stored, and worn pillows replaced. After any month when this expense is not paid, the luxury level of the ship is reduced by one step (extreme to advanced, advanced to basic, basic to a typical starship) until proper upgrading is again established (including recouping the cost of all missed months of maintenance).
Medical Suite
A medical suite, which can be installed on ships of Colossal size or larger, provides the necessary facilities to maintain the health of a crew over a long period. A medical suite includes (starship’s size modifier) / 5 medical beds. ( A starship may combine multiple medical suites when determining the facilities available.) A medical bed contains monitoring equipment to keep track of vital signs and the medical gear needed to deal with most common injuries and illnesses. Treat a medical bed as a medpac (10 uses, with a single charge costing as much as a medpac), a medical kit, and a surgical kit.
Passenger Conversion
Some space transports and larger vessels specialize in transporting passengers instead of cargo. One section of passenger space has sufficient room for a number of passengers equal to the ship’s size modifier, and these passengers can either have seats (typically for voyages of only 1 day or less) or quarters. In either case, these are steerage-quality accommodations (shared rooms, bunk beds, storage lockers, and so on); for higher quality, the ship may also have a luxury upgrade (see above).
Personalized Controls
One advantage of smaller ships is that their controls can be personalized to allow the single character controlling a given ship’s function to have everything tuned to his or her preferences. This level of personalization simply isn’t possible on ships with dozens or hundreds of crew members.
Any or all of the basic functions performed by a freighter, fighter, corvette, runabout, or scout pilot, copilot, gunner, commander, system operator, or engineer can be personalized to a single, specific character. (The price listed is for personalizing the controls of one of these positions.) Personalized controls grant that one character a +1 bonus on checks with any skill relevant to that crew position (usually Mechanics, Pilot, or Use Computer). however, the high degree of personalization makes it more difficult for anyone else to use the controls, giving any other character a -2 penalty on skill checks relating to the same position.
Plasma Punch
A plasma punch is a massive plasma drill that can create airlocks where none exist by boring through the hull of a ship. The plasma punch resembles a dome-shaped plasma emitter that connects to the hull of a ship via three magnetic limbs, with the emitter facing directly at the spot where the hole is to be drilled. A plasma punch takes 1 round for every 2 points of DR that the ship it is attacking has, and the ship takes 1d6 damage every round that the punch is activated (this damage bypasses DR and shields).
Reinforced Keel
A starship’s keep can be reinforced to allow it to survive greater physical shocks. Although this has no impact on its DR or HP, it does cause the ship to take only half damage from collisions. If a ship with a reinforced keel rams another ship, it deals +2 damage per die of ramming damage (and still takes only half damage itself).
Security Bracing
Security bracing entails a series of internal bulkheads and clamps designed to protect a section of a starship – even if the ship as a whole is destroyed. Only passenger compartments and escape pods can benefit from security bracing. When the ship is reduced to 0 hit points by an attack that deals damage equal to or greater than its damage threshold (thus destroying the ship), subtract the ship’s DR from the damage dealt to anyone in an area protected by security bracing. Anyone outside this area takes damage equal to one-half the amount that exceeded the ship’s damage threshold, as normal.
Self-Aware
Self-Aware vehicles come in two varieties – living and AI. The Self-Aware accessory for living vehicles is an innate feature for them, they are sentient biological organisms and the ship is their body. Self-Aware AI vehicles are vehicles which have had either a dedicated AI processor added to them or a sufficiently advanced Expert System. In either case, the Self-Aware vehicle begins its life as a nonheroic character with a number of nonheroic class levels equal to its cost modifier (minimum 1, maximum 16), after which point it gains XP and levels as normal for a character. The Living Self-Aware accessory is only available for ships which have the Biological Ship armor modification. The AI Self-Aware accessory is available to all ships that lack the Biological Ship armor modification, however it is only available for purchase from powers which have at least Advanced computers or from those who have some form of dedicated AI processor. For an AI Self-Aware vehicle, the vehicle’s Wisdom and Charisma are determined via point buy using 10 points, and its Intelligence score is either the vehicle’s Intelligence score or the Intelligence score of any standard computer system purchased separately and installed. For a Living Self-Aware vehicle, the vehicle’s Intelligence, Wisdom, and Charisma scores are determined via point buy using 20 points.
Sensor Array Computer
One of the main functions of a starship’s computer is to gather and interpret data collected from various sensors. Of course, this can take quite a lot of processing power, limiting the computer’s ability to perform other tasks. To boost overall compute performance, a sensor array computer can exclusively process sensor data, leaving the ship’s main computer free to aid in targeting and handling the ship’s many computerized systems.
A sensor array computer gives a starship a +2, +4, or +6 equipment bonus to its Intelligence score.
Sensor Baffling
Sensor baffling allows a vessel to make Stealth checks to hide even without cover or concealment. However, if the vessel moves a distance of more than its speed in one turn, this benefit is lost as the energy emitted by the engines negates the sensor baffling advantage.
Sensor Decoy
A sensor decoy is a missile with an electronics package designed to make it look like a full-sized starship on sensors. Sensor decoys are programmed to emulate the ship they are launched from, thus causing enemy sensors to show two identical ships flying away from each other.
A sensor decoy flies in a straight line at a speed of up to 5 squares, but they won’t exceed the maximum speed of the ship that launched them. It takes a DC 25 Use Computer check to determine whether a sensor decoy is a fake at a range of 2 or more squares. However, the sensor decoy can’t fool optical scanners (or the naked eye) so it is automatically revealed as a fake at a range determined by the launching ship’s size: up to Gargantuan, 1 square; Colossal, 2 squares; Colossal (Frigate), 5 squares; Colossal (Cruiser), 10 squares, Colossal (Station), 20 squares. Sensor decoys have enough power for 1 minute of flight, Reflex Defense 17, DR 0, 30 HP, and damage threshold 10. Sensor decoys are only effective in the vacuum of space; in an atmosphere of any type, their profile and true nature become obvious to sensors.
The cost of a sensor decoy system includes the cost of three decoys. A single replacement decoy costs 1000 credits base.
Sensor Enhancement Package
A sensor enhancement package includes sensors superior to those normally carried by starships, providing better detection and early-warning capability. A sensor enhancement package gives a system operator a +5 bonus on Perception and Use Computer checks made to operate the ship’s sensors.
Sensor Mask
An extremely expensive modification, a sensor mask is a combination of sensors, chemical and electronic emitters, holographic projectors, and other anti-detection systems that make detecting a vehicle equipped with them extremely difficult. Rather than attempting to hide the ship by negating sensor emissions, a sensor mask reads the signals emitted by enemy sensors as they strike the ship, and then replaces those same sensor signals on the far side of the ship, effectively making it seem like the sensor signals passed right through the ship (as though it were open space). A sensor mask adds +10 to the DC of any Perception or Use Computer check made to detect the ship.
Towing Cable
This cable is the standard connection point attached to a ship’s chassis to facilitate the towing of containers or maneuvering ship hulls around a ship yard. In some situations, players may wish to tow a disabled ship, asteroid, or other object behind their own ship, or perhaps nudge or push another ship ahead of them. In order to tow something behind you, you require either a harpoon or towing cable of some kind, and the target object must be within your towing capacity. A ship’s total towing capacity is arrived at by taking the ship’s Strength modifier and adding that to its size modifier for damage threshold. This number, referred to as the towing point, determines how much a ship can tow. Use the table below to determine how many points a given item requires to be towed. Note that towing any objects at all imposes a -25% penalty to all space and atmospheric movement, and the towing vehicle (as well as all objects being towed) is considered flat-footed. Also, a ship can only tow half as much in atmosphere as it can in space. Also, dragging a single object of Medium size or smaller does not appreciably affect the vehicle in any way. Further, multiple vehicles can combine their tow score to tow larger things. For instance, to tow a Colossal station into place, you might require 10 freighters working together.
| OBJECT SIZE | REQUIRED TOWING POINTS |
|---|---|
| Large | 1 |
| Huge | 10 |
| Gargantuan | 20 |
| Colossal | 40 |
| Colossal (frigate) | 80 |
| Colossal (cruiser) | 150 |
| Colossal (station) | 300 |
Workshop
A fully equipped starship workshop is able to do tasks just not possible with even the best handheld tools. A good workshop includes numerous benches and storage racks, a full set of permanently mounted plasma cutters, flood lamps, magnifying viewers, plasma drills, tethers, power prybars, clamps, and similar tools. It can be used to repair or modify nearly anything.
Mechanics checks and Use Computer checks made to repair, modify, or construct objects in the workshop (or the vehicle in which the workshop is located) gain a +2 equipment bonus.