Other Starship Equipment

The following are new pieces of equipment for starships.

Table: Starship Equipment

Equipment Name PCU BP Cost Source
Beacon Hijacker - 8 FGG:CO:POTS
Boarding Prow - 5 x size FGG:CO:POTS
Booster Thruster - 5 x size FGG:CO:POTS
Emergency Seals 5 or 10 10 or 15 NotN:HT:NSS
Hyperspace Sensor - 5 FGG:CO:POTS

Beacon Hijacker

A beacon hijacker is a device created specifically to steal the signal of a beacon and direct any ships incoming away from the normal hyperspace lanes, towards where an ambush is waiting for them. Using a beacon hijacker requires a Computers check at DC 25 for a beacon at a remote system (in the vast or beyond the rim), while a near space system requires a DC 35 Computers Check to hijack. This leaves the beacon hijacked for a full day, diverting all starships to a specific point in space (a particular hex), where the pirates can be waiting. Unfortunately it is not possible for the ship lying in wait to predict when or who will appear, assuming anyone does, which is why they usually wait with hijacking beacons until they can be sure someone is coming, either by previous intel or via a hyperspace sensor (see below).

Discovering that a beacon has been hijacked requires a Piloting check DC 25. This allows the pilot to realize that a beacon has been manipulated, and the pilot can then choose to either follow the beacon to the designated new arrival space, or attempt to compensate to arrive in the normal spot. The pilot needs to make a separate Piloting check against a DC 25. If the pilot fails this check, they arrive where the false beacon would want them to arrive, and if the pilot fails by more than 5, they arrive at a random different hex 3d6 hexes (or more, for a spectacular failure, at the Game Master’s discretion) from where the hijacked beacon would have had the starship arrive.

Boarding Prow

A boarding prow is a heavily reinforced armored prow, covered in an adamantine alloy that gives it enormous strength and penetrating power. Running along the outside of it, are heavy plasma coils, giving it further penetrating power. Once the prow punches through the enemy hull, it opens up, like the beak of a giant bird, and the boarders can stream out into the enemy ship directly. The boarding prow generates enough moment for the ship where it’s mounted to inflict ramming damage as if it was three tiers higher, and it further reduces the damage taken by ramming by another 50% (reducing the total taken to 25% if the ship being rammed was unshielded or 50% if it still had shields intact).

Booster Thruster

Sometimes, the normal thrust of a starship just isn’t enough, and pirates, racers, and systems security agencies have all tried to mitigate this, allowing for thrilling chases through space. The solution to this is the booster thruster.

As a free action, a pilot can flick the switch on the booster thruster and his speed immediately increases by 5 hexes for the next round. However, the booster thruster is not part of the intended design stresses of any starship (in fact, it is usually an after-market addition), and causes tremendous stresses on the ship in question, causing damage to this ship as per below. (Please note that this damage ignores the normal Damage Threshold of the ship).

There is no limit to the amount of rounds in which the booster thruster can be used, though overuse of the thruster CAN cause the ship to be destroyed.
Ship Size Damage Taken
Tiny 1d10
Small 2d10
Medium 3d10
Large 4d10
Huge 5d10
Gargantuan 6d10
Colossal 7d10
Colossal+ GM's discretion

Emergency Seals

Available either as a command function that can be activated either by voice or by computer terminal, this security feature causes barriers to rapidly restrict access in the starship. These barriers can take one of two forms, either as solid bulkheads that rapidly descend, or as force fields that rapidly coalesce around problem areas or individuals. In the case of the bulkheads, they must be installed in particular sections of the starship, usually covering all doors and major passageways, but may be installed in other areas as well. Though cheaper, the bulkheads are less precise. The bulkheads have the same strength as the starship’s interior walls, and may be breached with appropriate force. The force fields can be erected more precisely around an individual or space, and utilize emitters placed throughout the vessel. The force fields are nearly impenetrable, but can be hacked with a DC 20 Computers check.

Hyperspace Sensor

The hyperspace sensor was originally developed by security and space agencies in various systems, to allow them to take the necessary precautions for an expected arrival in system. Pirates have since adopted the technology to allow for them to ambush a starship as it arrives in a new system, at a point where their guard is unlikely to be down.

There’s normally no warning before a ship exits hyperspace and enters a normal space, which has lead to a number of unpleasant episodes in the past. Thus, the hyperspace sensor was invented. It gives a ship or space station a 24 hour warning before a ship arrives, as it detects the ship coming in, through hyperspace. Normally it does this automatically, but a ship wishing to remain undetected can perform an opposed Piloting check vs. the sensor operator’s Perception check. Failure indicated that the hyperspace sensor provides the normal 24 hour warning and informs of which hyperspace beacon the ship will arrive by (i.e. which 18-hex zone the ship will exit hyperspace in), while success indicates that the pilot, and his ship arrives undetected.

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