Equipment Review:
1) Does the Zeltron Elixir of Infatuation from the WOTC d20 Ultimate Alien Anthology sourcebook page 197 exist in the Sparks d6 campaign?
After Council review, it was decided to allow this item into the Sparks campaign. It is similar to the Signature Scent Synthesizer. The item will have a cost: 300 credits and availability: 3, X. The gamemaster sets the effect of the drug on a case-by-case basis. If a character uses the item against another player character, the target can choose to not be affected (similar to using Con or Persuasion on another player). Detoxify Poison Force powers will work to counteract this item’s affect.
Council Approval Date: 2/7/09
2) Does the Meredex Atmospherics Personal Force Field Generator from WOTC d20 Ultimate Adversaries sourcebook page 156 exist in the Sparks d6 campaign?
No. This item is not available in the Sparks d6 campaign at this time. Standard ship stores have a hull breach kit. Something similar to this may be in the kit without being specific to the items present. This item could be easily abused and is ultimately not needed given standard hull breach kits.
Council Approval Date: 2/7/09
3) The cost on the Droid Customization Kit seems low for what is included. Is the cost accurate and/or is the item allowable in the Sparks campaign?
The Droid Customization Kit has been removed from the Sparks campaign, because it lists for 400 credits, but with three included expensive items could be as much as 10,000 credits. The Sparks campaign has replaced this item with a Droid Parts Kit without the three expensive components for the same 400 credits. The Droid Parts Kit will keep all of the generic parts available for 1 droid each, and will remove the expensive components (software node, movement sensors, repulsorlift motor). The parts can be used for lateral repairs as replacement parts, but not for upgrade modifications. Current owners of the Droid Customization Kit may exchange it for the Droid Parts Kit or redeem it for 400 credits.
Council Approval Date: 9/12/09
4) Does the Blaster Target Board from Galladium’s Fantastic Technology page 79 exist in the Sparks d6 campaign? If yes, what is the Sparks effect?
Yes. This item is available in the Sparks d6 campaign at this time. The item can be used as a story element but has no mechanic game effect at all (no reduced cost skill increases, no decreased training time, etc.).
Council Approval Date: 2/28/10
5) There are several unique pieces of special equipment on various starships that are mentioned in the Complete Starship Stats computer file. Do any of these exist for purchase or acquisition in the Sparks campaign? If yes, what are the cost, availability and effects of these systems?
Hull Map: Not available in Sparks.
Cargo Scanning Dedicated Computer System: Not available in Sparks.
SoroSuub “Back-Up Sensor Suite: Available in Sparks.
- Emergency Sensors:
- Model: SoroSuub "Back-Up" Sensor Suite
- Type: Sensor System
- Cost: 500 Credits
- Weight: 0.25 Metric Ton
- Availability: 2
- Effect: provides independent Passive: 10/0D (range of 5 if both Sensors and Communications are damaged)
- Notes: This is considered an "Add-On" to a sensor system and is not a whole new installation. Installation difficulty is Moderate for even a couple of techs with hand tools.
*Life-Form Indicators: Available in Sparks.
- Cost: 2,500
- Availability: 2, R
- Effect: bypasses the standard incremental increase where you need to raise Passive, Scan, Search and Focus all once, then twice, etc. This gives immediate +1D+2 to Focus but with the limitation that it ONLY works for Life-Form specialization.
- Notes: Also, this cannot be increased further. Standard increases to Focus for all other uses still starts at +1 and must be increased incrementally with other modes. This increase does not stack with the Life Form bonus. Use regular value for everything else instead of the increased Life Form bonus. This system provides no effect once regular modifications raise Focus to +1D+2.
Enemy Targeting Jammer: Available in Sparks.
- Fire Arc: All
- Skill: Sensors
- Space Range: 1-3/7/15
- Atmospheric Range: 100-300/700/1.5km
- Damage: -2D from Fire Control
- Cost: Not Available For Sale; currently a Rebellion prototype system.
- Weight: 1 Metric Ton
- Availability: 4, X
- Notes: This is a weapon system not a sensor system but uses Sensors for hitting targets. Installation cost and difficulty as a Light Laser Cannon.
Stealth Mode: Not available in Sparks.
Sensor Stealth: Available in Sparks.
- Cost: 15,000 credits per pip (maximum of 1D+2)
- Availability: 4, X
- Range: outside 50 (has no effect inside this range)
- Effect: The bonus is applied as an increase in the difficulty to be detected and/or identified if outside the minimum operating range.
- Notes: This item is not modifiable (the bonus cannot be increased).
Countermeasures Package: Available in Sparks.
- Cost: 20,000 credits per die (maximum of 3D)
- Availability: 4, X
- Range: outside 30 (has no effect inside this range)
- Weight: 1 Metric Ton per 1D of effect
- Effect: The bonus is applied as an increase in the difficulty to be detected and/or identified if outside the minimum operating range.
- Notes: This item is not modifiable (the bonus cannot be increased).
Shroud Package: Available in Sparks.
- Cost: 10,000 credits (repulsor shunt launcher); 2,500 credits (5 tons of material per load)
- Availability to 2, X
- Weight: 6 Metric Tons (1 ton for the launcher and 5 tons for the internal space for fired material).
- Effect: reduces the difficulty for Detection (reduce difficulty by 5 – move it down one difficulty level on the chart); increases the difficulty for Identification (increase difficulty by 5 – move it up one difficulty level on the chart); provides +3D to break or avoid Tractor Beam lock-ons.
- Notes: A small repulsor shunt helps distribute a cloud of metallic particles that foils sensors and tractor beams.
Stygium Crystal Cloaking Device: Not available in Sparks.
It is important to note that system (stealth, sensor, countermeasures, etc.) bonuses do not stack. Apply only the highest bonus in any situation. Multiple systems are useful for various applicable situations.
Council Approval Date: 2/28/10
6) What are the statistics in Sparks for the Westar M-5 Blaster Carbine that is a Clone Trooper weapon mentioned in some books, but not in a WEG sourcebook?
These statistics for the Westar M-5 Blaster Carbine were created by the Council.
- Skill: Blaster: Westar M-5
- Damage: 5D+2
- Fire Rate: Unlimited
- Ammo: 50
- Fire Modes: Semi-Automatic (Single Shot), Burst Fire (3 rounds), Automatic Fire
- Cost: 1500
- Availability: 4, R, X
- Range: As standard blaster carbine
- Note: Double any modification cost and difficulties.
Council Approval Date: 2/28/10
7) Does the Synoptic Teacher from Galladium’s Fantastic Technology page 47 exist in the Sparks d6 campaign? If yes, what is the Sparks effect?
Yes, but it does not have the same effect in the Sparks campaign. This device does not make learning skills cheaper, only faster. The maximum it can work up to is 5D. The player rolls their Perception attribute. For every 3 points rolled they can get a pip (+1) increase to the skill. It takes two pip (+1) allotments to learn the skill if the player does not have it on their sheet. This allows the player to raise a skill by multiple pips at one time, but they must still spend the proper amount of character points. Note that this device does not work with Advanced skills. This skill learning and/or increase can 'stack' with any other current starting or training in progress without disrupting that other training. It beams the information quickly into the brain, and then you can start or resume traditional training. You can utilize this device for more than one skill (learned or advanced) in a single event. You can do as many as you want in this manner, but must purchase each module, and roll for each one separately. And I know your follow-up question will be ‘how much do they cost’. The cost is listed as a range that the PI judge can select the cost appropriately based on the type and details of the skill (more required information could be more expensive). Another cost consideration is the player character's base attribute. The lower the attribute the bigger the gap to the 5D, which may be another factor to increase the cost.
Additional rules and limitations for the Synoptic Teacher in Sparks.
All Synoptic Teacher skill card programs from here forward can only be used once and it does not work again.
The Synoptic Teacher device cannot utilize skill cards for advanced skills, specializations (Martial Arts, Zero-G Combat, etc.), special abilities (Quickdraw, etc.), or special combat skills (Lightsaber as it combines Melee Combat and Melee Parry as 1 skill, etc.).
Use a fixed base cost of 600 credits with a Bargain limit of +/- 400 credits maximum for all skill cards.
Council Approval Date: 7/12/10
Revised Council Approval Date: 2/24/12
Revised Council Approval Date: 1/8/22
8) Can a cybernetic nose and cybernetic ear be added to the Sparks campaign (stats listed below)?
Yes. The following two cybernetic items have been approved for use in the Sparks campaign.
Hi-Sense Enhanced Nose
- Model: Neuro-Saav Hi-Sense Enhanced Nose
- Type: Cybernetic Enhanced Olfactory Organ
- Cost: 100 credits per pip
- Cyber Points: 1
Game Notes: Implant is not externally obvious unless the patient opts to have it made obvious when being installed. Enhances normal sense of smell, plus allows detection of pheromones and other chemicals present in the air that are normally considered undetectable to humans. Increases recipient’s Search skill where smell may apply. Base cost is 100 credits per pip of existing skill code, plus 200 per pip of enhancement.
Hi-Sense Enhanced Ears
- Model: Neuro-Saav Hi-Sense Enhanced Ears
- Type: Cybernetic Enhanced Ears
- Cost: 100 credits per pip
- Cyber Points: 1
Game Notes: Implant is not externally obvious unless the patient opts to have it made obvious when being installed. Enhances normal sense of hearing, plus allows sounds into the higher frequency and lower frequency ranges to be heard. Increases recipient’s Search skill where hearing may apply. Base cost is 100 credits per pip of existing skill code, plus 200 per pip of enhancement. For an additional 500 credits, an automatic sound dampener may be added that will prevent being deafened by sudden loud noises.
Council Approval Date: 7/12/10
9) Are there approved statistics for the Maka-Eekai L4000 transport ship in Sparks?
Yes. Here are the statistics approved by the Sparks Force 7 Council.
Maka-Eekai L4000 Transport
- Craft: Maka-Eekai L4000 Transport
- Alignment: General
- Era: Clone wars, Rise of the Empire, Empire era
- Source: Extended star wars Universe
- Type: Light Transport
- Scale: Star fighter
- Length: 66 Meters
- Skill: Space transports: Maka-Eekai L4000 Transport
- Crew: 1
- Crew Skill: Varies widely
- Passengers: 9
- Cargo Capacity: 140 metric tons
- Consumables: 6 months
- Cost: 180,000 new; 85,000 used
- Hyperdrive Multiplier: x2
- Hyperdrive Backup: x10
- Nav Computer: Yes
- Maneuverability: 1D
- Space: 4
- Atmosphere: 280; 800 km/h
- Hull: 5D
- Shields: 2D
- Sensors:
- Passive: 10/0D
- Scan: 25/1D
- Search: 40/2D
- Focus: 2/3D
- Weapons:
- Two Dual Laser Cannons Turrets
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/
- 2.5 km
- Damage: 5D
Council Approval Date: 2/20/11
10) Are there approved statistics for the Z-6 Rotary blaster cannon in Sparks?
Yes. The statistics were revised to take into account the Sparks campaign rules for burst fire and full auto fire. Here are the statistics approved by the Sparks Force 7 Council.
Z-6 Rotary Blaster Cannon
- Model: Merr-Sonn Munitions Heavy Rotary Blaster
- Type: Heavy repeating blaster
- Scale: Character
- Skill: Blaster: Rotary blaster
- Ammo: 500 (Cost 150); 5000 with separate power generator (requires a crewman)
- Cost: 6,000
- Availability: 4, X
- Range: 3-50/150/400
- Damage: 6D
- Notes: The z-6 is truly a Heavy Blaster; the unwieldy size and weight of this weapon require either the use of a Tripod or other stationary weapon mount OR it may be carried ONLY with a harness and gyro mount (~2000 credits) with the portable power pack (500 rnds) and has the following negative effects – reduce Move by 4 and Dodge by 4D. Even strong characters cannot “hip” fire this weapon due to its bulky nature. Due to the weapon’s design, it is impossible to fire a single round. 5 round bursts are the minimum burst per trigger pull.
- Damage listed above is for a single round. A normal burst is 5 rounds and will do 6D+5 damage (ie +1 damage per rnd in the burst) In normal burst, you are targeting a single target and it is a single action. Due to the recoil, there is a +5 penalty to the difficulty to hit and there is double the normal multi-action penalty (-2D) for multiple shots. Called shots and aimed shots may be done as normal. For Full Auto Fire, the weapon opens up and fires continuously for the entire round. This is a single action to perform but may only be done once in a round (weapon’s fire rate is set to 1 for the round). May target a single opponent or any number of adjacent targets in a 90-degree arc (cannot skip over adjacent targets to avoid friends). May fire any number of rounds with a minimum of 6. Determine the number of rounds that hit the target or targets by taking the total number of rounds fired and dividing by the number of targets being shot at then divide the final result in half and drop any remainder (20 rounds at 3 targets: 20/3 = 6.7 then cut in half and drop remainder for 3 hits; the other half and remainder of rounds are stray shots around or between the targets as you are walking the fire). Due to the recoil, increase the difficulty to hit by 1 per round fired (20 rnds = +20) and quadruple the normal multi-action penalty (-4D). Increase the damage by 1 per round hitting each target, do not convert this damage to die values (3 rnds hit = +3 damage). May NOT declare a called shot, may NOT take time to aim, and may NOT combine fire.
Council Approval Date: 2/20/11
11) With the addition of the NH-Echani are double vibroblades available, because this race was known for this type of weapon?
Yes, the double vibroblade is available in the Sparks campaign.
- Type: Double Vibroblade
- Scale: Character
- Skill: Melee Combat: Double Vibroblade, Melee Parry: Double Vibroblade
- Cost: 750
- Availability: 3, R
- Difficulty: Difficult
- Damage: STR+3D
- Notes: Characters using a double vibroblade who miss the base difficulty by more than 10 have hit themselves with the weapon and must roll damage, and then roll to resist the damage. Characters with the Melee Parry: Double Vibroblade specialization gain a +5 to their parry roll.
Council Approval Date: 10/16/11
12) Are there approved statistics for the Arakyd Stellar Mag V Mining Vessel ship in Sparks?
Yes. Here are the statistics approved by the Sparks Force 7 Council.
Arakyd Stellar Mag V Mining Ship
- Craft: Arakyd Stellar Mag V Mining Vessel
- Alignment: General
- Era: Rise of the Empire
- Type: Mine repair and supply vessel
- Scale: Capital
- Length: 542 meters
- Skill: Space transports: Mag V
- Crew: 3, droids: 19, gunners: 1
- Crew Skill: Varies
- Passengers: 10
- Cargo Capacity: 500,000 metric tons (1/2 in removable cargo containers – 2 of 125k tons)
- Consumables: 1 year
- Cost: 5 million credits
- Maneuverability: 1D
- Space: 5
- Atmosphere: 295; 850 km/h
- Hull: 4D+1
- Sensors:
- Passive: 20/0D
- Scan: 50/1D
- Search: 70/2D
- Focus: 2/3D
- Weapons:
- Turbolaser Battery
- Fire Arc: Turret
- Crew: 1
- Skill: Capital ship gunnery
- Fire Control: 2D+2
- Space Range: 3-15/36/75
- Atmosphere Range: 6-30/72/150 km
- Damage: 3D
- Docking Bay Capacity: Docking bay can handle approx 1x 50m ship OR 2x 25m ships at any one time (basically it can handle up to 50m long of ship). The docking bay has facilities available for performing repairs on any ships that can fit inside it. Bay is also capable of restocking and refueling ships that fit in it.
- Ore Processing/Sorting Facility: Small automated internal facility takes mined materials and automatically breaks it down and sorts it into different bays. It will remove large quantities of impurities but cannot refine the minerals to usable quality by itself.
Council Approval Date: 2/24/12
13) I saw statistics for a Loronar Medium Transport in the Complete Starship file. Can the Council consider adding approved statistics for a Loronar Heavy Transport ship to Sparks?
Yes. Here are the statistics approved by the Sparks Force 7 Council.
Loronar Heavy Transport
- Craft: Loronar Heavy Transport
- Type: Heavy Transport
- Scale: Capital
- Length: 150 meters
- Skill: Space transports: Loronar heavy transport
- Crew: 4, gunners: 2, skeleton 2/+10
- Passengers: 10
- Cargo Capacity: 65,000 metric tons
- Consumables: 3 months
- Cost: 500,000 credits (used)
- Hyperdrive Multiplier: x2
- Hyperdrlve Backup: x15
- Nav Computer: Yes
- Maneuverability: +1
- Space: 3
- Atmosphere: 225; 650 KMH
- Hull: 2D+2
- Shields: 1D
- Sensors:
- Passive: 10/0D
- Scan: 25/1D
- Search: 35/2D
- Focus: 2/3D
- Weapons:
- 2 Twin Laser Cannons
- Fire Arc: Turret (One dorsal, One ventral)
- Crew: 1
- Scale: Starfighter
- Skill: Starship gunnery
- Fire Control: 1D
- Space Range: 1-5/10/25
- Atmosphere Range: 1 00-500fl KM/2.5KM
- Damage: 3D+2
- Capsule: The Loronar heavy transport shares the same design, general shape, and layout as the Loronar medium transport, it’s just twice the size. This is an older model of heavy transport, but it still seen in use in some sectors of the galaxy. It may be sluggish with the sublight engines, but the hyperdrive that comes with it was top of the line when the ship was new.
Council Approval Date: 2/24/12
14) Are there approved statistics for the HWK-290 ship in Sparks?
Yes. Here are the statistics approved by the Sparks Force 7 Council.
HWK-290
- Craft: Corellian Macrow Transport Series HWK-290 Freighter
- Type: Light Freighter
- Scale: Starfighter
- Length: 29 meters
- Skill: Space transports: HWK-290
- Crew: 2
- Passengers: 6
- Cargo Capacity: 150 metric tons
- Consumables: 1 month
- Cost: 135,000 credits (new); 55,000 credits (used)
- Hyperdrive Multiplier: x2
- Hyperdrlve Backup: x10
- Nav Computer: Limited to 3 Jumps
- Maneuverability: 1D+1
- Space: 6
- Atmosphere: 330; 950 KMH
- Hull: 3D
- Sensors:
- Passive: 25/0D
- Scan: 50/1D
- Search: 75/2D
- Focus: 1/3D
- Weapons: None
Council Approval Date: 2/24/12
15) While reviewing the statistics for the HWK-290, the Council added an additional variant of the ship in Sparks calling it the HWK-190?
Here are the statistics approved by the Sparks Force 7 Council.
HWK-190
- Craft: Corellian Macrow Transport Series HWK-190 Courier
- Type: Light Freighter
- Scale: Starfighter
- Length: 19 meters
- Skill: Space transports: HWK-190
- Crew: 2
- Passengers: 0
- Cargo Capacity: 50 metric tons
- Consumables: 1 month
- Cost: 135,000 credits (new); 55,000 credits (used)
- Hyperdrive Multiplier: x2
- Hyperdrlve Backup: x10
- Nav Computer: Limited to 3 Jumps
- Maneuverability: 2D
- Space: 7
- Atmosphere: 350; 1000 KMH
- Hull: 4D
- Sensors:
- Passive: 30/1D
- Scan: 60/2D
- Search: 90/3D
- Focus: 4/4D
- Weapons: None
Council Approval Date: 2/24/12
16) Are there approved statistics for the V-19 Torrent Starfighter ship in Sparks?
Yes. Here are the statistics approved by the Sparks Force 7 Council.
V-19 Torrent
- Craft: V-19 Torrent Starfighter
- Type: Slayn and Korpil V-19 Torrent Starfighter
- Scale: Starfighter
- Length: 26 meters wide, 6 meters long, 9 meters tall (in flight)
- Skill: Starfighter Piloting: V-19 Torrent
- Crew: 1
- Passengers: 0
- Cargo Capacity: 60kg
- Consumables: 3 days
- Cost: 72,000 credits (used)
- Hyperdrive Multiplier: x1
- Hyperdrlve Backup: N/A
- Nav Computer: Limited to 4 Jumps
- Maneuverability: 2D
- Space: 7
- Atmosphere: 350; 950 KMH
- Hull: 4D
- Shields: 1D
- Sensors:
- Passive: 20/0D
- Scan: 40/1D
- Search: 6023D
- Focus: 2/3D
- Weapons:
- 4 Blaster Cannons (Fire-Linked)
- Fire Arc: Front
- Fire Control: 2D
- Space: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5km
- Damage: 4D
- Concussion Missile Launcher (12 Missile Magazine)
- Fire Arc: Front
- Fire Control: 3D
- Space: 1/3/7
- Atmosphere Range: 50-100/300/700m
- Damage: 7D
- Description: Prototypes of the Slayn and Korpil T-19 Torrent starfighter were first introduced at the Battle of Geonosis. Having proven their worth as an assault fighter with exceptional speed and maneuverability, the Republic quickly produced T-19s to add to the arsenal of the growing clone army. Because of the months of training it took for the Republic's clone trooper pilots to become proficient with the vessel, the fighter was not available in large numbers for some of the early engagements of the war, but they made a prominent showing during the Battle of Muunilinst. Initially designed as a short-range fighter, Republic technicians later added a Class-1 hyperdrive to equip the vessel for escort missions. The ship is unique in that it has two pairs of folding airfoils that give the ship added maneuverability and provides pilots with easy access to the ship's sliding canopy. The lower split airfoils coupled with enhanced repulsorlift engines make the ship an exceptional vertical take-off and landing (VTOL) fighter.
Council Approval Date: 2/24/12
17) Are there approved statistics for the Aethersprite Delta-7 ship in Sparks?
Yes. Here are the statistics approved by the Sparks Force 7 Council.
Aethersprite Delta-7
- Craft: Kuat Systems Engineering Delta-7 Aethersprite-class Starfighter
- Type: Starfighter
- Scale: Starfighter
- Length: 8 meters
- Skill: Starfighter piloting: Delta-7
- Crew: 1 and astromech droid (can coordinate)
- Cargo Capacity: 60 kilograms
- Consumables: 1 week
- Cost: 180,000 (new), 145,000 (used), both prices are black market value
- Hyperdrive Multiplier: x1 (with booster ring, see below)
- Nav Computer: Uses an astromech droid programmed with 10 jumps
- Maneuverability: 3D
- Space: 8
- Atmosphere: 365; 1,050 kmh
- Hull: 2D
- Shields: 1D
- Sensors:
- Passive: 25/1D
- Scan: 45/2D
- Search: 65/2D+2
- Focus: 3/3D+1
- Weapons:
- 2 Dual Lasers (fire-linked)
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 6D
- Notes: The Delta-7 requires a separate hyperdrive module in the form of a booster ring (the TransGalMeg Industries hyperdrive booster ring). Docking with the ring takes 3 rounds to accomplish and requires a Difficult starfighter piloting skill check (the fighter’s maneuverability counts for this roll). Additionally, the Delta-7 incorporates a specially designed astromech droid (R4-P series), which is hardwired into the starfighter. Without the proper droid, the pilot suffers a -1D penalty to his astrogation skill checks. The droid suffers the same penalty to both its astrogation and starfighter repair skill checks
- Sparks Campaign Notes: Possession and use of this starship will carry with it an Imperial bounty commensurate with being identified as a Jedi.
Hyperdrive Ring Stats
- Craft: TranGalMeg Industries Hyperdrive Ring
- Scale: Starfighter
- Length: 8 meters
- Skill: Astrogation
- Crew: astromech droid (can coordinate)
- Cost: 5,000
- Hyperdrive Multiplier: x1
- Nav Computer: Uses an astromech droid programmed with 10 jumps
- Maneuverability: -1D (causes a penalty to the starfighter it is attached to, min 0D)
- Hull: 1D
- Notes: Docking with the ring for use requires a Moderate (15) piloting roll, failure by 10 or more results in a collision destroying the hyperspace ring. If the starfighter takes heavy damage or worse the ring is automatically destroyed. Finally, a starfighter cannot enter atmosphere or land with the hyperdrive ring attached.
Council Approval Date: 2/24/12
18) Are there approved statistics for the Eta-2 Actis Interceptor ship in Sparks?
Yes. Here are the statistics approved by the Sparks Force 7 Council.
Eta-2 Actis Interceptor
- Craft: Eta-2 Actis Interceptor
- Type: Kuat Systems Engineering Eta-2 Actis Interceptor
- Scale: Starfighter
- Length: 5.47 Meters
- Skill: Starfighter Piloting - Eta-2
- Crew: 1+Astromech
- Consumables: 5 Days
- Cost: 65,000 (used)
- Cargo Capacity: 5 Kilograms
- Hyperdrive Multiplier: NA
- Hyperdrive Backup: NA
- Nav Computer: uses Astromech
- Space: 9
- Atmosphere: 375;1100kmh
- Maneuverability: 3D+1
- Hull: 2D
- Sensors:
- Passive: 15/0D+1
- Scan: 30/1D+1
- Search: 45/2D+1
- Focus: 2/2D+2
- Weapons:
- Dual Laser Cannons
- Fire Arc: Front
- Fire Control: 2D+1
- Space: 1-5/12/25
- Atmosphere Range: 100-500/1.2/2.5km
- Damage: 5D
- 2 Ion Cannons (Fire-linked)
- Fire Arc: Front
- Fire Control: 3D+1
- Space: 1-3/12/36
- Atmosphere Range: 100-300/1.2/3.6km
- Damage: 4D
- Description: With the outbreak of the Clone Wars, the Jedi saw themselves pressed into the forefront of military activity, serving as Generals in the campaign against the Separatists. The demands of combat saw advancements in the Jedi starfighter arsenal, resulting in modifications and a new generation of fighter craft.
- Though the wedge-shaped starfighter design was still in use by war's end, a newer model had earned the spotlight for its use by renowned Jedi heroes, Anakin Skywalker and Obi-Wan Kenobi.
- This new model was much more compact, cutting away a large portion of the forward spaceframe to have a forked front, bracketing a bulbous cockpit pod. Lining the inner edges of the ship's "tines" were powerful long-barreled laser cannons. The ship also had secondary cannons recessed on the outer edge of each tine. A full-size astromech rested within a spring-loaded socket on the port wing, and the craft's wingtips could fold open, revealing hexagonal panels when the ship entered combat mode. The hexagonal wings and the spoke-windowed cockpit were strong indicators of future starfighter designs to be adopted by the galactic government.
- This new model also lacked a hyperdrive, so it too had to rely upon a hyperspace transport ring to achieve superluminal velocities. During the war, bigger more robust rings were used, with multiple lightspeed engines increasing their speed and range.
- Ace Jedi pilots like Anakin Skywalker and Saesee Tiin pushed the Delta-7 to its limits. Skywalker constantly tinkered with his starfighter, modifying its systems to optimize performance. Based on his innovations, Kuat Systems Engineering revisited the starfighter design and developed a bold and radical follow-up to the Delta-7 with its Eta-2 Actis interceptor. Anakin Skywalker was the first to pilot this new model, though other Jedi soon followed in his path, including Tiin, Obi-Wan Kenobi and Mace Windu.
- Only a Jedi pilot would be brave enough to fly an Eta-2 into combat. That's not to disparage its capabilities; rather, it is a very advanced high-performance craft that devotes most of its system resources to pure speed and power. It does so at the expense of heavy flight instruments, sensors and shields. A Jedi Knight's attunement to the Force more than compensates for these compromises.
- In compressing — yet increasing — the performance of the Delta-7 into a frame no bigger than an airspeeder, Kuat engineers faced many challenges. Key among them was overheating. A sophisticated system of pumps, heat sinks, and extendable radiator wing panels help draw heat away from the Eta-2's miniature reactor.
Sparks Campaign Notes: Possession and use of this starship will carry with it an Imperial bounty commensurate with being identified as a Jedi.
Council Approval Date: 2/24/12
19) What is the new and used cost for the Med Runner ship detailed in The Truce at Bakura Sourcebook?
Here are the approved statistics along with the new and used cost calculated by the Sparks Force 7 Council.
Med Runner
- Craft: SoroSuub Sprint-class Rescue Craft
- Affiliation: General / Rebel Alliance
- Era: Rebellion
- Source: The Truce at Bakura Sourcebook (pages 113-116)
- Type: Fast response emergency ship
- Scale: Starfighter
- Length: 30 meters
- Skill: Space transports: Sprint rescue craft
- Crew: 3, skeleton: 1/+10
- Crew Skill: Astrogation 4D+2, sensors 6D, space transports 5D, starship shields 4D+2, first aid 6D+1
- Passengers: 5 (medics), 40 (patients)
- Cargo Capacity: 2 metric tons
- Consumables: 1 month
- Cost: 150,000 (new); 90,000 (used)
- Hyperdrive Multiplier: x1
- Hyperdrive Backup: x12
- Nav Computer: Yes
- Maneuverability: 2D+1
- Space: 9
- Atmosphere: 400; 1,150 kmh
- Hull: 3D+1
- Shields: 2D
- Sensors:
- Passive: 40/1D
- Scan: 80/1D+2
- Search: 130/2D
- Focus: 6/3D
- Life-Form Indicators: Med runners have sophisticated life-form sensors to find survivors in starship wreckage. Sensor operators receive a +1D+2 bonus when in focus mode and searching for life-forms only.
Council Approval Date: 7/8/12
20) What is the used cost for the MRX-BR Pacifier ship detailed in Galaxy Guide #8 on page 42?
Here are the approved statistics along with the used cost calculated by the Sparks Force 7 Council.
MRX-BR Pacifier
- Craft: Sydon Vehicle Works MRX-BR Pacifier Combat/Contact Vessel
- Alignment: Empire / General
- Era: Rise of the Empire
- Source: Lord of the Expanse: Gamemaster Guide (page 42)
- Type: Exploration fighter
- Scale: Starfighter
- Length: 25 meters
- Skill: Space transports
- Crew: 1
- Passengers: 3
- Cargo Capacity: 24 metric tons
- Consumables: 1 year
- Cost: 170,000 (new); 100,000 (used)
- Nav Computer: Yes
- Hyperdrive Multiplier: x1
- Hyperdrive Backup: x8
- Maneuverability: 1D
- Space: 7
- Atmosphere: 600; 1,200 km/h
- Hull: 2D
- Shields: 2D
- Sensors:
- Passive: 30/1D
- Scan: 60/2D
- Search: 120/3D
- Focus: 10 /3D+2
- Weapons:
- 3 Laser Cannons
- Fire Arc: 1 rear, 1 left, 1 right
- Crew: 1 each (can be fired remotely from cockpit)
- Fire Control: 3D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 3D
- 2 Proton Torpedo Launchers
- Fire Arc: Front
- Crew: 1
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1/3/7
- Atmosphere Range: 50-100/300/700 m
- Damage: 9D
Council Approval Date: 11/11/12
21) Are there approved statistics for the C-894 Heavy Fighter found in an online source?
No. While reviewing this ship the Council noted that the C-894 Heavy Fighter had several statistics that were too much for a fighter and more consistent with a light freighter. The Council presented alternate statistics for a Heavy Fighter variant which did not pass, and a Light Freighter variant which did pass (shown below).
C-894 Freighter
- Type: Light Freighter
- Scale: Starfighter
- Length: 15 meters
- Skill: Space Transports: C-894
- Crew: 1
- Passengers: 2
- Cargo: 5 metric ton
- Consumables: 2 months
- Cost: N/A
- Hyperdrive: x1
- Hyperdrive Backup: x13
- Nav Com.: Yes
- Manuverability: 3D
- Space: 7
- Hull: 4D
- Shields: 3D
- Sensors:
- Passive: 50/0D+1
- Scan: 70/2D+1
- Search: 120/3D+1
- Focus: 6/4D+1
- Weapons:
- Laser Cannon
- Fire Arc: Front
- Crew: Pilot
- Fire Control: 2D
- Space Range: 3-5/27/40
- Damage: 4D
- Proton Torpedo Launcher
- Fire Arc: Rear
- Crew: 0 (pilot - loses Fire Control) or 1
- Fire Control: 0D+1
- Space Range: 2-4/24/38
- Damage: 7D
- Laser Turret
- Fire Arc: Turret
- Crew: 1
- Fire Control: 1D
- Space Range: 2-3/34/56
- Damage: 3D
Council Approval Date: 11/11/12
22) Are there approved statistics for the Mercenary Fighter found in the Complete Starship source?
No. While reviewing this ship the Council noted that this particular ship looked to be a modified version of the base ship. The Council presented alternate statistics for the base ship statistic variant that did pass (shown below).
Mercenary Fighter
- Craft: Kuat Systems Engineering Mercenary Starfighter
- Affiliation: General
- Era: Old Republic
- Type: Space superiority starfighter
- Scale: Starfighter
- Length: 16 meters
- Skill: Starfighter piloting: Mercenary starfighter
- Crew: 1
- Cargo Capacity: 100 kilograms
- Consumables: 2 weeks
- Cost: Not available for sale (estimated value 107,000)
- Hyperdrive Multiplier: x2
- Hyperdrive Backup: x15
- Nav Computer: Yes
- Maneuverability: 2D
- Space: 8
- Atmosphere: 400, 1,150 kmh
- Hull: 4D
- Shields: 1D
- Sensors:
- Passive: 20/0D
- Scan: 45/1D+1
- Search: 85/2D+2
- Focus: 4/4D
- Weapons:
- Two Laser Cannons (fire-linked)
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 1D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 5D
- Concussion Missile Launcher (10 missiles)
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-3/7/12
- Atmosphere Range: 100-300/700/1.2 km
- Damage: 8D
Council Approval Date: 11/11/12
23) Are there approved statistics for the Phoenix Hawk Light Pinnace found in an online source?
No. While reviewing this ship the Council noted that the Phoenix Hawk Light Pinnace had several statistics that were too much for a fighter and more consistent with a light freighter. The Council presented alternate statistics for a Phoenix Hawk Light Pinnace transport variant which did pass (shown below).
Phoenix Hawk Light Pinnace
- Craft: Kuat Systems Engineering S40K Phoenix Hawk Light Pinnace
- Type: Transport
- Scale: Starfighter
- Length: 19.2 meters
- Skill: Space Transports: S40K
- Crew: 1 or 2
- Crew Skill: Varies
- Passengers: 4
- Cargo Capacity: 20 metric tons
- Consumables: 2 months
- Cost: 112,000 (new)
- Hyperdrive Multiplier: x2
- Hyperdrive Back-Up: x15
- Nav Computer: Yes
- Maneuverability: 1D
- Space: 5
- Atmosphere: 295; 850 km/h
- Hull: 5D
- Shields: 2D
- Sensors:
- Passive: 15/0D
- Scan: 30/1D
- Search: 50/3D
- Focus: 2/4D
- Weapons:
- 2 Heavy Blaster Cannons (fire-linked)
- Fire Arc: Turret
- Skill: Starship Gunnery
- Fire Control: 1D
- Space Range: 1-5/10/17
- Atmosphere Range: 100-500/1/1.7 km
- Damage: 6D
- 2 Light Ion Cannons (fire-linked)
- Fire Arc: Rear
- Skill: Starship Gunnery
- Fire Control: 1D
- Space Range: 1-3/7/36
- Atmosphere Range: 100-300/700/3.6 km
- Damage: 4D
Council Approval Date: 11/11/12
24) Are there approved Sparks D6 statistics for the Gorgodon creature found in the D20 sourcebook Ultimate Adversaries?
Yes. The creature statistics were converted to the D6 system, and the Council determined a tiering value for having this creature involved in an event.
Type: Large arctic predator
Planet of Origin: Ilum
Dexterity: 1D+1
Perception: 2D+2
Search 4D+2
Strength: 6D+2
Brawling 7D+2, climbing/jumping 9D
Special Abilities:
Claws: Do STR+2D+1 damage
Bite: Does STR+2D damage
Tail: Does STR+2D+2 damage
Poor Vision: Gorgodons have extremely poor vision and take a -1D penalty to all visual Perception and Search rolls.
Move: 10, 10 (Climbing)
Size: Large (3 meters)
Sparks Tiering: 5
Council Approval Date: 11/11/12
25) Are there statistics for the MD-4 medical droid listed on The Hope?
There were known, but the Council used the statistics for the MD-5 medical droid from the WEG sourcebooks and created this precursor.
MD-4 Medical Droid
- Type: Industrial Automaton MD-4 General Practitioner Medical Droid
- DEXTERITY 2D
- KNOWLEDGE 3D {reduced from 4D with corresponding skill loss}
- Alien species 4D, scholar: humanoid biology 4D
- MECHANICAL 2D {reduced from 2D+2 with corresponding skill loss}
- Sensors 3D
- PERCEPTION 3D
- Bargain 4D, investigation 4D {reduced 1 pip}, search 4D {reduced 1pip}
- STRENGTH 2D {reduced from 2D+1}
- TECHNICAL 3D
- First aid 5D {reduced from 6D}, (A) medicine 6D {reduced from 8D}
- Equipped With:
- -Computer interface tether
- -Medical diagnostic computer
- -Analytical computer
- -Surgical attachments
- -Hypodermic injectors (4D stun damage)
- -Medicine dispensers
- Move: 6 (within confines of its medical bay) {reduced from 7}
- Size: 1.6 meters
Source: SF7 Council
Council Approval Date: 6/10/13
26) Are there approved statistics for Amphibious Interstellar Assault Transport/infantry (AIAT/i) gunship in Sparks?
Yes. Here are the statistics approved by the Sparks Force 7 Council for two variants (Mk1 and Mk2) of the ship.
Amphibious Interstellar Assault Transport/infantry (AIAT/i) Gunship
- Craft: Kuat Drive Yards Amphibious Interstellar Assault Transport/infantry starship
- Type: Gunship
- Scale: Starfighter
- Length: 31.5 Meters
- Skill: Space transports: AIAT/i
- Crew: 1
- Passengers – Mk 1: 6
- Passengers – Mk2: 50 (troops), 6 (prisoners)
- Cargo Capacity – Mk 1: 350 metric tons
- Cargo Capacity – Mk 2: 10 metric tons
- Consumables: 1 Month
- Cost: 100,000 Used Only (175,000 Value for purposes of modifying)
- Hyperdrive Multiplier: x3
- Hyperdrive Backup: x20
- Nav Computer: Yes
- Space: 3
- Atmosphere: 245; 700 kmh
- Maneuverability: 0D
- Hull: 5D+2
- Shields: 2D
- Sensors:
- Passive: 10/0D
- Scan: 25/1D
- Search: 40/2D
- Focus: 2/3D
- Weapons:
- 2 Twin Medium Laser Cannons
- Fire Arc: Front turrets
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-3/12/25
- Atmospheric Range: 100-300/1.2/2.5 km
- Damage: 5D
- Heavy Laser Cannon
- Fire Arc: Rear turret
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-3/10/20
- Atmosphere Range: 100-300/1/2 km
- Damage: 5D
- Concussion Missile Launcher (5 missiles)
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 1D
- Space Range: 1/3/7
- Atmosphere Range: 50-100/300/700
- Damage: 8D
Council Approval Date: 6/10/13
27) Are there approved statistics for Life Crystals originally featured in Gamer Magazine issue #5 in Sparks?
Yes. The statistics were revised to take into account the Sparks campaign rules and balance. Here are the statistics approved by the Sparks Force 7 Council.
- Life Crystal
- Model: Life Crystal
- Type: Alien technology
- Cost: 5,000 credits per crystal (up to the Rise of the Empire); 25,000 credits (later eras, black market)
- Availability: 3, R
- Game Notes: After the first week of wearing a life crystal, roll 2D to determine its effects on the wearer:
| Roll | Result |
| 2-3 | +1 pip to Strength |
| 4 | +1 pip to Perception |
| 5 | +1 pip to Knowledge |
| 6-8 | No Effect |
| 9 | +1 pip to Technical |
| 10 | +1 pip to Mechanical |
| 11-12 | +1 pip to Dexterity |
Each successive year, the wearer rolls again and can gain additional bonuses. The bonuses are cumulative, as are bonuses awarded by multiple life crystals. If a life crystal is not worn for 24 hours, the bonuses become penalties. If the crystal is replaced within a week, the bonuses are restored. If the crystal is not replaced, the penalties will wear off in one year.
Source: Gamer Magazine #5
Additional Modified Sparks Considerations –
- Availability: With the availability listed as ‘3, R’ suggest that even though the Base Price would be 25,000 that the Suggested Purchase Price be increased (~35k-40k suggested perhaps more). This increased Suggested Purchase Price would also be used as a guideline for number and difficulty of Personal Initiatives required to find (i.e. 1 PI to find and buy; 2-3 PIs to find or steal).
- Campaign Timing: Use the 1 module is 2 weeks as the guideline for determining 1 year of ownership for triggering follow-up rolls (every 24 event numbers – excludes unnumbered events) instead of calendar years.
- Maximum Effect: No matter how many years they have been active with follow-up rolls the maximum allowable effect to any single Attribute is +1D (i.e. 1 life crystal that has rolled the same attribute 3 times considers that attribute number as ‘No Effect’).
- Stacking with multiple Life Crystals: Similar to other game systems we want to express that matching bonuses (in this case Force talisman/artifact) only apply the highest of each type (in this case each attribute) (i.e. if you have 3 crystals that you have had for several years with the first +1 Per, +2 Kno, with the second +1 Tec and +1 Kno, and with the third +2 Per this would yield +2 Kno from the first crystal, +1 Tec from the second and +2 Per from the third; the extra +1 Per on the first and +1 Kno on the second would not apply; Then say for instance the second crystal was lost this would result in +2 Kno from the first crystal, -1 Tec and -1 Kno from the second and +2 Per from the third, so Kno would only be +1 effect).
- Stacking with other attribute bonuses: Only the highest bonus from any source (cybernetics, Force, etc) will apply, so if you had cybernetic enhancements to Perception at +1D, then a roll of 4 on any crystal will be recorded, but not apply as a bonus (it is recorded, because loss of the crystal can still apply a negative penalty).
With the additional considerations limiting the maximum effects and stacking and along with the penalties for losing a crystal, these can be mitigated and balanced with the Sparks campaign.
Council Approval Date: 12/15/13
28) Are there approved statistics for Loronar MOD-17 Container Freighter from Gamer Magazine issue #8 in Sparks?
Yes. Here are the statistics approved by the Sparks Force 7 Council for the Loronar MOD-17 Container Freighter.
Loronar MOD-17 Container Freighter
- Craft: Loronar MOD-17 Container Freighter
- Affiliation: General
- Era: Old Republic
- Source: Gamer Magazine Issue 8
- Type: Container freighter
- Scale: Capital
- Length: 550 meters
- Skill: Capital ship piloting: MOD-17
- Crew: 50
- Crew Skill: All applicable skills at 4D
- Passengers: 30
- Cargo Capacity: 200,000 metric tons
- Consumables: 6 months Cost: 6 million (new), 3 million (used)
- Hyperdrive Multiplier: x2
- Hyperdrive Backup: x12
- Nav Computer: Yes
- Space: 3
- Atmosphere: 260; 750 kmh
- Hull: 4D
- Shields: 1D
- Sensors:
- Passive: 30/1D
- Scan: 40/2D
- Search: 50/2D+2
- Focus: 4/3D
Council Approval Date: 12/15/13
29) Can the Council review and approve stats for a starship cockpit escape pod module as well as quick change weapon pod mount?
The Council has reviewed and developed additional stats for both suggested items that are approved for the Sparks campaign.
- Escape Pod Cockpit that would launch automatically if the ship was ‘destroyed’
Cost: 14,000 (6,600 for the custom escape pod cockpit connections and linkage; 8,000 for sensory system)
Installation/Retrofit Time: 1 month
Tons: 39 tons of cargo space or capacity required
* Notes: The sensors run throughout the hull and if a hull breech or significant damage is detected (starship damage ‘Destroyed’ result – difference of 16+), then the escape pod cockpit launches. If the damage is over the destroyed amount by more than 10, but less than 20, the escape pod cockpit must soak half of the ‘unresolved’ damage. If the damage is over the destroyed amount by more than 20, then the escape pod cockpit does not have enough time to launch, and it is destroyed with the ship. - Quick Detachable/Replaceable Weapons through the utilization of ‘weapon pods’ to accomplish this task. This is to make it so illegal starship weapons or components can be modular in design so they can be removed quickly (like before going on a diplomatic mission)
Cost: 1.5 the base weapon cost
Tons: 1.5 the base weapon tonnage
Time Required to Change ‘Weapon Pods’: 1.5 hours per base weapon tonnage with proper equipment (repair bay) or 3 hours per base weapon tonnage- Notes: This includes additional internal support to ‘hang’ the weapon pod in place as well as quick connect/disconnect control and power linkages.
Council Approval Date: 12/15/13
30) Are there approved statistics for Arquitens-class Light Cruiser in Sparks?
Yes. Here are the statistics approved by the Sparks Force 7 Council for the Arquitens-class Light Cruiser.
Arquitens-class Light Cruiser
- Craft: Kuat Drive Yard’s Arquitens-class Light Cruiser
- Alignment: Old Republic / General
- Era: Old Republic
- Type: Escort Cruiser
- Scale: Capital
- Length: 185 meters
- Skill: Capital ship piloting: Arquitens-class light cruiser
- Crew: 8, gunners: 16, skeleton: 2/+10
- Crew Skill: varies
- Passengers: 10 (troops)
- Cargo Capacity: 400 metric tons
- Consumables: 6 months
- Cost: Not Available For Sale; {9.5 million}
- Hyperdrive Multiplier: x2
- Nav Computer: Yes
- Maneuverability: 2D
- Space: 6
- Atmosphere: 330; 950 km/h
- Hull: 4D
- Shields: 2D
- Sensors:
- Passive: 40/1D
- Scan: 80/2D
- Search: 100/3D
- Focus: 5/4D
- Weapons:
- 4 Quad Laser Turrets (retractable)
- Fire Arc: 2 dorsal (1 left, 1 right), 2 ventral (1 left, 1 right)
- Crew: 1
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-5/10/20
- Atmosphere Range: 100-500/1/2 km
- Damage: 5D
- 4 Dual Turbolaser Cannons (retractable)
- Fire Arc: 2 left, 2 right (can be repositioned for front or rear arcs)
- Crew: 2
- Skill: Capital ship gunnery
- Fire Control: 2D+1
- Space Range: 3-15/35/75
- Atmosphere Range: 6-30/70/150 km
- Damage: 6D
- 4 Concussion Missile Tubes
- Fire Arc: 2 left, 2 right
- Crew: 1
- Skill: Capital ship gunnery
- Fire Control: 1D
- Space Range: 2-12/30/60
- Atmosphere Range: 2-24/60/120 km
- Damage: 7D
- Ammo: 6 missiles each
- 4 Quad Laser Turrets (retractable)
Council Approval Date: 2/13/14
31) What is the cost and availability for the droid ‘Fine Manipulation Arm’ which adds +1D to repair skills as listed on a droid in Adventure Journal #14 p. 250-251?
Consider the ‘Fine Manipulation Arm’ droid part as a slightly improved version of the basic ‘Fine Work Grasper Arm’ which is availability 2 for 350 credits. So, the improved arm costs 700 credits (double) with an availability 3 but gives the +1D to repair skills (that will not stack with other tool bonuses).
Council Approval Date: 2/13/14
32) Is the Ithullian Ore-Hauler as mentioned in the Tales of the Jedi Companion p. 114-115 still available for purchase in Sparks?
It has been 4000 years since this process to create a ship out of a space wasp carcass was used. Initially it was cost effective due to the lack of “standard” starship construction materials. But with intergalactic trade and commerce improving over the ages it is actually much cheaper and easier to build using standard starship construction techniques. This process has all but disappeared as viable. There are very few Ithullian Ore-Haulers even seen in this day and age. Most of those are in museums or private collections and even those are in questionable operation status. Old ‘shells’ could be found with enough dedicated effort (multiple Personal Initiatives), but then the cost required would be excessive for the rebuild and modifications, and to find someone even capable of this would be a feat in and of itself. Does this ship exist in Sparks? Yes. Is this process of ship building still utilized? No. Could it be done? Yes, but at great cost in time and credits. It is not recommended for the novelty aspect of these vessels, but still possible if strongly desired.
Council Approval Date: 2/13/14
33) What is the cost and availability of Tasar Crystals as listed in Adventure Journal #15 p. 194-197 if present in the Sparks campaign?
Both types of Tasar crystals (decorative and power) exist in the Sparks campaign as they are from a West End Games approved sourcebook (Adventure Journal #15), but they still may be difficult to find. The decorative Tasar crystals are sold by natives and miners throughout the galaxy, but they are expensive. These are similar to the previously approved Life Crystals which were approved as Availability 3, R except that the decorative Tasar crystals do not have a Force effect. So, the decorative Tasar crystals which have a variable cost (2D6 x 1000 as quoted by Adventure Journal #15; but note that there can be rarer versions that can be many multiples more expensive, aka one of the rarest was noted as 50 million credits) should be availability 3 (the R was dropped as they have no Force effect). The power version of Tasar crystals are noted as at least 10 times the cost of the decorative crystals if you can even find someone willing to sell them. They are often snatched up by the natives or miners that find them or end up in wealthy collections through specific channels. They are never really sold on the open market, so their availability should be much higher than the decorative versions with a 4, R (and a note that extra effort may be needed to find them as they are very rarely if ever sold on the open market). An added consideration for seeking out and acquiring power Tasar crystals is that the Player Character must somehow learn of their existence as it is commonly believed that they are only decorative. Once knowledge is obtained through Personal Initiative research or some gamemaster approved means, then the Player Character can begin searching for private collectors or even attempt to mine them themselves. The gamemaster should familiarize themselves with the story rarity and availability beyond the simple numeric mechanic. The gamemaster may also impose additional modifiers to cost or availability based on the rarity of the power crystal in question (the 18 listed in the Adventure Journal are separated by general rarity based on their random determination). Use of the asset acquisition cap can assist with Personal Initiative time required to find or obtain these rare crystals, but again research must be done initially to even learn of their true nature.
Council Approval Date: 2/13/14
34) Are there approved statistics for Acclamator I-class Assault Ship in Sparks?
Yes. Here are the statistics approved by the Sparks Force 7 Council for the Acclamator I-class Assault Ship.
Acclamator I-class Assault Ship
- Craft: Rothana Heavy Engineering Acclamator I-class Assault Ship
- Type: Transgalactic Military Assault Ship
- Scale: Capital
- Length: 752 meters
- Skill: Capital Ship Piloting: Acclamator I
- Crew: 700, gunners: 92; skeleton: 280/+10
- Crew Skill: Varies
- Passengers: 16,000 (troops and support personnel)
- Cargo Capacity: 11,250 metric Tons; 2,000 mT after vehicles or starfighters - see notes*
- Consumables: 1 year
- Cost: Not Available For Sale; {29 million (new), 19 million (used)}
- Hyperdrive Multiplier: x2
- Hyperdrive Backup: x10
- Nav Computer: Yes, with advanced navigation computer (+1D to Astrogation)
- Maneuverability: 0D
- Space: 6
- Atmosphere: 330; 950 km/h
- Hull: 3D+1
- Shields: 2D+1
- Sensors
- Passive: 40/1D
- Scan: 70/2D
- Search: 150/3D
- Focus: 4/3D+2
- Weapons
- 12Quad Turbolaser Batteries
- Fire Arc: Partial Turrets (6 front/left), 6 (front/right)
- Crew: 5
- Scale: Capital
- Skill: Capital Ship Gunnery
- Fire Control: 2D
- Space Range: 3-15/36/75
- Atmosphere Range: 6-30/72/150 km
- Damage: 6D
- 24 Point-Defense Laser Cannon Batteries
- Fire Arc: 8 front, 6 left, 6 right, 4 rear
- Crew: 1
- Scale: Starfighter
- Skill: Starship Gunnery
- Fire Control: 1D
- Space Range: 1-3/12/25
- Atmosphere Range:100-300/1.2/2.5 km
- Damage: 4D+1
- 4 Assault Concussion Missile Tubes -or- 4 Proton Torpedo Launchers
- Fire Arc: Front
- Crew: 2
- Scale: Capital
- Skill: Capital ship gunnery
- Ammo: 20 missiles each Ammo: 25 torpedoes each
- Fire Control: 3D
- Space Range: 2-12/30/60
- Atmosphere Range: 4-24/60/120 km
- Damage: 9D
- 12Quad Turbolaser Batteries
*Notes: Cargo capacity utilized for vehicles or starfighters depends on variant (9,250mT)
- Troop Transport Variant – 320 74-Z speeder bikes, 80 LAAT gunships; 48 AT-TE walkers, and 36 SPHA walkers
- Carrier Variant – 156 V-19 Torrent starfighters
Council Approval Date: 2/13/14
35) Are Advanced Navigation Systems that provide skill bonuses to Astrogation available in Sparks?
Yes. Advanced navigation computers that may provide a +1D or +2D (that cannot be modified) to the users Astrogation skill when plotting hyperspace jumps with that ship from the Starship Construction file do exist in the Sparks campaign. The basic navigation computer without skill modifiers is 2,000 credits for Starfighter scale and 40,000 credits for Capital scale, because as listed Capital scale ships are much more complex. Then an advanced navigation system that provides a +1D to the user’s Astrogation skill cost is increased by x2, and an advanced navigation system that provides a +2D to the user’s Astrogation skill cost is increased by x3. If the ship is constructed with the advanced navigation system there is no additional cost, but if the navigation system is being replaced aftermarket with an advanced navigation system there are additional costs for installation. The materials cost is 10% of the modified value of the advanced navigation system if the Player Character is installing it themselves. The skill being used is the appropriate ship classification (Starfighter, Space Transports, or Capital) Repair roll. The difficulty is Moderate (15) for the standard system, Difficult (20) for a +1D, and Very Difficult (25) for +2D. If the roll is failed, half of the value of parts is destroyed and must be replaced for an additional attempt. If an NPC is hired to install the system the cost for materials and labor is a flat 25% of the modified value of the advanced navigation system, and no roll needs to be made.
Council Approval Date: 2/13/14
36) Are there approved statistics for the ARC-170 starfighter in Sparks?
Yes. Here are the statistics approved by the Sparks Force 7 Council for the ship. Note that several statistics were lowered from other listed sources to account for listed source material on the ship. Also, note that there is a specific variant of this vessel presented in a Sparks module with different statistics. It is considered a modern modified variant (closer to the original base statistics) with other special modifications.
ARC-170 (original variant)
- Craft: Incom/Subpro ARC-170 (Aggressive ReConnaissance)
- Affiliation: Old Republic / Empire
- Era: Rise of the Empire
- Source: Wizards Website
- Type: Space superiority fighter
- Scale: Starfighter
- Length: 14.5 meters
- Skill: Starfighter Piloting: ARC-170
- Crew: 2 and astromech droid (can coordinate), gunners: 1, skeleton: 1/+10
- Cargo Capacity: 110 kilograms
- Consumables: 5 days
- Cost: 155,000 (new), 70,000 (used)
- Hyperdrive Multiplier: x1.5
- Nav Computer: No (uses astromech with 10 jumps)
- Maneuverability: 1D
- Space: 6
- Atmosphere: 365; 1,050 kmh
- Hull: 3D+2
- Shields: 1D+2
- Sensors:
- Passive: 25/0D
- Scan: 50/1D
- Search: 70/2D
- Focus: 3/3D+1
- Weapons:
- 2 Medium Laser Cannons (fire linked)
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 6D
- 2 Laser Cannons (fire linked)
- Fire Arc: Rear turret
- Crew: 1
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-3/10/20
- Atmosphere Range: 100-300/12/2 km
- Damage: 5D
- Proton Torpedo Launcher (6 torpedoes)
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1/3/7
- Atmosphere Range: 30-100/300/700
- Damage: 9D
- 2 Medium Laser Cannons (fire linked)
Council Approval Date: 7/27/14
37) Are there approved statistics for the V-Wing starfighter in Sparks?
Yes. Here are the statistics approved by the Sparks Force 7 Council for the ship.
V-Wing
- Craft: Kuat Systems Engineering Alpha-3 Nimbus-class "V-wing" Starfighter
- Affiliation: Old Republic / Empire
- Era: Rise of the Empire
- Source: Starships of the Galaxy Saga Edition – D6 Conversion
- Type: Starfighter
- Scale: Starfighter
- Length: 7.9 meters
- Skill: Starfighter piloting: V-wing
- Crew: 1 and astromech droid (can coordinate)
- Cargo Capacity: 60 kilograms
- Consumables: 15 hours
- Cost: 102,500 (new); 45,000 (used)
- Maneuverability: 4D
- Space: 8
- Atmosphere: 500; 1,450 kmh
- Hull: 2D+2
- Shields: 1D
- Sensors:
- Passive: 20/0D
- Scan: 30/1D
- Search: 50/2D
- Focus: 3/3D
- Weapons:
- 2 Twin Laser Cannons
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 3D
- 2 Twin Laser Cannons
Council Approval Date: 7/27/14
38) While reviewing the statistics for the V-Wing starfighter, the Council added an additional variant of the ship in Sparks calling it the V-Wing B?
Here are the statistics approved by the Sparks Force 7 Council.
V-Wing – B
- Craft: Kuat Systems Engineering Alpha-3 Nimbus-class "V-wing" Starfighter variant B
- Affiliation: Old Republic / Empire
- Era: Rise of the Empire
- Source: Modified version from Starships of the Galaxy Saga Edition – D6 Conversion
- Type: Starfighter
- Scale: Starfighter
- Length: 7.9 meters
- Skill: Starfighter piloting: V-wing
- Crew: 1 and astromech droid (can coordinate)
- Cargo Capacity: 60 kilograms
- Consumables: 15 hours
- Cost: 162,500 (new); 75,000 (used)
- Maneuverability: 4D
- Space: 10
- Atmosphere: 500; 1,450 kmh
- Hull: 2D+2
- Shields: 1D
- Sensors:
- Passive: 20/0D
- Scan: 30/1D
- Search: 50/2D
- Focus: 3/3D
- Weapons:
- 2 Twin Laser Cannons
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 3D
- 2 Twin Laser Cannons
Council Approval Date: 7/27/14
39) What is the cost of Droideka Shields?
The Sparks Force 7 Council developed the cost and availability as indicated below.
1D Shield (1000 credits; Availability = 3, F or R)
2D Shield (2000 credits; Availability = 3, F or R)
3D Shield (4000 credits; Availability = 3, F or R)
Council Approval Date: 7/27/14
40) What is the cost of Insulated/Reinforced Armor as mentioned in the Bounty Encounters?
Use a flat 15% of the armor cost no matter what type of armor to gain the bonus resistance to indicated martial arts techniques. Requires an Armor Repair roll to integrate into existing armor (Vest = VE {10}, Light (less than 1D protection) = E {15}, Medium (1D to 2D protection) = M {20}, Heavy (greater than 2D protection) = D {25}, Power (requires Powersuit Ops at any protection) = VD {30}. A Player Character can do this at no additional cost (or agreed upon cost if hired by another Player Character). An NPC can be hired to do this for an additional 10% of the armor cost (guaranteed success). Also note that the listed techniques that this armor adds protection against was updated for current techniques (Instant Stun, Silent Strike, Stunning Fury, Joint Strike, and similar attacks targeting weak points) as the previously listed techniques are no longer used in Sparks.
Council Approval Date: 7/27/14
41) Are there approved statistics for Tri-Droids in the Sparks campaign?
Yes. The Council has taken the book listed statistics and assigned the cost for use in the Sparks campaign.
Tri-Droid
Type: Techno Union Tri-Droid
Scale: Speeder
DEXTERITY 3D, Blaster artillery 4D
KNOWLEDGE 1D
MECHANICAL 1D
PERCEPTION 2D, Search 5D
STRENGTH 2D+1, Climbing 4D+1
TECHNICAL 1D
Equipped With:
- 3 Artillery Cannons (6D; 3-50/120/300)
- Light armor (+2 to Strength to resist damage)
- Magnetic feet
- Improved sensor package (+2 to all search skill rolls)
Move: 17
Size: 3.7 meters tall
Cost: Not available for sale; 29,800 (new) for reference and modification purposes
Council Approval Date: 7/27/14
42) Are there approved statistics for Tri-Fighters in the Sparks campaign?
Yes. The Council has taken the Wizards conversion statistics and assigned a higher cost to be more appropriate for use in the Sparks campaign.
Tri-Fighter
- Craft: Colla Designs/Phlac-Arphocc Automata Industries Tri-Fighter
- Alignment: Separatists
- Era: Rise of the Empire
- Source: Wizards.com Website article "Ships and Vehicles of the Revenge of the Sith"
- Type: Droid starfighter
- Scale: Starfighter
- Length: 5.4 meters
- Skill: Starfighter piloting: Tri-fighter
- Crew: None (droid brain)
- Crew Skill: Starfighter piloting 4D+1, starship gunnery 4D+1
- Cost: 60,000 (new); 32,000 (used)
- Maneuverability: 2D+1
- Space: 8
- Atmosphere: 365; 1,050 kmh
- Hull: 4D
- Sensors:
- Passive: 20/0D
- Scan: 45/1D
- Search: 60/2D+1
- Focus: 3/3D
- Weapons:
- Medium Laser Cannon
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-5/12/20
- Atmosphere Range: 100-500/1.2/2 km
- Damage: 5D
- 3 Light Laser Cannons (fire-linked)
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-5/10/17
- Atmosphere Range: 100-500/1/1.7 km
- Damage: 4D
- Buzz Droid Missile Launcher (2-6 carried)
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 1D
- Space Range: 1/3/7
- Atmosphere Range: 30-100/300/700 m
- Damage: For every 3 points by which the attack roll beats the difficulty, an additional buzz droid lands on the target, to a maximum of five buzz droids. See buzz droid stats for their specifics.
- Medium Laser Cannon
Council Approval Date: 7/27/14
43) Are there approved statistics for Commando Droids in the Sparks campaign?
Yes. The Council has taken player presented statistics and assigned the cost for use in the Sparks campaign.
Commando Droid
Type: Separatist Commando Droid
DEXTERITY 2D, Blaster 6D, Brawling Parry 5D+2, Dodge 6D+2, Grenade 5D, Melee Combat 5D+2, Melee Parry 5D+2
KNOWLEDGE 1D, Streetwise 5D, Survival 6D, Willpower 5D+1
MECHANICAL 2D, Repulsorlift Operation 5D
PERCEPTION 2D, Hide 6D+2, Search 6D+2, Sneak 7D
STRENGTH 2D+1, Brawling 5D
TECHNICAL 2D, Armor Repair 5D, Blaster Repair 5D, Demolitions 6D+2, Droid Repair 4D, Security 5D+2
Equipped With:
- Modified Blaster Rifle (5D; has Sensor Masking Coating)
- Humanoid Body (2 arms, 2 legs, head)
- Armor Plating: +1D physical, +1D energy
- Sensor Masking Coating: +2 to Hide vs Sensors
Move: 10
Size: 1.7 meters tall
Cost: Not available for sale; 42,500 for reference and modification purposes
Council Approval Date: 7/27/14
44) Are there approved statistics for Droid Starfighters in the Sparks campaign?
Yes. The Council has taken the Wizards conversion statistics and assigned a higher cost to be more appropriate for use in the Sparks campaign.
Droid Starfighter
- Craft: Xi Char Variable Geometry Self-Propelled Battle Droid, Mk. 1
- Alignment: Trade Federation
- Era: Old Republic
- Source: Secrets of Naboo (page 8)
- Type: Autonomous starfighter
- Scale: Starfighter
- Length: 3.5 meters
- Skill: Starfighter piloting
- Crew: 0 (droid brain)
- Crew Skill: Starfighter piloting 4D+1, starship gunnery 4D+1
- Cargo Capacity: None
- Consumables: None
- Cost: 57,000 (new); 20,000 (used)
- Maneuverability: 3D
- Space: 10
- Atmosphere: 415; 1,200 km/h
- Hull: 4D
- Shields: 1D
- Sensors:
- Passive: 20/0D
- Scan: 40/1D
- Search: 60/2D
- Focus: 3/3D
- Weapons:
- 2 Blaster Cannons (fire-linked)
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 0D
- Space Range: 1-5/10/17
- Atmosphere Range: 100-500/1/1.7 km
- Damage: 5D
- Two Energy Torpedo Launchers
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 0D
- Space Range: 1/3/7
- Atmosphere Range: 30-100/300/700 m
- Damage: 9D
- Ammo: 4 torpedoes each
- NOTE: Requires droid control system to function (sold separately). Capable of converting to Walking mode.
- 2 Blaster Cannons (fire-linked)
- Droid Control System
- Type: Multi-channel droid control system
- Cost: 2,000 credits for basic unit with 2 channels; +1,000 credits per additional channel
- Availability: 3, R or include with availability of associated Battle Droid (requires license for Battle Droid to purchase legally).
- Weight: 1 metric ton for basic unit; +1/4 metric tons per additional channel
- Description: Massive thousand channel versions of these were utilized on Trade Federation Droid Control ships and facilities to operate various Battle Droids (B-1, B-2, Droid Starfighters, etc. – anything designated as a ‘Battle Droid’). This smaller version is available with fewer channels to operate small numbers of droids and droid fighters. If it is shut off, disabled, or destroyed, the controlled droids and droid fighters cease to function. The controller signal is powerful enough to operate droids anywhere within the same System.
Council Approval Date: 7/27/14
45) What are corrected Sparks statistics and cost for a Defender Ion Mine?
Instead of using a Sensors (Scanning) skill as listed it can be combined into the statistic for the sensors themselves. Note that this would not be a standard sensor system like on a ship or vehicle, because it does not have a Passive mode. The Sensors – Scan mode would be 100/5D to cover range and power. The cost as determined by the Sparks Force 7 Council is 45,000 credits. See the revised equipment statistics below.
Defender Ion Mine
- Craft: Merr-Sonn Defender Ion Mine
- Era: Rise of the Empire
- Source: Craken's Rebel Field Guide (p80)
- Cost: 45,000
- Scale: Starfighter
- Length: 5 meters
- Sensors:
- Scan: 100/5D
- Space Range: 0-30/60/100
- Atmospheric Range: 0-3/6/10 km
- Hull: 2D
- Fire Control: 6D
- Damage: 10D Ionization
- Notes: It takes an Easy Mechanical roll to detect the mines. To avoid detection, the pilot makes a Starship Piloting maneuver action, while each mine makes a Scanning roll. The mines may not combine actions to detect a ship. Any mine which rolls higher than the maneuver detects the ship and begins firing once per round. Mines will ignore anything less than 4 meters in diameter.
Council Approval Date: 10/5/14
Revised Council Approval Date: 9/28/19
46) What are corrected Sparks statistics and cost for an Imperial Defense Satellite?
This satellite uses an automated (droid brain) crew, so complete relevant crew skills were added. The sensors were added. The weapon statistics were corrected or clarified. The cost as determined by the Sparks Force 7 Council is 90,000 credits. See the revised equipment statistics below.
Imperial Defense Satellite
- Craft: Imperial Defense Satellite
- Source: Adventure Journal 2 (p110)
- Scale: Starfighter
- Crew Skill: Capital Ship Gunnery 4D, Starship Gunnery 4D, Sensors 4D
- Crew: 0 (Automated)
- Cost: 90,000
- Hull: 4D
- Shields: 2D
- Sensors:
- Scan: 50/1D
- Weapons:
- Ion Cannon
- Fire Arc: Turret
- Crew: 0
- Scale: Capital
- Skill: Capital Ship Gunnery
- Fire Control: 2D+2
- Space Range: 1-10/25/50
- Atmosphere Range: 100-1.0/2.5/5 km
- Damage: 3D
- 2 Laser Cannons
- Fire Arc: Turret
- Crew: 0
- Scale: Starfighter
- Skill: Starship Gunnery
- Fire Control: 2D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 5D
- Ion Cannon
- Capsule: The Imperials typically have a network of three defense satellites in orbit. One satellite can always fire on any ship approaching or leaving the planet. The idea is for the satellites to cripple unauthorized vessels with blasts from their capital-scale ion cannon, so intruders can be finished off by fighters.
Council Approval Date: 10/5/14
47) What is the cost for an AIC-4 Drop Ship?
The cost as determined by the Sparks Force 7 Council is ‘Not Available For Sale’ (330,000 credits for modification and reference). See the revised equipment statistics below.
AIC-4 Drop Ship
- Craft: Sonda Armament's Armored Interface Craft-4
- Type: Medium Troop Dropship
- Source: Adventure Journal 2
- Scale: Starfighter
- Length: 40 meters
- Skill: Space Transports: Dropship
- Crew: 6
- Crew Skill: Blaster 4D+2, Space Transports 5D, Starship Gunnery 4D
- Passengers: 44 (troops)
- Cargo Capacity: 10 metric tons
- Consumables: 3 days
- Cost: Not Available For Sale (330,000 credits)
- Hyperdrive multiplyer: None
- Hyperdrive Backup: None
- Nav Computer: None
- Maneuverability: 2D
- Space: 9 (during drop); 3 (on return flight)
- Atmosphere: 400; 1,150 kmh (during drop), 260; 750 kmh (on return flight)
- Hull: 5D
- Shields: 1D
- Sensors:
- Passive: 20/0D
- Scan: 40/1D
- Search: 60/2D
- Focus: 3/3D
- Weapons:
- 2 Laser Cannons
- Fire Arc: Turret
- Crew: 1 each
- Skill: Starship Gunnery
- Fire Control: 2D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/25 km
- Damage: 5D
- 2 Heavy Repeating Blasters
- Fire Arc: Turret
- Crew: 1 each
- Scale: Character
- Skill: Blaster: Repeating Blaster
- Ranges: 3-75/200/500
- Damage: 8D
- 2 Laser Cannons
- Capsule: The AIC-4 was designed to fit in the belly of a Star Destroyer and transport troops by platoons to the surface of a planet. The AIC-4 can deliver soldiers under fire from ground-based guns and defend itself from attack by enemy starfighters or speeder craft. Other, less-durable craft are used when drops can be made safely, but until the drop area is secure, the AIC-4 often does the work. The craft contains sufficient supplies sustain its platoon for at least three days. It also contains a crude field hospital.
Often the AIC-4 lands, clears the immediate area with its heavy repeating blasters and, after unloading its platoon, takes off for orbit to get more troops. However, if the air defenses are too dangerous to risk a slow ascent, the AIC-4 may find itself stranded until air control is achieved.
Council Approval Date: 10/5/14
48) What are the approved statistics for the CC-5400 Carrier Cruiser in the Sparks campaign?
This ship was introduced during Sparks #201: On Thin Ice and was later recovered for the Crucible Sector Fleet in the Origins 2014 Seminar. This ship was referenced in Star Wars Gamer #8, but no statistics were provided. The Sparks Force Council approved the following statistics for use with this ship (see below).
CC-5400 Carrier/Cruiser
- Craft: Corellian Engineering Corporation's CC-5400 Carrier/Cruiser
- Type: Medium Cruiser/Heavy Carrier
- Scale: Capital
- Length: 468 meters
- Skill: Capital Ship Piloting CC-5400 Carrier/Cruiser
- Crew: 1,786; gunners: 131, skeleton: 310/+15
- Crew Skill: Astrogation 4D+1, capital ship gunnery 5D+2, capital ship piloting 6D, capital ship shields 5D+1, sensors 4D
- Passengers: 80 (troops) + 300 flight crew + 200 pilots
- Cargo Capacity: 1,000 metric tons
- Consumables: 1 year
- Cost: 94,000,000 (new), 54,500,000 (used)
- Hyperdrive Multiplier: x3
- Hyperdrive Backup: x16
- Nav Computer: Yes
- Maneuverability: 1D
- Space: 7 (4 in combat)
- Hull: 4D
- Shields: 1D+2
- Sensors:
- Passive: 45/1D
- Scan: 90/2D+1
- Search: 150/3D+2
- Focus: 6/4D
- Weapons:
- 20 Light Turbolaser Cannons
- Fire Arc: 16 turret, 2 left, 2 right
- Crew: 3
- Skill: Capital Ship Gunnery
- Fire Control: 3D+1
- Space Range: 3-15/35/75
- Atmosphere Range: 6-30/70/150 km
- Damage: 3D+2
- 12 Ion Cannons
- Fire Arc: 8 turret, 4 back
- Crew: 4
- Skill: Capital ship gunnery
- Fire Control: 4D
- Space Range: 1-10/25/50
- Atmosphere: 2-20/50/100 km
- Damage: 4D
- 15 Quad-Laser Cannons
- Fire Arc: 10 turret, 5 back
- Crew: 1
- Skill: Starship gunnery
- Fire Control: 4D
- Space Range: 1-4/15/30
- Atmosphere Range: 2-50/50/100 km
- Damage: 5D
- 4 Tractor Beam Projectors
- Fire Arc: 1 left, 1 right, 2 back
- Crew: 2
- Skill: Capital ship gunnery
- Fire Control: 2D
- Space Range: 1-4/12/25
- Atmosphere Range: 2-10/30/60 km
- Damage: 4D
- Starfighter complement: 12 squadrons
- 20 Light Turbolaser Cannons
- Capsule: The CC-5400 is the largest and fastest of the CC-series of capital ships to date. It was designed early on in the Clone Wars and utilized droids heavily both in the day-to-day operation of the vessel, and the day-to-day upkeep of its fighter squadrons. Though it does make use of extensive droid workers, it still requires a crew of 1,486 to efficiently run the vessel. The upkeep of the fighter bay and the fighters themselves requires another 300 crewmembers.
The hanger bays are separated into two decks both housing a wing (72) of fighters plus additional craft. All of these craft require a huge amount of space to land on, also large fields of access. The bays are large open parking garages so to speak, each fighter is allocated a 20x20 meters space and all work is done in that space. Four of the six bays are 120x60 meters. Two are much larger affairs stretching roughly four-fifths the width of the vessels 330 meters. The bays are roughly 60 meters deep in the shallowest section and 120 meters deep in the deepest. These larger bays account for over half the fighter cover by themselves. The bays' floors are armor plating as thick as the hulls on most Correlian Corvettes. The MagCon fields are divided into 120x20 meters rectangles; there are six of these large fields. Since the bays themselves are built to accommodate craft with landing gear, to modify them into TIE racks is very expensive. The Empire used the CC-5400 for the first six years of its existence after that. Designs that were less fighter craft efficient, cheaper to build, but could easily carry TIE fighters.
A certain amount of heating is required in any vessel in the hanger bays, if a bay is too cold to work in the required, maintenance on fighter craft will not be done. Maintaining and heating the large bays requires a totally free generator, thus four instead of three were installed. All in all, the upkeep of the bays, plus the power requirement make for a very expensive carrier.
The CC-5400 runs on twelve CEC DX-9FR engine cores and four Nova Corporation A1-9FR cores that almost propel it as fast as the KDY 12A-99 cores in the Carrack-class Light Cruiser. The DX-9FR was later used in sets of three in the Corellian Gunship. The engines appear on either side of the launch area in the rear of the vessel.
These engines afford it, protection that even the heaviest escorts could not: speed. For most modern vessels, the ability to outrun other vessels is optional. For a carrier it is essential. Compared to other vessels of its size, it is reasonably well armed with over 30 anti-capital ship Ion Cannons and Turbolasers. To use more than one-third of its guns a CC-5400 has to either power-down the shields or reduce its space to that of a Victory-class Star Destroyer which is 4.
Council Approval Date: 10/5/14
49) What is the cost for the DPx Deep Explorer from Galaxy Guide #8?
The cost was listed with this ship on Wookieepedia and was approved for use by the Sparks Force 7 Council as 135,000 (new); 55,000 (used). See the revised equipment statistics below.
Deep-X Explorer
- Craft: Uulshos DPx Yacht
- Type: Modified space yacht
- Source: Galaxy Guide #8 (pricing from Wookieepedia)
- Scale: Starfighter
- Length: 12 meters
- Skill: Space transports: DPx
- Crew: 1
- Passengers: 5 (including 2 to operate blaster cannons)
- Cargo Capacity: 50 metric tons; 20 cubic meters
- Consumables: 6 months
- Cost: 135,000 (new); 55,000 (used)
- Hyperdrive Multiplier: x1
- Hyperdrive Backup: x8
- Nav Computer: Yes
- Maneuverability: 2D
- Space: 7
- Atmosphere: 350; 1,000 kmh
- Hull: 2D
- Sensors:
- Passive: 20/0D
- Scan: 30/1D
- Search: 50/2D
- Focus: 3/3D
- Weapons:
- 2 Blaster Cannons (fire separately)
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 0D
- Space Range: 1-2/8/15
- Atmosphere Range: 100-200/800/1.5 km
- Damage: 1D
- 2 Blaster Cannons (fire separately)
Council Approval Date: 10/5/14
50) Is there a Holocron construction tool kit in Sparks and if so, what does it cost?
There is no item in Sparks specifically designed as a tool kit (with or without any bonuses) for holocron construction. There are items and devices that add to existing repair skills that can be utilized when those skills are used to construct a holocron, but nothing that applies to all holocron rolls.
Council Approval Date: 1/11/15
51) What is the cost for the M3-A Scyk starfighter?
The cost as determined by the Sparks Force 7 Council is 120,000 (new) and 60,000 (used). See the revised equipment statistics below.
M3-A Scyk
- Craft: Mandal Motors M3-A Scyk Light Hutt Fighter
- Affiliation: General
- Era: Rebellion
- Type: Light fighter
- Scale: Starfighter
- Length: 10 meters
- Skill: Starfighter piloting: M3-A Scyk
- Crew: 1
- Crew Skill: Varies widely
- Consumables: 2 days
- Cost: 120,000 (new); 60,000 (used)
- Cargo Capacity: 12 kilograms
- Nav Computer: Yes
- Hyperdrive Multiplier: x3
- Maneuverability: 3D+2
- Space: 10
- Atmosphere: 415; 1,200 kmh
- Hull: 2D
- Shields: 1D
- Sensors:
- Passive: 10/1D
- Scan: 20/2D
- Search: 40/3D
- Focus: 3/4D
- Weapons:
- 2 Light Laser Cannons (fire-linked)
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 2D+2
- Space Range: 1-3/12/25
- Atmospheric Range: 100-300/1.2/2.5 km
- Damage: 4D
- Concussion Missile Launcher
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 1D
- Space Range: 1/3/7
- Atmospheric Range: 50-100/300/700
- Damage: 8D
- 2 Light Laser Cannons (fire-linked)
Council Approval Date: 1/11/15
52) New Cybernetic Option – Internal Communicator Implant – Communications
Type: Boosted implant personal communications unit
Cost: 12,500; 500 per pip of enhancement
Cyber Points: 1
Availability: 4, F, R or X
Game Notes: Increases recipient’s communication skill. Maximum broadcast range is 1 kilometer. Surgery mechanic – Installation of boosted unit requires three Very Difficult Medicine tests for successful implantation. If any test fails, the connections cause the recipient to pass out when signal jamming is in place. Unless properly installed the boosted signal causes signal jamming issues of base unit to be magnified. Proper installation protects from heavy signal noise.
Based on Implant Communicator from Galladinium’s Fantastic Technology (pages 87-88)
Council Approval Date: 10/31/15
53) New Cybernetic Option – Second Skin Power Armor Implant
Type: Skill enhancement
Cost: 100 credits per pip (existing code); 200 credits per pip (enhancement)
Cyber Points: 1
Game Notes: Increases recipient’s power suit operation skill by +1D. Costs 100 credits per pip of existing skill code plus 200 credits per pip of enhancement. To receive the bonus the user must be plugged into armor through an external port.
Council Approval Date: 10/31/15
54) New Cybernetic Option – Joint Micro-gyros
Type: Skill enhancement
Cost: 100 credits per pip (existing code); 200 credits per pip (enhancement)
Cyber Points: 1
Game Notes: Increases recipient’s Acrobatics skill by +1D. Costs 100 credits per pip of existing skill code plus 200 credits per pip of enhancement.
Council Approval Date: 10/31/15
55) New Cybernetic Option – Joint Leaf Springs
Type: Skill enhancement
Cost: 100 credits per pip (existing code); 200 credits per pip (enhancement)
Cyber Points: 1
Game Notes: Increases recipient’s Climbing/Jumping skill when jumping by +1D. Costs 100 credits per pip of existing skill code plus 200 credits per pip of enhancement.
Council Approval Date: 10/31/15
56) New Cybernetic Option – Vibro-claws
Type: Natural weapon enhancement
Scale: Character
Skill: Brawling: Claws
Cost: 10,000 credits per limb with claw(s)
Cyber Points: 2
Availability: 4, F or R
Game Notes: Increases existing claw damage by +1D. Intended for beasts.
Council Approval Date: 10/31/15
57) New Cybernetic Option – Shock Tails
Type: Natural weapon enhancement
Scale: Character
Skill: Brawling: Tail
Cost: 5,000 credits
Cyber Points: 1
Availability: 4, F or R
Game Notes: The base damage of tail attack is considered stun instead of physical damage. Intended for beasts.
Council Approval Date: 10/31/15
58) Is the Repulsor Hand from Cracken’s Rebel Field Guide available in Sparks? If so, is there a limit to the number of dice that can be purchased for the skill with the hand?
Yes, it is in Cracken’s, so it is available in Sparks as this is a WEG book. As listed it is limited to Strength.
Council Approval Date: 10/31/15
59) What are the statistics and cost for the Gungan Shield?
The Gungun Shield has the same statistics as the Magnaforce Security Shield from Galladinium’s Fantastic Technology, but an additional die to melee parry roll due to increased size with a cost of 5,000 credits and power cell at 500 credits.
Model: Gungan Shield
Type: Personal defensive shield
Skill: Melee Parry
Cost: 5,000 credits; 500 (custom power cells)
Availability: 4, F, R or X
Game Notes: This unit is used much like starship shields, except that it is character scale. Initial activation requires an Easy melee parry roll, which generates a 1.5 oval shield. A character may make a melee parry roll +1D (due to size of shield) – if the roll is higher than the firer’s blaster roll (as per normal shield rolls), the wearer has placed the force shield in the way. If the roll is lower than the attacker’s blaster roll, the character didn’t’ get the shield in place in time and was hit by the blast. If the roll is lower than the attacker’s blaster roll, the character didn’t get the shield in place in time and was hit by the blast. If the defender got the shield in place, the blaster bolt must roll against the shield’s defensive field of 4D to see if it penetrates the field (use the protection rules). Any further damage affects the target as indicated in the chart “Cover Modifiers”. The power cell will work for two minutes before being drained.
Council Approval Date: 10/31/15
60) Do Electromagnetic Gloves exist in Sparks?
No. Electromagnetic Gloves are not available in Sparks. Just not feasible with metal interference.
Electromagnetic Gloves
Type: Fashionable Accessory
Scale: Character
Skill: No clue
Game Note: Used to foil disarm attempts when holding a metallic weapon. Can also be used to climb/adhere to metallic surfaces. Can be used to pull small metal that are within 2 meters into the wearer’s hands.
Council Approval Date: 10/31/15
61) Do Repulsor Gloves exist in Sparks?
No. Repulsor Gloves are not available in Sparks. Not really able to size down technology available in boots to fit gloves.
Repulsor Gloves
Type: Fashionable Accessory
Scale: Character
Skill: Repulsorlift Operations
Game Note: Palm of gloves contains a small repulsor engine that can be used to create a repulsor field where directed. Damage rating of 4D if the wearer attempts to inflict damage.
Council Approval Date: 10/31/15
62) Does Beskar/Mandalorian Iron armor exist in Sparks, and if so, what are the statistics?
This armor is being allowed in the Sparks campaign with the following statistics and guidelines.
Physical protection rating is based on the basic armor type (light, medium, heavy, etc.) approved by judge
o +1D to Energy protection rating
o +4D to Lightsaber protection rating (does NOT stack with Energy protection)
o Protection ratings cannot be improved or modified
Cost: Not Available for Sale (requires in game effort to acquire)
Personal Initiative Difficulty: With the personal approach (earning the armor) the PC can join a clan, prove themselves (something similar to a Jedi Knight trial) and it should take approximately twice as long as Cortosis is to acquire (double the number of PIs). With the non-personal approach (stealing the armor, etc.) it will be a really big number.
Council Approval Date: 10/31/15
63) What is the value of Krayt Dragon Pearls in Sparks?
Use 100,000 credits as the Base value with adjustments and considerations at the judge’s discretion and utilizing the Asset cap system (i.e. 1-person single PI would find a 10,000-credit max pearl, but multiple PIs could be utilized to find higher value versions).
Council Approval Date: 10/31/15
64) Does Hutt Battle Armor as listed in the WOTC d20 Ultimate Alien Anthology exist in Sparks?
No. An excerpt from the accompanying text from the D20 sourcebook, Ultimate Alien Anthology, with this armor states –
Hutt battle armor is a relic from an age long gone, before Hutts were the undisputed lords of the underworld. A few powerful Hutts keep a suit of this exquisite armor in their private armories. The armor dates back thousands of years to the wars fought among the Hutts of Varl. The battle armor is designed specifically for Hutts and consists of…
It is not in a WEG source, there are very few even in existence, these are held by powerful Hutts, and only Hutts can use it. As such I don’t see the need to approve it for PCs, since Hutts are not an allowable race.
Model: Hutt Battle Armor
Type: Ancient Hutt powersuit
Scale: Character
Skill: Powersuit operation
Cost: Not available for sale
Availability: 4, X
Game Notes:
Basic Suit: Overlapping plates provide +3D+2 against physical attacks, +2D+1 against energy, -2D to Dexterity and related skills.
Microrepulsors: Allow silent movement (+1D to sneak) at an enhanced Move of 12.
Servos: Increase wearer’s Strength by +1D+1 and Dexterity by +2.
Camouflage: Plates are capable of changing color to match the surroundings, providing +1D to hide.
Helmet Sensors: Allow user to see in the dark for 50 meters and grant a +1D bonus to search.
Onboard Computer: Includes a datapad and comlink and is capable of acting as a translator unit with languages 10D.
2 Built-In Hold-Out Blasters: Mounted on each arm (3D damage).
E-Web Repeating Blaster: Mounted onto right shoulder (8D damage).
Source: Tempest Feud (page 128), Ultimate Alien Anthology (page 75)
Council Approval Date: 10/31/15
65) Clarification on Droideka Shields that have been approved for use in droids.
a. Do Droideka shields stack with armor plating when soaking damage?
Yes.
b. Can Droideka shields be incorporated into power armor?
Yes, but understand that it is big (i.e. size of a backpack) which would incur at least a -1D Dex penalty
Council Approval Date: 10/31/15
66) Are there approved statistics for the Skanaw Patrol Frigate?
Yes. Here are the statistics approved by the Sparks Force 7 Council for the ship.
Skanaw Patrol Frigate
- Craft: Dylath-Leen Skanaw-class
- Alignment: Trade Federation
- Era: Rise of the Empire
- Type: Patrol frigate
- Scale: Capital
- Length: 217 meters
- Skill: capital ship piloting: patrol frigate
- Crew: 44 (4 organic, 40 droid)
- Crew Skill: (varies)
- Passengers: 100 (50 battle droids, 25 super battle droids, 25 droid starfighters)
- Cargo Capacity: 1,100 metric tons
- Consumables: 6 months
- Cost: 5,000,000 (new); 3,330,000 (used)
- Hyperdrive Multiplier: x2
- Nav Computer: Yes
- Maneuverability: 1D
- Space: 4
- Hull: 4D
- Shields: 2D+1
- Sensors:
- Passive: 30/1D+1
- Scan: 60/2D+1
- Search: 90/3D+2
- Focus: 6/4D+2
- Weapons:
- 2 Medium Laser Cannons (fire-linked by pairs)
- Fire Arc: Turret
- Crew: 4 (droid)
- Skill: Capital ship gunnery
- Fire Control: 2D+1
- Space Range: 1-5/15/30
- Atmosphere Range: 2-10/30/60 km
- Damage: 4D+2
- 2 Medium Laser Cannons (fire-linked by pairs)
Council Approval Date: 10/31/15
67) Are there approved statistics for the XG-13 Missile Boat?
Yes. Here are the statistics approved by the Sparks Force 7 Council for the ship.
XG-13 Missile Boat
- Craft: Cygnus Spaceworks Xg-13 Missile Boat
- Alignment: Empire
- Era: Rebellion
- Type: Heavy assault starfighter
- Scale: Starfighter
- Length: 15 meters
- Skill: Starfighter piloting: missile boat
- Crew: 1
- Crew Skill: varies
- Cargo Capacity: 130 kilograms
- Consumables: 1 Week
- Cost: 247,000 (new); 150,000 (used)
- Hyperdrive: x2
- Nav Computer: Yes
- Maneuverability: 2D
- Space: 7 (10 when engaging SLAM)
- Atmosphere: 350; 1,000 km/h (415; 1,200 km/h)
- Hull: 4D+2
- Shields: 1D+2
- Sensors:
- Passive: 25/1D
- Scan: 45/2D
- Search: 80/3D
- Focus: 6/4D
- Weapons:
- Heavy Laser Cannon
- Fire Arc: Front
- Skill: starship gunnery
- Fire Control: 1D+1
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 5D
- 16 Concussion Missile Launchers
- Fire Arc: Front
- Skill: starship gunnery
- Ammo: 5 missiles per tube
- Fire Control: 2D+2
- Space Range: 1-3/7/13
- Atmosphere Range: 100-300/700/1.3 km
- Damage: 9D
- Heavy Laser Cannon
Council Approval Date: 2/6/16
68) New Equipment – Geological/Mineral Sensors
Item: Geological/Mineral Sensors (GMS’s)
Availability: 3
Scale: Starfighter (multiply cost by 6 for capital scale)
Size: 0.5 metric tons (added in discussion as proposal addendum)
Cost: 700 credits
Notes: Can detect geological characteristics like precious minerals, ore deposits and underground features, as well as analyzing geo-thermal, seismic, volcanic, and glacial activity. This is an add-on to a ship’s sensor system and uses the ship’s sensor ranges and power.
Council Approval Date: 2/6/16
69) What is the Cost and Tonnage required for an Astromech Socket addition to a starfighter?
This would be adding a new Droid Socket (like on an X-wing) to a starfighter that was not designed with an astromech socket. The cost is determined as 5,000 credits and requiring 1 metric ton of space. Note that starfighters usually do not even have 1 metric ton of space available. There are a few options available. One option is to remove other systems to gain back the required space, and then utilize it for this task. Another is to add on to the fighter (similar to what was done for the TIE/ra4 variants converting them to be similar to TIE Advanced x1). If the space is to be added (extra hull, mass), it is an obvious modification and doubles the cost to gain the required tonnage. Also, extensive additions have penalties for the ship. The first metric ton does not apply any penalties, but for every 2 metric tons added (at the cost of 5,000 credits per ton) reduce the ships Maneuverability by 1 pip and the Space Speed by 1. The added bulk will slow and hinder the ship.
Council Approval Date: 2/6/16
70) New Equipment – Enzymer
Item: Enzymer
Availability: 2
Cost: 6000 credits
Description: Grows and identifies biological residues and produces a counter agent to known bacteria and viruses. Can only produce counter agents to diseases and certain parasites.
Source: Adventure Journal 14 page 59
Council Approval Date: 7/17/16
71) New Cybernetic Option – Polymer-covered Alloy Bones
Type: Damage enhancement
Scale: Character
Cost: 100 credits per pip of Strength (existing code including cyberware enhancement); 200 credits per pip (enhancement additional damage)
Cyber Points: 1
Game Notes: Increases recipient’s Brawling damage by +1D. Costs 100 credits per pip of existing Strength (including any existing cyberware enhancements), plus 200 credits per pip of damage enhancement.
Council Approval Date: 7/17/16
72) New Cybernetic Option – Leg Enhancements: Movement/Running
Type: Prosthetic Limbs
Cost: 800 credits multiplied by new movement rating
Availability: 4, R
Cyber Points: 2
Game Notes: Difficult Medicine roll to install. If the medicine roll fails, the recipient’s speed is reduced by half until the implant is repaired. Maximum of +4 to movement speed.
Council Approval Date: 7/17/16
73) Is the Draymak Light Repeating Blaster from online sources available in Sparks?
No. It was reviewed by the Sparks Force 7 Council of Elders and disallowed.
Draymak LRB/GL Rifle
Type: Light Repeating Blaster/Grenade Launcher Rifle
Weight: 6kg
Cost: 19,700
Availability: 4, X
Ammo: 100 (clip), 10 (clip)
Rifle Range: 3-75/150/300
Grenade Range: 5-75/150/300
Damage: 7D/(variable)
Description: New in a series of weapons for sale to the military of planets and systems, this light repeater is exceptional in its stability and performance. Every pull of the trigger releases a three-round burst into the designated target. The grenade launcher does not have the range of others of the same type but has better accuracy in delivery.
Council Approval Date: 1/15/17
74) Are there approved statistics for base VCX-100 Light Freighter?
Yes. Here are the statistics created and approved by the Sparks Force 7 Council for the ship.
VCX-100 Light Freighter
- Craft: Corellian Engineering Corporation VCX-100
- Alignment: General
- Era: Rise of the Empire
- Source: Expanded Universe
- Type: Stock light freighter
- Scale: Starfighter
- Length: 44 meters
- Skill: Space transports: VCX-100
- Crew: 1 or 2, gunners: 3
- Crew Skill: Varies widely
- Passengers: 6
- Cargo Capacity: 200 metric tons
- Consumables: 2 months
- Cost: 155,000 Credits (New); 50,000 Credits (Used)
- Hyperdrive Multiplier: x2
- Hyperdrive Backup: x12
- Nav Computer: Yes
- Maneuverability: 1D+1
- Space: 5
- Atmosphere: 295; 850 km/h
- Hull: 5D
- Shields: 1D
- Sensors:
- Passive: 10/0D
- Scan: 25/1D
- Search: 40/2D
- Focus: 2/3D
- Weapons:
- Twin Medium Laser Cannon
- Fire Arc: Front
- Crew: 0 or 1 (Pilot can fire from bridge)
- Skill: Starship gunnery
- Fire Control: 2D (0D for Pilot)
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 5D
- Two Twin Light Laser Cannon
- Fire Arc: Rear, Dorsal Turret
- Crew: 1
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 4D
- Twin Medium Laser Cannon
- Special Notes: Since this vessel is easily modified, engineers gain a +5 bonus to their Space Transports Repair rolls when performing modifications on a VCX-100
Council Approval Date: 1/15/17
75) Are there approved statistics for modified VCX-100 Light Freighter with the Attack Shuttle similar to The Ghost special modification?
Yes. Here are the statistics created and approved by the Sparks Force 7 Council for the modified VCX-100 ship along with the Attack Shuttle.
VCX-100-AS Light Freighter
- Craft: Corellian Engineering Corporation VCX-100 Attack Shuttle variant
- Alignment: General
- Era: Rise of the Empire
- Source: Expanded Universe
- Type: Stock light freighter
- Scale: Starfighter
- Length: 44 meters
- Skill: Space transports: VCX-100
- Crew: 1 or 2, gunners: 3
- Crew Skill: Varies widely
- Passengers: 6
- Cargo Capacity: 150 metric tons
- Consumables: 2 months
- Cost: 200,000 Credits (New); 70,000 Credits (Used)
- Hyperdrive Multiplier: x2
- Hyperdrive Backup: x12
- Nav Computer: Yes
- Maneuverability: 1D+1
- Space: 5
- Atmosphere: 295; 850 km/h
- Hull: 5D
- Shields: 1D
- Sensors:
- Passive: 10/0D
- Scan: 25/1D
- Search: 40/2D
- Focus: 2/3D
- Weapons:
- Twin Medium Laser Cannon
- Fire Arc: Front
- Crew: 0 or 1 (Pilot can fire from bridge)
- Skill: Starship gunnery
- Fire Control: 2D (0D for Pilot)
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 5D
- Twin Light Laser Cannon
- Fire Arc: Dorsal Turret
- Crew: 1
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 4D
- Twin Medium Laser Cannon (Integrated in Attack Shuttle)
- Fire Arc: Rear when Attack Shuttle docked in reverse (Attack Shuttle Forward mount)
- Crew: 1
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 5D
- Twin Medium Laser Cannon
- Special Notes: Since this vessel is easily modified, engineers gain a +5 bonus to their Space Transports Repair rolls when performing modifications on a VCX-100. Attack shuttle can dock facing inward (forward) in which case its laser cannon cannot be utilized. This adds +10 to difficulties to detect the integrated Attack Shuttle. When the attack shuttle docks outward (reverse) its forward gun is the rear gun of the VCX-100. The Attack Shuttle can dock or undock while the VCX-100 is in flight or on the ground. Docking and undocking requires a Space Transports roll with a base Easy (10) difficulty while the VCX-100 is on the ground, a Moderate (15) difficulty while the VCX-100 is in flight but not in combat, or Moderate (15) plus the VCX-100 maneuver roll for the round difficulty if in combat flight.
VCX-101 Attack Shuttle
- Craft: Corellian Engineering Corporation VCX-101 Attack Shuttle
- Alignment: General
- Era: Rise of the Empire
- Source: Expanded Universe
- Type: Companion Short-range Shuttle/Fighter
- Scale: Starfighter
- Length: 12 meters
- Skill: Space transports: VCX-101
- Crew: 1
- Crew Skill: Varies widely
- Passengers: 4
- Cargo Capacity: 600 kg
- Consumables: 2 weeks
- Cost: Included with VCX-100-AS variant or if purchased separately 30,000 Credits (New); 10,000 Credits (Used)
- Hyperdrive Multiplier: N/A
- Hyperdrive Backup: N/A
- Nav Computer: No
- Maneuverability: 2D
- Space: 6
- Atmosphere: 330; 950 km/h
- Hull: 4D
- Shields: 1D
- Sensors:
- Passive: 10/0D
- Scan: 25/1D
- Search: 40/2D
- Focus: 2/3D
- Weapons:
- Twin Medium Laser Cannon
- Fire Arc: Forward
- Crew: 0
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 5D
- Twin Medium Laser Cannon
- Special Notes: Since this vessel is easily modified, engineers gain a +5 bonus to their Space Transports Repair rolls when performing modifications on a VCX-100. Attack shuttle can dock facing inward (forward) in which case its laser cannon cannot be utilized. This adds +10 to difficulties to detect the integrated Attack Shuttle. When the attack shuttle docks outward (reverse) its forward gun is the rear gun of the VCX-100. The Attack Shuttle can dock or undock while the VCX-100 is in flight or on the ground. Docking and undocking requires a Space Transports roll with a base Easy (10) difficulty while the VCX-100 is on the ground, a Moderate (15) difficulty while the VCX-100 is in flight but not in combat, or Moderate (15) plus the VCX-100 maneuver roll for the round difficulty if in combat flight.
Council Approval Date: 1/15/17
76) Are there approved statistics and cost for Buzz Droids?
Yes. Here are the statistics approved by the Sparks Force 7 Council for two versions of Buzz Droids.
Model: Colicoid Creation nest Pistoeka Sabotage Droid
Dexterity 1D
Knowledge 1D
Mechanical 1D
Perception 2D
Strength 1D
Technical 3D: (s) Computer Programming/Repair: Sabotage 5D+1, (s) Starfighter Repair: Sabotage 5D+1, (s) Space Transports Repair: Sabotage 5D+1
Equipped with:
• 3 Photoreceptors (magnification, Spectrum filters, and X-Ray)
• Small circular saw (4D damage, 0.3-meter range)
• Pincer arm (1D damage)
• Heavy duty drill head (1D damage – starfighter scale)
• Pick Appendage (1D damage)
• Prying Hook (+5D strength for prying)
• Magnetic Feet
• Vacuum environmental compensation
• Shock-Absorbing Outer Hull (+1D vs damage when closed)
Move: 3
Size: 0.3-meter diameter
Cost: 2,100 credits
Model: Colicoid Creation nest Pistoeka Sabotage Droid MK II
Dexterity 1D: Blaster 3D, Dodge 3D (with shield closed), (s) Melee Combat: Shock Probe 3D
Knowledge 2D
Mechanical 1D
Perception 2D: Sneak 4D
Strength 1D
Technical 3D: (s) Computer Programming/Repair: Sabotage 5D+1, Security 5D+1, (s) Space Transports Repair: Sabotage 5D+1, (s) Starfighter Repair: Sabotage 5D+1
Equipped with:
• hold-out blaster (ranges 3-4/8/12) (3D damage)
• prying hook (+5D strength for prying)
• plasma-cutting torch (2D damage)
• pick appendage (1D damage)
• extendable shock probe (2D stun damage)
• extendable computer probe
• three photoreceptors that function in most of the known spectrums including x-ray, with powerful magnification lenses
• Small circular saw (4D damage, 0.3-meter range)
• Pincer arm (1D damage)
• Heavy duty drill head (1D damage – starfighter scale)
• Shock-Absorbing Outer Hull/Armor (3D energy/3D physical when closed)
• Self-destruct charge (blast radius 0-2/6/10) (damage 4D/3D/2D) Note: Self-destruct charge has a dead man switch as part of its systems. If the droid’s brain is disabled in any way after being activated, it will explode. The droid may elect to destroy itself also and trigger the charge.
Size: 0.25-meter diameter
Move: 12
Cost: 6,000 credits
Council Approval Date: 1/15/17
77) Are there approved statistics for the YV-100 Light Freighter?
Yes. These are from a Gamer issue that had them made up but were still considered WEG statistics.
YV-100 Light Freighter
- Craft: Corellian Engineering Corporation YV-100
- Affiliation: General
- Era: Rise of the Empire
- Source: Star Wars Gamer Issue 2
- Type: Light freighter
- Scale: Starfighter
- Length: 46.5 meters
- Skill: Space transports: YV-100
- Crew: 2
- Crew Skill: Varies
- Passengers: 10
- Cargo Capacity: 150 metric tons
- Consumables: 6 months
- Cost: 150,000 (new), 50,000 (used)
- Hyperdrive Multiplier: x3
- Hyperdrive Backup: x12
- Nav Computer: Yes
- Maneuverability: 1D
- Space: 6
- Atmosphere: 330; 950 kmh
- Hull: 5D
- Shields: 1D
- Sensors:
- Passive: 10/0D
- Scan: 25/1D
- Search: 40/2D
- Focus: 2/3D
- Weapons:
- 2 Blaster Cannons (fire-linked)
- Fire Arc: Partial Turret (front, right, left)
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 4D+1
- 2 Laser Cannons (fire-linked)
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 5D+1
- 2 Blaster Cannons (fire-linked)
Council Approval Date: 1/15/17
78) Are there approved statistics for the U-Wing Combat Shuttle?
Yes. Here are the statistics created and approved by the Sparks Force 7 Council for the ship. Added Cost of 80,000 (new) for modification purposes and 45,000 (used) on some black markets even though the ship is still ‘Not Available For Sale’.
U-Wing Combat Shuttle
- Craft: Incom's UT-60D "U-Wing"
- Type: Multi-Role Combat Shuttle
- Scale: Starfighter
- Length: 25 meters
- Skill: Space Transports: U-Wing
- Crew: 2; skeleton: 1/+5, 2 Gunners
- Passengers: 10 (or 10 metric tons cargo capacity)
- Consumables: 10 days
- Cost: Not Available For Sale; 80,000 (new), 45,000 (used)
- Nav Computer: Yes
- Hyperdrive Multiplier: x2
- Hyperdrive Backup: x10
- Maneuverability: 1D+1
- Space: 6
- Atmosphere: 330; 950 kmh
- Hull: 4D
- Shields: 1D
- Sensors:
- Passive: 15/0D
- Scan: 25/1D
- Search: 40/2D
- Focus: 1/3D
- Weapons:
- 2 Medium Laser Cannon (Fire-Linked)
- Fire Arc: Front
- Crew: 1 (pilot or co-pilot)
- Skill: Starship Gunnery
- Fire Control: 2D
- Space Range: 1-3/12/25
- Atmosphere Range: 100m-300m/1.2km/2.5km
- Damage: 5D
- 2 Proton Torpedo Launchers (Fire-Linked)
- Fire Arc: Front
- Crew: 1 (pilot or co-pilot)
- Fire Control: 1D
- Space Range: 1/3/7
- Atmosphere Range: 30-100/300/700m
- Damage: 9D
- Ammo: 4 per launcher
- 2 Repeating Blasters (Choice of Medium or Ion)
- Fire Arc: 1 Front/Left, 1 Front/Right (+5 Difficulty to Hit in Front Arc)
- Scale: Character
- Crew: 1
- Skill: Blaster
- Fire Control: None (manually aimed by Gunner)
- Atmosphere Range: 3-50/150/400m
- Damage: 7D (Medium); 6D Ionization (Ion)
- 2 Medium Laser Cannon (Fire-Linked)
- Note: Can only be fired if the U-Wing's side doors are open, which is only possible in atmosphere. When the doors are open, the door gunner receives the equivalent of 1/4 Cover.
Council Approval Date: 1/15/17
Revised Council Approval Date: 7/7/18
79) Are there approved statistics for the Trilon Mining Barque?
Yes. Here are the statistics compiled, created, and approved by the Sparks Force 7 Council for the ship.
Trilon Mining Barque
- Craft: Trllon Inc. Mobile Mining Vehicle
- Type: Work Ship
- Scale: Starfighter
- Length: 80 meters
- Skill: Space Transports
- Crew: 3
- Passengers: 6
- Cargo Capacity: 3000 metric tons; 1000 cubic meters
- Consumables: 4 months
- Cost: 394,000 (new); 137,000 (used)
- Hyperdrive Multiplier: x4
- Hyperdrive Backup: x9
- Nav Computer: Yes
- Maneuverability: 0D
- Space: 2
- Atmosphere: 100; 400 kmh
- Hull: 3D
- Shields: 1D
- Sensors:
- Passive: 100/1D
- Scan: 200/2D
- Search: 400/3D
- Focus: 50/4D
- Weapons:
- Turbolaser
- Scale: Starfighter
- Fire Arc: Front
- Crew: 1 (Pilot or Gunner)
- Skill: Starship gunnery
- Fire Control: ID
- Space Range: 3-15/35/75
- Atmosphere Range: 300-1.5km/3.5km/7.5km
- Damage: 2D
- Heavy Mining Laser*
- Scale: Capital
- Fire Arc: Bottom
- Crew: 1 (Gunner)
- Skill: Starship gunnery
- Fire Control: 0D
- Space Range: 1/3/7
- Atmosphere Range: 30-100/300/700m
- Damage: 3D
- Turbolaser
- Note: While the Heavy Mining Laser was designed for strip mining on planets, it has occasionally been adapted by daring and unscrupulous scouts and pirates as a deadly ship-destroying weapon. If a pilot can "land" it on top of another vessel – or fly right above it - the laser can cut through the hull of most small ships quite easily.
Council Approval Date: 7/29/17
80) Can the Council come up with a cost for the Sentinel Landing Craft?
Yes. We have put the cost at 680,000 new for modification purposes, but still listed as ‘Not Available For Sale’ as it is an actively used Imperial military ship.
Sentinel Landing Craft
- Craft: Sienar Fleet Systems/Cygnus Spaceworks Sentinel-class Landing Shuttle
- Alignment: Empire
- Era: Rise of the Empire
- Source: The Essential Guide to Vehicles and Vessels (pages 78-79)
- Type: Heavily armed landing craft
- Scale: Starfighter
- Length: 38 meters
- Passengers: 54 (troops)
- Cargo Capacity: 100 metric tons
- Consumables: 1 month
- Cost: Not Available For Sale (680,000 new for modification purposes)
- Hyperdrive Multiplier: x1
- Hyperdrive Backup: x10
- Nav Computer: Yes
- Maneuverability: 1D
- Space: 7
- Atmosphere: 350; 1,000 km/h
- Hull: 5D
- Shields: 2D
- Sensors:
- Passive: 20/1D
- Scan: 40/2D
- Search: 60/2D+2
- Focus: 3/3D
- Weapons:
- 2 Retractable Double Laser Cannons (fi re-linked)
- Fire Arc: Front
- Crew: 1
- Fire Control: 3D
- Skill: Starship gunnery
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 4D
- 2 Concussion Missile Launchers (fi re-linked)
- Fire Arc: Front
- Crew: 1
- Ammo: 8 missiles each
- Skill: Starship gunnery
- Fire Control: 3D
- Space Range: 1/3/7
- Atmosphere Range: 100/300/700 m
- Damage: 8D
- 1 Retractable Ion Cannon
- Fire Arc: Turret
- Crew: 1
- Skill: Starship gunnery
- Space Range: 1-3/7/36
- Atmosphere Range: 100-300/700/3.6 km
- Damage: 3D
- 2 Repeating Blasters (used when deploying troops)
- Fire Arc: Turret
- Crew: (same gunner as Ion Cannon)
- Scale: Speeder
- Skill: Vehicle blasters
- Fire Control: 4D
- Range: 1-50/100/250 m (in atmosphere only)
- Damage: 4D
- 2 Retractable Double Laser Cannons (fi re-linked)
Council Approval Date: 7/29/17
81) Are there approved statistics for base VCX-820 Escort Freighter?
No. The information found on this ship indicates that it did not start manufacture until after the fall of the Empire, so it is not Era appropriate for the Sparks campaign.
VCX-820 Escort Freighter
- Craft: VCX-820 Escort Freighter
- Alignment: General
- Era: Rise of the Empire
- Type: Light Freighter
- Scale: Starfighter
- Length: 20.2 meters
- Skill: Space Transports: VCX-820
- Crew: 2, gunners: 6
- Cargo Capacity: 1 metric ton
- Consumables: 6 months
- Cost: 450,000 (new), 300,000 (used)
- Hyperdrive Multiplier: x2
- Hyperdrive Backup: x12
- Nav Computer: Yes
- Maneuverability: 1D
- Space: 6
- Atmosphere: 330; 950 km/h
- Hull: 5D
- Shields: 6D
- Sensors:
- Passive: 20/1D
- Scan: 35/1D+1
- Search: 80/2D+1
- Focus: 2/3D
- Weapons:
- 2 Twin Heavy Laser Cannons (fire separately)
- Fire Arc: Turret
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 5D+1
- 8 Autoblasters (4 groups of 2, fire separately)
- Fire Arc: Partial turrets (front, left, right)
- Skill: Starship gunnery
- Fire Control: 4D
- Space Range: 1-3/10/20
- Atmosphere Range: 100-300/1/2 km
- Damage: 3D+2
- Proton Torpedo Launcher
- Fire Arc: Front
- Skill: Projectile weapons: proton torpedoes
- Ammo: 16 torpedoes
- Fire Control: 3D
- Space Range: 1/3/7
- Atmosphere Range: 50-100/300/700 m
- Damage: 9D
- 2 Twin Heavy Laser Cannons (fire separately)
Council Approval Date: 3/3/18
82) Are there approved statistics for the M-3PO Military Protocol Droid in the Sparks campaign?
Yes. The Council has taken the d6 converted stats for this droid that appeared in the d20 WOTC Arms and Equipment Guide and added availability for use in the Sparks campaign.
M-3PO Military Protocol Droid
Type: Cybot Galactica M-3PO Series Protocol Droid
DEXTERITY 2D, Blasters 2D+2
KNOWLEDGE 3D, Cultures 6D, Languages 10D, Tactics 5D
MECHANICAL 1D
PERCEPTION 1D, Persuasion 3D
STRENGTH 1D
TECHNICAL 1D, Demolitions 3D
Equipped With:
-Humanoid body (two arms, two legs, head)
-Light armor (+1D against physical damage, +1 against energy damage)
-Two visual and audial sensors – human range
-Vocabulator speech/sound system
-AA-1 VerboBrain
-TransLang III Communications module with over seven million languages
Move: 8
Size: 1.7 meters
Cost: 4,500 credits
Availability: 3, X
Degree: Third Degree
Source: Arms and Equipment Guide (page 58); Converted in the Complete Droid file
Council Approval Date: 3/3/18
83) Are there approved statistics for the Vanguard Heavy Assault Gunship?
Yes. Here are the statistics approved by the Sparks Force 7 Council for the ship from the d20 conversion. Added Cost of 300,000 (new) and 175,000 (used) as the original cost was too low.
Vanguard Heavy Assault Gunship
- Craft: Corellian Engineering Corporation Vanguard-class Heavy Assault Gunship
- Alignment: General
- Era: Rise of the Empire
- Type: Fighter
- Scale: Starfighter
- Length: 47 meters
- Skill: Starfighter piloting: Vanguard
- Crew: 6
- Crew Skill: All appropriate skills at 4D+1
- Passengers: 6
- Cargo Capacity: 220 kilograms
- Consumables: 2 weeks
- Cost: 300,000 (new), 175,000 (used)
- Hyperdrive Multiplier: x2
- Hyperdrive Backup: x14
- Nav Computer: Yes
- Maneuverability: 2D
- Space: 7
- Atmosphere: 350; 1,000 km/h
- Hull: 5D+1
- Shields: 2D
- Sensors:
- Passive: 20/0D
- Scan: 35/1D
- Search: 40/2D
- Focus: 2/3D
- Weapons:
- 2 Turbolasers (fire-linked)
- Fire Arc: Front
- Scale: Capital
- Skill: Capital Ship gunnery
- Fire Rate: 1/2
- Fire Control: 2D
- Space Range: 3-15/35/75
- Atmosphere Range: 6-30/70/150 km
- Damage: 4D
- 2 Blaster Cannons (fire-linked)
- Fire Arc: Turret
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-5/10/17
- Atmosphere Range: 100-500/1/1.7 km
- Damage: 5D
- 4 Proton Torpedo Launchers
- Fire Arc: Front
- Skill: Starship gunnery
- Ammo: 8 missiles each
- Fire Control: 2D
- Space Range: 1/3/7
- Atmosphere Range: 100/300/700 m
- Damage: 9D
- 2 Turbolasers (fire-linked)
Council Approval Date: 3/3/18
Revised Council Approval Date: 7/7/18
84) Are there Sparks approved stats for an Ascension Gun and what skill does it use?
Yes. There is a modified version of the stats for the SoroSuub Security S-5 Ascension Gun that utilized some information from the d20 WOTC system, the base converted stats, and judge additions. There is also an attachment to other weapons with the Ascension Gun application.
SoroSuub Security S-5 Ascension Gun
Model: SoroSuub Security S-5 Heavy Blaster Pistol
Type: Heavy blaster
Scale: Character
Skill: Blaster: Heavy Blaster Pistol (to fire blaster) or Missile Weapons: S-5 Ascension Gun (to fire ascension gun)
Ammo: 50 (blaster); 2 (ascension gun) {with either 20-meter-long liquid cable dispensers or 45-meter long syntherope}
Cost: 1,200 (blaster power packs: 25; ascension gun packs (LCD or syntherope; includes desired tips: 50)
Availability: 3, F, R, or X
Fire Rate: 1
Range: 3-10/30/90 (blaster), 3-15/30/45 (ascension gun)
Damage: 5D (blaster), 2D (ascension gun grappling spike tips only)
- Game Notes: This weapon can fire normal heavy blast charges, or a grappling spike tip attached to a length of liquid cable from a dispenser, or a length of syntherope. The grappling spike tip bites into the target allowing the holder to set up a zip line, retractable assisted ascent or tightrope with the liquid cable or syntherope. Magnetic or glop tips may be swapped out in environments where grappling spike tips would be inappropriate or dangerous. The grappling spike tip does not do a lot of damage, but it ignores 1D of armor by its design to bite into target surfaces. The max weight of liquid cable is 500kg (~1100 lbs) and of syntherope is 720kg (over 1500 lbs). The vertical ascension rate is 12-meters per round, but this can be up to 20-meters per round on horizontal or inclined ascensions.
Source: Based on version from Secrets of Naboo (page 41), Arms and Equipment Guide (page 12) that was converted from d20 to d6 for the Complete Weapon Stats file and altered for Sparks by the Sparks Force 7 Council.
This version unlike the S-5 ascension gun is closer to the d20 Grappling Spike Launcher description of a standalone launcher that can be attached to most weapons.
SoroSuub Grappling Spike Launcher (Blaster or Weapon Attachment)
Model: SoroSuub Security S-X Grappling Spike Launcher
Type: Missile Weapon (Blaster or Other Weapon Attachment)
Scale: Character
Skill: Missile Weapon: S-X GSL (standalone or attached to blaster or weapon)
Ammo: 2 (with either 20-meter-long liquid cable dispensers or 45-meter long syntherope)
Cost: 1,000; GSL packs (LCD or syntherope; includes desired tips: 50)
Availability: 2, R
Fire Rate: 1 (does not alter blaster or other weapon fire rate)
Range: 3-15/30/45 (does not alter blaster or other weapon ranges)
Damage: 2D (GSL tips) (does not alter blaster or other weapon damage)
- Game Notes: This weapon fires a grappling spike tip attached to a length of liquid cable from a dispenser, or a length of syntherope as a standalone missile weapon, but can also be attached to any blaster or other weapon and integrated into its firing operation (Moderate Blaster Repair or Difficult Other Weapon Repair as it is designed for blasters but could connect to many other suitable weapons with a little more effort) to be fired using the base weapon controls, but is still considered firing a missile weapon. The grappling spike tip bites into the target allowing the holder to set up a zip line, retractable assisted ascent or tightrope with the liquid cable or syntherope. Magnetic or glop tips may be swapped out in environments where grappling spike tips would be inappropriate or dangerous. The grappling spike tip does not do a lot of damage, but it ignores 1D of armor by its design to bite into target surfaces. The max weight of liquid cable is 500kg (~1100 lbs) and of syntherope is 720kg (over 1500 lbs). The vertical ascension rate is 12-meters per round, but this can be up to 20-meters per round on horizontal or inclined ascensions.
Source: Based on version from Secrets of Naboo (page 41), Arms and Equipment Guide (page 12) that was converted from d20 to d6 for the Complete Weapon Stats file and altered for Sparks by the Sparks Force 7 Council.
Council Approval Date: 7/7/18
85) Are there approved statistics for the KDY-4 Tech Droid in the Sparks campaign?
Yes. The Council has taken the d6 converted stats for this droid that appeared in the d20 WOTC Coruscant and the Core Worlds sourcebook and modified it to fit the Sparks campaign.
KDY-4 Tech Droid
Type: Kuat Drive Yards-4 Series Repair/Shipbuilding Droid
DEXTERITY 2D
KNOWLEDGE 3D, Scholar: Engineering 4D+2, Scholar: Physics 4D+2, Scholar: Technology 5D+2
MECHANICAL 2D
PERCEPTION 2D, Search 5D
STRENGTH 3D
TECHNICAL 4D, Computer Programming/Repair 5D, Capital Ship Repair 8D, Capital Ship Weapon Repair 5D, Security 4D+1, Space Transports Repair 7D, Starfighter Repair 7D, Starfighter Weapon Repair 5D
Equipped With:
-Comlink
-Diagnostics package (+1D to ship repair skills - included above)
-Starship Repair Database (+1D to ship repair skills - included above)
-Environmental compensation (the droid is adapted for exposure to open space)
-Human range olfactory, auditory, and visual sensors.
-Improved sensor package (can see in low light and into the Infrared, +2D bonus to all search skill checks - included above)
-Internal storage (3 kilograms of extra space available for storage or upgrades)
-Triple leg locomotion.
-Magnetic feet (the droid’s feet are equipped with electromagnetic grippers)
-Recording unit (can record and play back up to 5 minutes of video footage)
-Telescopic appendage x2 (can reach up to 2 meters away from the droid)
-Tool mounts (has two appendages that have tools attached to them)
-Heuristic processor (the droid is able to use skills it is untrained in)
-Vocabulator (the droid has a speaker that allows it to replicate organic speech)
-Complex Personality Matrix
Move: 10
Size: 1.5 meters tall
Cost: Not generally available for sale to non-Kuati. Base build cost 16,555 credits. Suggested sale price to non-Kuati 33,000 credits.
Degree: Second Degree
Source: Coruscant and the Core Worlds (page 109), Complete Droid File d6 conversion version modified for Sparks by SF7 Council
Special Notes: If a PC were to try to pay an NPC to build this droid, the labor cost would make the droid cost 50,200 credits, but the build system for the campaign would not allow them to do so. This droid is only allowed as an advanced production model being built at a factory or factories on Kuat, so it is a manufactured droid and hence the reduced labor cost in the suggested sale price (which is still 100% markup from the materials cost). The 'generic' Starship Repair Database that functions for multiple skills unlike the standard Database that is good for only one skill is not available for Player Character droid construction. Player Characters must conform to the Database rules as outlined in WEG sources and by the SF7 Council.
Council Approval Date: 7/7/18
86) Are there approved statistics for the Mestapol Zephyer Light Combat Fighter?
Yes. Here are the statistics approved by the Sparks Force 7 Council using different sources as a reference.
Mestapol Zephyer
- Craft: Mestapol Zephyer Light Combat Fighter
- Affiliation: General
- Era: Rebellion
- Source: The Politics of Contraband (page 50)
- Type: Light combat fighter
- Scale: Starfighter
- Length: 50 meters
- Skill: Space transports
- Crew: 1
- Passengers: 2
- Cargo Capacity: 300 kilograms
- Consumables: 1 month
- Cost: 110,000 credits New; 70,000 credits Used
- Hyperdrive Multiplier: x1
- Hyperdrive Backup: x12
- Nav Computer: Yes
- Maneuverability: 3D+ 1
- Space: 8
- Atmosphere: 365; 1,050 kmh
- Hull: 4D
- Shields: 3D
- Sensors:
- Passive: 20/0D
- Scan: 35/1D
- Search: 40/2D
- Focus: 2/3D
- Weapons:
- 2 Laser Cannons (fire-linked)
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 3D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 5D
- Proton Torpedo Launcher
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1/3/7
- Atmosphere Range: 30-100/300/700
- Damage: 9D
- 2 Laser Cannons (fire-linked)
Council Approval Date: 7/7/18
87) Are there approved statistics for the Pelta-Class Frigate?
No. Review of the statistics for this ship by the Council left a lot of unanswered questions with too many ‘holes’ to fill, so it was not approved for addition to Sparks at this time. If more information is found in some source, or the requestor wants to develop the suggested statistics more, they can be presented to the Council for approval again at a later date.
Pelta-class Frigate
- Craft: Kuat Drive Yards Pelta-class frigate
- Type: Multi-purpose Military frigate
- Scale: Capital
- Length: 282 meters
- Skill: Capital Ship Piloting
- Crew: 853, gunners: 47; Skeleton: 150/+10
- Crew Skill: Astrogation 3D, Capital Ship Gunnery 4D+1, Capital Ship Piloting 3D+2, Capital Ship Shields 3D, Sensors 3D+1
- Consumables: 1 month
- Cost: Not available for sale
- Cargo Capacity: 275 metric tons
- Hyperdrive Multiplier: x2
- Hyperdrive Backup: x16
- Nav Computer: Yes
- Space: 4 (6, with auxiliary engines)
- Atmosphere: 280; 800 kmh (330; 950 kmh with auxiliary engines)
- Maneuverability: 1D; 2D (wings extended)
- Hull: 4D+2
- Shields: 2D
- Sensors:
- Passive: 30/1D
- Scan: 60/2D
- Search: 120/3D
- Focus: 4/3D+2
- Weapons:
- 2 Light Turbolaser Batteries
- Fire Arc: Partial Turret (1 left/front/rear, 1 right/front/rear)
- Crew: 4 each
- Scale: Capital
- Skill: Capital Ship Gunnery
- Fire Control: 1D
- Space Range: 3-15/35/75
- Atmosphere Range: 300m-1.5km/3.5/7.5km
- Damage: 4D
- 3 Point-Defense Light Laser Cannon Batteries
- Scale: Starfighter
- Fire Arc: Partial Turret (1 front/left/right, 1 right/front/rear, 1 left/front/rear)
- Crew: 1 each
- Fire Control: 2D
- Space Range: 1-5/12/20
- Atmosphere Range: 100-500m/1.2/2km
- Damage: 4D
- 3 Tractor Beam Projectors
- Fire Arc: 1 front, 1 right, 1 left
- Scale: Capital
- Crew: 12 each
- Skill: Capital Ship Gunnery
- Fire Control: 2D
- Space Range: 1-5/15/30
- Atmosphere Range: 200-500m/3/6km
- Damage: 4D
- 2 Light Turbolaser Batteries
Council Approval Date: 7/7/18
88) Are there approved statistics for the Medstar-Class Frigate?
No. Review of the statistics for this ship by the Council left a lot of unanswered questions with too many ‘holes’ to fill, so it was not approved for addition to Sparks at this time. If more information is found in some source, or the requestor wants to develop the suggested statistics more, they can be presented to the Council for approval again at a later date.
Medstar-class Frigate
- Craft: Kuat Drive Yards Medstar-class frigate
- Type: Multi-purpose Military frigate
- Scale: Capital
- Length: 325 meters
- Skill: Capital Ship Piloting
- Crew: 440, gunners: 24; Skeleton: 75/+10
- Crew Skill: Astrogation 3D, Capital Ship Gunnery 4D+1, Capital Ship Piloting 3D+2, Capital Ship Shields 3D, Sensors 3D+1
- Consumables: 3 months
- Cost: 4,875,000 (used: 2,550,000) (requires license for purchase)
- Cargo Capacity: 4,800 metric tons
- Hyperdrive Multiplier: x1
- Hyperdrive Backup: x10
- Nav Computer: Yes
- Space: 4; 6 (with auxiliary engines)
- Atmosphere: 280; 800 kmh (330; 950 kmh with auxiliary engines)
- Maneuverability: 1D; 2D (wings extended)
- Hull: 4D
- Shields: 2D
- Sensors:
- Passive: 30/1D
- Scan: 60/2D
- Search: 120/3D
- Focus: 4/3D+2
- Weapons:
- Light Turbolaser Battery
- Fire Arc: Turret
- Crew: 4
- Scale: Capital
- Skill: Capital Ship Gunnery
- Fire Control: 1D
- Space Range: 3-15/35/75
- Atmosphere Range: 300m-1.5km/3.5/7.5km
- Damage: 4D
- 2 Point-Defense Light Laser Cannon Batteries
- Scale: Starfighter
- Fire Arc: Partial Turret (1 left/front/rear, 1 right/front/rear)
- Crew: 2 each
- Fire Control: 2D
- Space Range: 1-5/12/20
- Atmosphere Range: 100-500m/1.2/2km
- Damage: 4D
- Tractor Beam Projector
- Fire Arc: Front
- Scale: Capital
- Crew: 12
- Skill: Capital Ship Gunnery
- Fire Control: 2D
- Space Range: 1-5/15/30
- Atmosphere Range: 200-500m/3/6km
- Damage: 4D
- Light Turbolaser Battery
Council Approval Date: 7/7/18
89) Are there approved statistics for the AT-TE?
Yes. Here are the statistics approved by the Sparks Force 7 Council with new cost for modification purpose and availability added. These are not available new.
AT-TE
- Craft: Rothana Heavy Engineering All-Terrain Tactical Enforcer
- Type: Walker
- Scale: Walker
- Length: 12.4 meters long
- Skill: Walker operation: AT-TE
- Crew: 1, gunners: 6
- Crew Skill: All skills typically at 8D
- Passengers: 20 (troops) or cargo
- Cargo Capacity: 60 tons
- Cover: Full
- Cost: Not available for sale; 100,000 (new) for modification purposes {assume Availability: 3, X}
- Maneuverability: 0D+1
- Move: 21; 60 kmh
- Body Strength: 5D+1
- Weapons:
- Heavy Projectile Cannon
- Fire Arc: Front
- Skill: Vehicle blasters
- Fire Control: 2D
- Range: 50-300/1/3 Km
- Damage: 5D
- 6 Light Blaster Cannons (fire separately)
- Fire Arc: 4 front, 2 rear
- Scale: Speeder
- Crew: 1
- Skill: Vehicle blasters
- Fire Control: 3D
- Range: 10-250/500/1 Km
- Damage: 4D
- Heavy Projectile Cannon
Source: d20 Core Rulebook (page 197); converted to WEG with online information and SF7 Council
Council Approval Date: 7/7/18
90) Are there approved statistics for the Evakmar Docking Station?
No. This station was found on the d6 Holocron site which is typically a fan site. The statistics seem fine, but the cost is incredibly low. The low cost is indicated as part of the description. Without a better source other than a fan creation, this station was not approved.
Evakmar Docking station
- Type: Capital
- Length: 350 meters square
- Crew: 600
- Passengers: 1000
- Cargo Capacity: 20,000 metric tons
- Consumables: 1 year
- Cost: 1,200,000
- Hull: 4D
- Shields: 3D
- Sensors:
- Passive: 200/1D
- Scan: 500/3D
- Search: 800/5D
- Focus: 5/6D
- Weapons:
- 12 Twin Laser Cannons
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 3D
- 8 Tractor Beam Projectors
- Fire Arc: 2 Front, 2 Right, 2 Left, 2 Rear
- Crew: 2
- Skill: Capital ship gunnery
- Fire Control: 2D
- Space Range: 1-5/15/30
- Atmosphere Range: 200-500/1.5/3 km
- Damage: 4D
- 12 Twin Laser Cannons
Starfighter Complement: 12 fighters, 8 shuttles
Council Approval Date: 7/7/18
91) Are there approved statistics for the Bavos-I Heavy Military Space Platform from the West End Games Far Orbit book in Sparks? What is the cost?
Yes. The statistics from the WEG Far Orbit book are approved for Sparks with the addition of the cost of 10,102,500 credits (new) for modification purposes.
Bavos-I HD Military Space Platform
Craft: Rendili Stardrive’s Bavos -I Heavy Duty Military Space Platform
- Era: Rebellion
- Affiliation: Galactic Empire
- Source: The Far Orbit Project pgs 58-59
- Scale: Capital
- Length: 1300 meters
- Crew: 600; Skeleton: 100/+20
- Gunners: 200 Skeleton: 20
- Passengers: 200 (mostly barracks)
- Cargo Capacity: 50 metrics tons
- Hangar Capacities:
- Starfighters: 36
- Space Transports: 14
- Medical Facilities: Clinic (20 patients& 1 bacta tank)
- Machine Shop: Standard
- Consumables: 3 months
- Cost: Not Available for Sale (military only) – 10,102,500 credits for asset and modification purposes
- Hull: 6D
- Shields: 2D
- Sensors:
- Passive: 40/1D
- Scan: 100/ 2D
- Search: 120/3D
- Focus: 5/4D
- Weapons:
- 50 Medium turbo lasers
- Scale: Capital
- Fire Arc: 10 Right, 10 Left, 10 Front, 10 Rear, 10 Turrets
- Crew: 2
- Fire Control: 2D
- Range: 3-15/35/75
- Damage: 4D
- 50 Anti-starfighter Lasers
- Scale: Starfighter
- Fire Arc: 10 Right, 10 Left, 10 Front, 10 Rear, 10 Turrets
- Crew: 2
- Fire Control: 2D
- Range: 1-3/12/25
- Damage: 5D
- Concussion Missile Bank
- Scale: Capital
- Fire Arc: Front – can fire 1, 2, 4, 6, 10, 15, 25, or all 36 tubes at any one target at a time (limited by ammo)
- Crew: 1 (bridge station)
- Fire Control: 4D
- Range: 2-12/30/60
- Damage: 9D (or 10D for 2, 11D for 4, 12D for 6, 13D for 10, 14D for 15, 15D for 25, 15D+2 for 36)
- Ammo: 36 total
- 50 Medium turbo lasers
Council Approval Date: 7/7/18
92) Are there approved statistics for the Pit Droid?
Yes. Here are the statistics approved by the Sparks Force 7 Council.
Pit Droid
Type: Serv-O-Droid DUM Series Pit Droid
DEXTERITY 1D, Running 2D+1
KNOWLEDGE 1D
MECHANICAL 1D
PERCEPTION 1D
STRENGTH 2D
TECHNICAL 2D, Ground Vehicle Repair 4D, Repulsorlift Repair 4D
Equipped With:
-Foldable humanoid body (two arms, two legs, head)
-Receiver/transmitter with antenna (range .25 km)
Move: 6
Size: 1 meter tall
Degree: Second Degree
Cost: 750 for one; 3,500 for a crew of five
Council Approval Date: 7/7/18
93) What is the New and Used cost for the CSA Marauder Corvette (Republic Seiner) vessel?
Note that the ship will still be listed as Not Available For Sale as a military model craft, but this is to generate a new and potentially used cost for a legitimate military sale or value for asset purposes. With that understanding the Council has accepted 2.9 million (new), and 1.6 million (used).
Corporate Sector Authority Marauder Corvette
- Craft: Republic Sienar Systems Marauder-class Corvette
- Alignment: General / Corporate Sector Authority
- Era: Old Republic
- Source: Han Solo and the Corporate Sector Sourcebook (pages 94-95), Pirates & Privateers (pages 78-79), Starships of the Galaxy (page 101), The Essential Guide to Vehicles and Vessels (pages 108-109)
- Type: Light combat cruiser
- Scale: Capital
- Length: 195 meters
- Skill: Capital ship piloting: Marauder
- Crew: 129; gunners: 48, skeleton: 52/+10
- Crew Skill: Astrogation 2D+2, capital ship gunnery 3D+2, capital ship piloting 3D+2, capital ship shields 3D, sensors 3D+1
- Passengers: 40 (troops)
- Cargo Capacity: 300 metric tons
- Consumables: 3 months
- Cost: Not Available for Sale (military only) – 10,102,500 credits for asset and modification purposes
- Hyperdrive Multiplier: x2
- Nav Computer: Yes
- Maneuverability: 2D+1
- Space: 5
- Atmosphere: 295; 850 km/h
- Hull: 3D+2
- Shields: 2D+1
- Sensors:
- Passive: 40/1D
- Scan: 80/1D+2
- Search: 100/2D+2
- Focus: 5/3D+1
- Weapons:
- 8 Double Turbolaser Cannons
- Fire Arc: 2 Front, 2 left, 2 right, 2 rear
- Crew: 3
- Skill: Capital ship gunnery
- Fire Control: 3D
- Space Range: 3-15/35/70
- Atmosphere Range: 300-1.5/3.5/7 km
- Damage: 5D
- 3 Tractor Beam Projectors
- Fire Arc: 2 front, 1 rear
- Crew: 8
- Skill: Capital ship gunnery
- Fire Control: 2D
- Space Range: 1-5/15/30
- Atmosphere Range: 2-10/30/60 km
- Damage: 4D
- 8 Double Turbolaser Cannons
- Starfighter Complement: 12 fighters
Council Approval Date: 1/5/19
94) Are there approved statistics for the Gun Tug starfighter? And what would the Used cost be for this ship?
Yes. Here are the statistics approved by the Sparks Force 7 Council using the Complete Starship Stats file as a source with listed conversions from WOTC d20. The SF7 Council has also determined the used cost to be 90,000 credits.
Gun Tug
- Craft: SoroSuub Gun Tug
- Alignment: General
- Era: Old Republic
- Source: Starships of the Galaxy (pages 67-68)
- Type: Utility fighter
- Scale: Starfighter
- Length: 12 meters
- Skill: Starfighter piloting: Gun Tug
- Crew: 1; gunners: 1
- Cargo Capacity: 500 kilograms
- Consumables: 1 week
- Cost: 142,000 (new); 90,000 (used)
- Hyperdrive Multiplier: x2
- Nav Computer: Limited to 2 jumps
- Maneuverability: 2D+2
- Space: 7
- Atmosphere: 350; 1,000 km/h
- Hull: 3D
- Shields: 1D
- Sensors:
- Passive: 20/0D
- Scan: 35/1D
- Search: 40/2D
- Focus: 2/3D
- Weapons:
- 2 Blaster Cannons (fire-linked)
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 1D
- Space Range: 1-5/10/17
- Atmosphere Range: 100-500/1/1.7 km
- Damage: 5D
- 2 Tractor Beams
- Fire Arc: Front
- Scale: Capital
- Skill: Capital ship gunnery
- Fire Control: 1D
- Space Range: 1-5/15/30
- Atmosphere Range: 100-500/1.5/3 km
- Damage: 4D
- 2 Blaster Cannons (fire-linked)
Council Approval Date: 7/5/19
95) Are there approved statistics for the Hutt Space Yacht?
Yes. Here are the statistics approved by the Sparks Force 7 Council using different sources as a reference and converting from WOTC d20. One of these was used in a Seminar Personal Initiative and claimed for the Rebellion (see fleet listing).
Hutt Space Yacht
- Craft: Modified Ubrikkian Space Yacht
- Type: modified space yacht
- Scale: Capital
- Length: 115 meters
- Skill: Space transports: Ubrikkian space yacht
- Crew: 8; gunners: 12
- Passengers: 80
- Cargo Capacity: 65 metric tons
- Consumables: 2 months
- Cost: 1,108,000
- Hyperdrive Multiplier: x2
- Hyperdrive Backup: x14
- Nav Computer: Yes
- Maneuverability: 2D
- Space: 4
- Atmosphere: 280; 800 km/h
- Hull: 3D
- Shields: 1D
- Sensors:
- Passive: 25/1D
- Scan: 50/2D
- Search: 75/2D+2
- Focus: 3/3D
- Weapons:
- 6 Heavy Turbolaser Cannons
- Fire Arc: 2 front, 1 left, 1 right, 2 back
- Crew: 2
- Skill: Capital ship gunnery
- Fire Control: 2D
- Space Range: 1-4/15/30
- Atmosphere: 100-400/1.5/3 km
- Damage: 7D
- 6 Heavy Turbolaser Cannons
Council Approval Date: 7/5/19
96) Are there approved statistics and a cost for the TaggeCo. Strikebreaker Riot Control Vehicle?
Yes. Here are the approved statistics and the cost as determined by the Sparks Force 7 Council of Elders.
TaggeCo. Strikebreaker Riot Control Vehicle
- Craft: TaggeCo. Strikebreaker
- Type: Riot control/assault vehicle
- Scale: Walker
- Length: 14 meters
- Skill: Repulsorlift operation: Strikebreaker
- Crew: 2, gunners: 7
- Crew Skill: Vehicle blasters 5D+2, Repulsorlift operation 5D
- Passengers: 40 (troops)
- Cargo Capacity: 2 metric tons
- Cost: 125,000 (availability of 4,X unless government or other valid paperwork)
- Cover: Full
- Altitude Range: Ground level-30 meters
- Maneuverability: 0D
- Move: 28; 80 kmh
- Body Strength: 4D+2
- Weapons:
- 4 Medium Laser Cannons (may be fire-linked in groups of two)
- Fire Arc: 2 left, 2 right
- Crew: 1
- Skill: Vehicle blasters
- Fire Control: 1D+1
- Range: 50-200/1/2 Km
- Damage: 5D+1 (6D+1 when fire-linked)
- 2 Heavy Repeating Blasters (may be fire-linked)
- Fire Arc: Turret
- Crew: 1
- Scale: Speeder
- Skill: Vehicle blasters
- Fire Control: 2D
- Range: 50-100/400/800
- Damage: 5D+2
- Grenade Mortar
- Fire Arc: Turret
- Crew: 1
- Scale: Character
- Skill: Missile weapons
- Range: 3-150/300/450
- Damage: 5D for normal grenades; can use other types
- Stun Barricade
- Range: Contact only
- Damage: 6D (walker scale for ramming) or 5D (character scale, stun, but only if stationary; if the vehicle is moving it does 5D stun damage and 6D ramming damage)
- 4 Medium Laser Cannons (may be fire-linked in groups of two)
Council Approval Date: 9/28/19
97) Are there approved statistics for the Telgorn II LPC Imperial Transport?
Yes. Here are the approved statistics using the base version presented in the West End Games module The Abduction of Crying Dawn Singer and modified by the Sparks Force 7 Council of Elders.
Telgorn II LPC Imperial Transport
- Craft: Telgorn II LPC
- Alignment: Empire
- Type: Light Personnel Carrier variant of Assault Shuttle
- Scale: Capital (due to power output)
- Length: 30 meters
- Skill: Space transports: assault shuttle
- Crew: 2, gunners: 3, skeleton: 1/+10
- Crew Skill: Varies
- Passengers: 40
- Cargo Capacity: 5 metric tons
- Consumables: 1 week
- Cost: Not available for sale – 700,000 credits for asset and modification purposes
- Hyperdrive Multiplier: x2
- Hyperdrive Backup: x18
- Nav Computer: Limited to 3 jumps
- Maneuverability: 3D
- Space: 8
- Hull: 3D+2
- Shields: 4D+2
- Sensors:
- Passive: 40/1D
- Scan: 80/1D+2
- Search: 130/2D
- Focus: 4/3D
- Weapons:
- 4 Laser Cannons
- Fire Arc: Turret
- Crew: 2 guns are handled by “gunner 1,” two guns are handled by “gunner 2”
- Skill: Capital ship gunnery
- Fire Control: 3D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 2D
- 4 Laser Cannons
Council Approval Date: 9/28/19
Revised Council Approval Date: 1/11/20
98) What is the cost for Zenji Needles in Sparks?
The basic cost for Zenji Needles is not that much, but the price can be extremely high depending on specific adornments.
Base Price for 1 Zenji Needle = 100 credits + any added adornment (jewelry style)
Base Price for a matched set of Zenji Needles = 250 credits + double any adornment
*Both are subject to availability to find and potential price increase. Also, the top end is unlimited if you are using jewels or anything special.
Council Approval Date: 9/28/19
99) New cost and verification of statistics for Kazellis Light Freighter?
There were multiple variations of the Kazellis Light Freighter in different West End Games sources. As such, the Council separarted them into a Variant A and Variant B version. The new cost was calculated and approved for each variant by the Sparks Force 7 Council.
Kazellis Light Freighter – Variant A
- Craft: Kazellis Corporation Light Freighter
- Affiliation: General
- Era: Rise of the Empire
- Source: Stock Ships (pages 29-31), Pirates & Privateers (page 61)
- Type: Light freighter
- Scale: Starfighter
- Length: 28 meters
- Skill: Space transports: Kazellis freighter
- Crew: 1; gunners: 1
- Crew Skill: Varies widely
- Passengers: 8
- Cargo Capacity: 100 metric tons
- Consumables: 2 months
- Cost: 105,000 (new); 23,000 (used)
- Hyperdrive Multiplier: x2
- Hyperdrive Backup: x12
- Nav Computer: Yes
- Maneuverability: 2D
- Space: 5
- Atmosphere: 350; 1,000 kmh
- Hull: 4D
- Shields: 2D
- Sensors:
- Passive: 20/1D
- Scan: 50/2D
- Search: 70/2D+1
- Focus: 4/3D
- Weapons:
- Quad Laser Cannon
- Fire Arc: Turret
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 4D
- Quad Laser Cannon
Kazellis Light Freighter – Variant B
- Craft: Kazellis Corporation Light Freighter
- Affiliation: General
- Era: Rise of the Empire
- Source: Stock Ships (pages 29-31), Pirates & Privateers (page 61)
- Type: Light freighter
- Scale: Starfighter
- Length: 28 meters
- Skill: Space transports: Kazellis freighter
- Crew: 1
- Crew Skill: Varies widely
- Passengers: 3
- Cargo Capacity: 100 metric tons
- Consumables: 2 months
- Cost: 80,000 (new); 23,000 (used)
- Hyperdrive Multiplier: x2
- Hyperdrive Backup: x12
- Nav Computer: Yes
- Maneuverability: 2D
- Space: 5
- Atmosphere: 350; 1,000 kmh
- Hull: 4D
- Shields: 2D
- Sensors:
- Passive: 20/1D
- Scan: 50/2D
- Search: 70/2D+1
- Focus: 4/3D
- Weapons:
- Quad Laser Cannon
- Fire Arc: Turret
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 4D+1
- Quad Laser Cannon
Council Approval Date: 1/11/20
100) Are there Rubber Bullets (stun) ammo for slugthrowers and firearms in Sparks?
The Council reviewed several non-lethal (stun or other incapacitation) slugthrower/firearm ammo options. A version of Rubber Bullets was approved by the Sparks Force 7 Council.
Rubber Bullets
Type: Non-Lethal Slugthrower or Firearm Ammo
Cost: 300 credits for box of 50 rounds
Availability: +1 to standard ammo availability
Damage: 1/2 of the standard slug damage for the weapon (rounded down to next low die value with no pips; minimum of 1D).
Description: These rubber-coated slugs for firearms, allow someone to deal less than lethal physical damage, but there are risks. The damage value is lower than standard pending the type of weapon (size slug) used and other factors that typically affect damage. The damage is considered capped at Incapacitated unless you roll a '1' on the wild die for either the To Hit roll or the Damage roll. In that case, the damage could become Mortally Wounded or Dead results.
Creating: These rounds can be manufactured with appropriate equipment with a Moderate (15) Firearm Repair (specialization Slug construction) at a cost of 150 credits for 50 rounds.
Council Approval Date: 3/14/20
101) Where are the statistics and information for Concussion Grenades?
Concussion Grenades are used synonymously with Stun grenades in a lot of sources. It is basically a type of stun grenade that explodes in a concussive wave to stun instead of emitting sound or light in a wave (or particle for the scientists) to stun. Use standard core book stun grenades for all stats.
Council Approval Date: 1/30/21
102) What is the ‘base’ cost for a Flux Disintegrator for modification purposes?
For Flux Disintegrators use Cost = Not Available For Sale (2,000 credits for modification purposes due to its unique nature); Availability = 4, X.
Council Approval Date: 1/30/21
103) What is the ‘base’ cost for an AT-ST walker for modification purposes?
For an AT-ST walker make the Cost = Not Available For Sale (50,000 credits for modification purposes).
Council Approval Date: 1/30/21
104) Can we get a clarification of use of the Blastech 500 Riot Gun?
The Council modified the description of the BlasTech 500 Riot Gun and included an example to clarify its operation.
BlasTech 500 Riot Gun
Model: BlasTech 500 Riot Gun
Type: Riot Gun
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 300
Cost: 1,500
Availability: 2, R
Range: 3-30/100/300
Damage: 5D+1 ("shot" of 5 blasts)
- Game Notes: On constant-fire mode (standard - no single fire mode available), each “shot” fires five blasts (5 ammo). As a Full Round action, you can hold the trigger down for repeater mode which will fire six “shots” per round over the course of 6 actions with no multi-action penalty (uses 30 ammo). In game terms, once a shot hits in a round, all following shots at the same or immediately adjacent target (within one meter) are one difficulty level lower (i.e., -5 to hit for "shots" 2 to 6, when "shot" 1 hits). With this type of firing mode, it is much easier to shoot down a row of stormtroopers or other targets.
Source: Gundark’s Fantastic Technology (page 32), Han Solo and the Corporate Sector Sourcebook (page 117), Arms and Equipment Guide (page 15)
Utilization Example (with notes):
Assume players win initiative every round in a fight against 30 Stormtroopers…
- Round 1 -
- - Hero Guy (HG) pulls out his trustly BlasTech 500 Riot Gun to mow down some Stormtroopers. HG chooses to only take 1 action (no modifier to hit). As a single action, HG can roll to hit one stormtrooper with standard to hit rules. The effect of the single action 'shot' with this weapon is that 5 blaster bolts are fired at the stormtrooper with no modifier to hit or damage. HG rolls well enough to hit, so then he rolls damage. This is NOT 5 damage rolls of 5D+1. This is 1 damage roll taking into account the 5 blaster bolts hitting the single target of 5D+1. If this weapon were able to fire a single blaster bolt the damage would be much lower. The 5D+1 is the combination damage of the 5 blast "shot" hitting. We will assume the stormtrooper drops.
- 29 Stormtroopers return fire. HG rolls a combat reaction Dodge (-1D as second action in the round), and, of course, they all miss.
- 29 Stormtroopers left.
- Expended 5 ammo
- - Hero Guy (HG) pulls out his trustly BlasTech 500 Riot Gun to mow down some Stormtroopers. HG chooses to only take 1 action (no modifier to hit). As a single action, HG can roll to hit one stormtrooper with standard to hit rules. The effect of the single action 'shot' with this weapon is that 5 blaster bolts are fired at the stormtrooper with no modifier to hit or damage. HG rolls well enough to hit, so then he rolls damage. This is NOT 5 damage rolls of 5D+1. This is 1 damage roll taking into account the 5 blaster bolts hitting the single target of 5D+1. If this weapon were able to fire a single blaster bolt the damage would be much lower. The 5D+1 is the combination damage of the 5 blast "shot" hitting. We will assume the stormtrooper drops.
- Round 2 -
- HG now realizing that these are standard stormtroopers declares 3 actions. As his first action he rolls to hit at -2D (multi-action penalty). The effect of the first action 'shot' with this weapon is that 5 blaster bolts are fired at the stormtrooper with no additional modifier to hit or damage. HG rolls well enough to hit, so then he rolls damage. Like before this is still 1 damage roll taking into account the 5 blaster bolts hitting the single target of 5D+1. We will assume the stormtrooper drops.
- 28 Stormtroopers return fire. HG rolls a combat reaction Dodge (-4D as 4th action in the round), and, of course, they all miss.
- HG as his second action rolls to hit at -3D (multi-action penalty now includes the combat reaction Dodge). The effect of the second action 'shot' with this weapon is that 5 blaster bolts are fired at the stormtrooper with no additional modifier to hit or damage. HG rolls well enough to hit, so then he rolls damage. Like before this is still 1 damage roll taking into account the 5 blaster bolts hitting the single target of 5D+1. We will assume the stormtrooper drops.
- HG as his third action rolls to hit at -3D (multi-action penalty now includes the combat reaction Dodge). The effect of the third action 'shot' with this weapon is that 5 blaster bolts are fired at the stormtrooper with no additional modifier to hit or damage. HG rolls well enough to hit, so then he rolls damage. Like before this is still 1 damage roll taking into account the 5 blaster bolts hitting the single target of 5D+1. We will assume the stormtrooper drops.
- 26 Stormtroopers left
- Expended 15 ammo (20 total)
- Special Note: Using this principle if the skill is high enough you could shoot up to 60 times with full ammo expending 300 ammo total. This would be at -59D to hit due to multi-action penalty, but the weapon confers no additional to hit or damage and each action would be rolled separately with each hit inflicting 5D+1 damage.
- Round 3 -
- HG is now ready to unleash the full firepower of his BlasTech 500 Riot Gun and decides to use a Full Round action to 'hold the trigger down' to shoot more without multi-action penalties and potentially get a bonus to hit on shots 2-6 if the first one hits. As his ONLY action because it is a Full Round action (note that you can still take a single half move as a free action, and still do reactions such as combat Dodge) he rolls to hit with no multi-action penalty. The effect of the first action 'shot' with this weapon is that 5 blaster bolts are fired at the stormtrooper with no additional modifier to hit or damage. HG rolls well enough to hit, so then he rolls damage. Like before this is still 1 damage roll taking into account the 5 blaster bolts hitting the single target of 5D+1. We will assume the stormtrooper drops.
- 25 Stormtroopers return fire. HG rolls a combat reaction Dodge (-1D as second action in the round), and, of course, they all miss.
- Even though it is a Full Round action HG still has to roll to hit with the remaining 5 'shots' of 5 blaster bolts each, because they could miss even though they get a bonus to hit because the first shot hit. He rolls to hit with -1D as second action in the round but with no other multi-action penalty, and since the first 'shot' hit he has -5 to the to hit difficulty. The effect of the second action 'shot' with this weapon is that 5 blaster bolts are fired at the stormtrooper with the -5 to the difficulty to hit (since the first shot hit; if the first shot missed this would not apply) and no modifier to damage. HG rolls well enough to hit, so then he rolls damage. Like before this is still 1 damage roll taking into account the 5 blaster bolts hitting the single target of 5D+1. We will assume the stormtrooper drops.
- He rolls to hit with -1D as second action in the round but with no other multi-action penalty, and since the first 'shot' hit he has -5 to the to hit difficulty. The effect of the third action 'shot' with this weapon is that 5 blaster bolts are fired at the stormtrooper with the -5 to the difficulty to hit (since the first shot hit; if the first shot missed this would not apply) and no modifier to damage. HG rolls well enough to hit, so then he rolls damage. Like before this is still 1 damage roll taking into account the 5 blaster bolts hitting the single target of 5D+1. We will assume the stormtrooper drops.
- He rolls to hit with -1D as second action in the round but with no other multi-action penalty, and since the first 'shot' hit he has -5 to the to hit difficulty. The effect of the fourth action 'shot' with this weapon is that 5 blaster bolts are fired at the stormtrooper with the -5 to the difficulty to hit (since the first shot hit; if the first shot missed this would not apply) and no modifier to damage. HG rolls well enough to hit, so then he rolls damage. Like before this is still 1 damage roll taking into account the 5 blaster bolts hitting the single target of 5D+1. We will assume the stormtrooper drops.
- He rolls to hit with -1D as second action in the round but with no other multi-action penalty, and since the first 'shot' hit he has -5 to the to hit difficulty. The effect of the fifth action 'shot' with this weapon is that 5 blaster bolts are fired at the stormtrooper with the -5 to the difficulty to hit (since the first shot hit; if the first shot missed this would not apply) and no modifier to damage. HG rolls well enough to hit, so then he rolls damage. Like before this is still 1 damage roll taking into account the 5 blaster bolts hitting the single target of 5D+1. We will assume the stormtrooper drops.
- He rolls to hit with -1D as second action in the round but with no other multi-action penalty, and since the first 'shot' hit he has -5 to the to hit difficulty. The effect of the six action 'shot' with this weapon is that 5 blaster bolts are fired at the stormtrooper with the -5 to the difficulty to hit (since the first shot hit; if the first shot missed this would not apply) and no modifier to damage. HG rolls well enough to hit, so then he rolls damage. Like before this is still 1 damage roll taking into account the 5 blaster bolts hitting the single target of 5D+1. We will assume the stormtrooper drops.
- 20 Stormtroopers left
- Expended 30 ammo (50 total)
- Special Note: Remember if the first roll to hit missed, then HG would still make 5 more rolls to hit, but would not get the -5 to the difficulty on the next shot or any of them until one of them hits, then the -5 difficulty applies to all remaining shots after that hit (i.e. 1 misses; 2 no bonus and misses; 3 no bonus and hits; 4-6 bonus -5 to difficulty). The advantage here is to do this the other way as standard actions these 6 'shots' would all be at -5D (plus any later reaction) multi-action penalty and would not have the possibility of the -5 to difficulty to hit after a shot hits. The disadvantage is that as a Full Round action you can only do a free Half Move and reactions. If the enemy goes first and you choose to do a combat reaction (Dodge or other) before your turn, then this is not even an option for that round as you can no longer declare a Full Round action. You could choose to take the hit to continue with the plan and do the Full Round action. Once that declaration is done, then you can do combat reactions (Dodge or other) later in the round. You just cannot act or react before declaring a Full Round action.
Council Approval Date: 5/1/21
105) Is the Amban Sniper Rifle from the Mandalorian available in Sparks?
Yes. The statistics were presented and reviewed by the Sparks Force 7 Council of Elders, and this is what was approved after review.
Amban Sniper Rifle
Model: Amban Phase-Pulse Blaster Rifle
Type: Disruptor Rifle
Scale: Character
Skill: Blaster: Disruptor / Melee Combat: Amban Sniper Rifle / Melee Parry: Amban Sniper Rifle
Cost: 6000, Ammo Cartridges: 20 each
Availability: 4, X
Range: 1-10/50/100 (30-50/150/300 with scope)
Fire Control: 1D+1
Ammo: 1 (Must spend an action to reload cartridge)
Damage: 6D Blaster / STR+2D Shock Bayonet (Stun)
Special:
- Macrobinocular Scope: Infrared thermal imaging at 1000 meters. Fire Control 1D+1, Removable
- Scomp Link: May link to a HUD, providing +1D to Blasters when firing this weapon.
Note: The Amban Sniper rifle is a disruptor type weapon that disintegrates their targets. With a Mortal Wound, the target is disintegrated.
Council Approval Date: 7/17/21
Revised Council Approval Date: 1/8/22
106) Clarification on Droideka blaster use in Wheel mode and Walking mode.
Droideka series destroyer droids cannot fire their blasters in Wheel mode. Droideka series destroyer droids are designed and programmed to get -1D to their multi-action penalty (MAP) with any blaster action in a round as long as in Walking mode and stationary (no movement including any free movement).
Council Approval Date: 10/9/21
107) Has the Neuro-Shock Hand been reviewed at all? If so, what is the maximum damage one can purchase?
Neuro-Shock Hand Model: BioTech Neuro-Shock Hand Type: Offense cyber prosthetic Skill: Brawling Cost: 300 credits per pip of damage, plus base cost of 1,000 credits Cyber Points: 1 Game Notes: Neuro-Shock hand’s damage code replaces user Strength code for brawling damage. Recipient must buy at least enough damage to match his Strength code. Anytime the hand makes a heavy impact the shock energy is released. Source: Cracken’s Rebel Field Guide (page 40)
The cybernetic Neuro-Shock Hand can be purchased with a maximum damage of 3D above the user's Strength attribute. It can be later improved by +1D+2 like any other weapon using the weapon improvement rules with a base cost of what the cybernetic was purchased as (1000 + 300/pip of damage above Strength attribute). Note that this damage trigger cannot be deactivated.
Council Approval Date: 1/8/22
108) Is there a form of Armored Body Paint that can be purchased or made in Sparks?
Nothing exists in any of the West End Games sourcebooks, but this should be technologically feasible. The Council has developed and approved the following statistics:
Model: Formula for Armored Body Paint
Type: Liquid applicable armored body paint
Scale: Character
Cost: 1 can (10 applications) for 1,000 credits
Availability: 3
Game Notes:
Basic Formula (once applied): +1 Physical / +1 Energy with -1 to Dexterity and related skills.
Application Time: 1 minute to apply for Medium sized character (half per size smaller; double per size larger), then 1 minute to harden appropriately. Assistance would be required for ‘hard to reach areas’
Modifications: The formula can be modified using standard armor improvement modifications at +1 pip at a time to physical or energy up to the standard maximum of +1D+2 to physical and +1D+2 to energy. Purchasing a new can of 10 applications can be the modified formula by including all of the modification costs (fully modified is 4,100 credits).
Dexterity Penalty: The Dexterity penalty can be ‘bought’ off like standard armor training with character point expenditure (4cp). This armor bonus does not stack with any other armor.
Source: Created for Sparks by Spark Force 7 Council
Council Approval Date: 1/7/23
109) Are there approved statistics for the T-6 Shuttle?
Yes. Here are the approved statistics using the base version presented online modified by the Sparks Force 7 Council of Elders.
T-6 Shuttle
- Craft: Slayn & Korpil T-6 shuttle
- Type: Shuttle
- Scale: Starfighter
- Length: 22.8 meters
- Skill: Space transports: T-6 shuttle
- Crew: 2, skeleton: 1/+10
- Crew Skill: Varies
- Passengers: 10
- Cargo Capacity: 560 metric tons
- Consumables: 1 month
- Cost: 75,000 (new); 15,000 (used)
- Hyperdrive Multiplier: x1
- Nav Computer: Yes
- Maneuverability: 1D
- Space: 5
- Atmosphere: 295; 850km/h
- Hull: 3D
- Shields: 1D+2
- Sensors:
- Passive: 10/0D
- Scan: 25/0D+2
- Search: 40/1D+1
- Focus: 2/3D
Council Approval Date: 9/20/23
110) What is the cost for the Merr-Sonn Defender Ion Mine from Cracken’s Rebel Field Guide?
Here is the approved cost for the Merr-Sonn Defender Ion Mine by the Sparks Force 7 Council of Elders.
Merr-Sonn Defender Ion Mine
Source: Cracken’s Rebel Field Guide (page 80)
Type: Space-based ion mine
Scale: Starfighter
Length: 5 meters
Skill Code: Scanning 5D
Cost: Not available for sale – 20,000 credits for asset and modification purposes
Range: 3/6/10 km
Body: 2D
Fire Control: 6D
Damage: 10D Ionization
Note: Easy Mechanical roll to detect the mines. To avoid, roll to detect the mines. To avoid detection, the pilot makes a starship piloting maneuver maneuver action, while each mine makes a scanning roll. The roll. The mines may not combine actions to detect a ship. Any mine which rolls higher than the maneuver detects the ship and begins firing one per round. Mines will ignore anything less than 4 meters in diameter.
Council Approval Date: 9/20/23
111) What are the cost and Council approved stats for the Merr-Sonn Defender Ion Bomb presented in Sparks #176?
Here are the approved stats and cost for the Merr-Sonn Defender Ion Bomb by the Sparks Force 7 Council of Elders.
Merr-Sonn Defender Ion Bomb
Source: Created for Sparks #176 Shantipole Fallout
Type: Space-based ion bomb
Scale: Starfighter
Length: 5 meters
Skill Code: Scanning 7D
Cost: Not available for sale – 25,000 credits for asset and modification purposes
Range: 1-6/8/10 km
Body: 4D
Fire Rate: 1/5 (recharge rate)
Damage: 10D/8D/6D Ionization
Note: When a ship first approaches an area guarded by an ion bomb, the pilot needs an Easy Mechanical roll to detect the bomb. To avoid detection, the pilot makes a Starship Piloting maneuver action (if the bomb is known about) while each bomb makes a Scanning roll. The bombs may not combine actions to detect a ship. Any bomb that rolls higher than the maneuver detects the ship and detonates. It takes 3 rounds for the ionization blast to completely dissipate; reduce the damage 1D per round until dissipated. It takes 5 rounds for the ion bomb to recharge. Bombs will ignore anything less than 4 meters in diameter.
Council Approval Date: 9/20/23
112) What are the cost and Council approved stats for the Ion Defense Grid as shown in the West End Game source Wretched Hives of Scum and Villain?
Here are the approved stats and cost for the Ion Defense Grid by the Sparks Force 7 Council of Elders.
Ion Defense Grid
Model: EXVR-1 Guardian Grid
Type: Ion generation field
Scale: Capital
Skill: Blaster artillery: IDG
Crew: 1
Cost: Not available for sale – 98,400 credits for asset and modification purposes
Ammo: Unlimited (power generators)
Fire Control: 6D
Range: 0-50
Damage: 2D-16D (ionization damage; power output set can be adjusted by gunner to account for perceived threat level)
Source: Wretched Hives of Scum and Villainy (page 21)
Council Approval Date: 9/20/23
113) What is the ‘new’ cost for the Ghtroc 580 Light Freighter listed in Galaxy Guide 6: Tramp Freighters for modification purposes?
With its used cost as 20,000 (less than YT-1300 freighter) and examining the build cost using the Starship Construction file the Sparks Force 7 Council of Elders has set the ‘new’ cost for the Ghtroc 580 Light Freighter as 80,000 credits for modification purposes.
Council Approval Date: 9/20/23
114) Are there approved statistics for a Tooka or Loth Cat species?
Yes. There were differing stats pulled from multiple sources. Here are the approved statistics using the base version presented online modified by the Sparks Force 7 Council of Elders.
Race: Tooka or Tooka-cats or Adoris Felines (Loth-cat)
Type: Feline Predator (“Domesticated” Small Predator)
Size: 0.46 - 0.75 Meters
Home Planet: Various (Lothal)
Classification: Feline
Color: commonly fawn, dark yellow w/brown spots
Distinctions: Large Mouth, Pointed Ears, Thick Tail
*Temperamental*
DEXTERITY 3D
Dodge 6D
PERCEPTION 3D
Search 5D+2, Sneak 7D
STRENGTH 2D
Brawling 4D+2, Climbing/Jumping 6D
Move: 11
Special Abilities:
Bite: STR+2 damage
Claws: STR+1 damage
Exceptional Reflexes: Tooka (Loth-cats) get +1D bonus to all Perception rolls made to determine initiative.
Pounce: When pouncing on a target the Tooka's (Loth-cats) jumping and brawling are considered a single action, taking no MAPs, and happening simultaneously.
Council Approval Date: 12/2/23
115) Are there approved statistics for the Kom'rk-class Fighter?
Yes. There were differing stats pulled from multiple sources. Here are the approved statistics using the base version presented online modified by the Sparks Force 7 Council of Elders.
Kom'rk-class Fighter
- Craft: MandalMotors Kom'rk-class Combat Transport
- Type: Combat transport
- Scale: Starfighter
- Length: 68.1m (larger version) or 52.3m (smaller version)
- Skill: Space transports: Kom'rk-class
- Crew: 2 (pilot, co-pilot/engineer), Gunners 2, Skeleton: 1/+10
- Crew Skill: varies
- Passengers: 24 (troops)
- Cargo Capacity: 150 metric tons
- Consumables: 2 month
- Cost: 190,000 (New); 125,000 (Used)
- Hyperdrive Multiplier: x1
- Hyperdrive Backup: X10
- Nav Computer: Yes
- Maneuverability: 3D
- Space: 7
- Atmosphere: 350/1,000 kph
- Hull: 3D+2
- Shields: 2D
- Sensors:
- Passive: 10/0D
- Scan: 25/1D
- Search: 40/2D
- Focus: 2/3D
- Weapons:
- 2 Twin Laser Cannons (fire-linked)
- Fire Arc: 1 Front, 1 Rear
- Scale: Starfighter
- Skill: Starship Gunnery
- Fire Control: 2D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 6D
- 2 Twin Laser Cannons (fire-linked)
Council Approval Date: 12/2/23
116) Are there approved statistics for the Fang Fighter?
Yes. There were differing stats pulled from multiple sources. Here are the approved statistics using the base version presented online modified by the Sparks Force 7 Council of Elders.
Fang Fighter
- Craft: MandalMotors Fang Fighter
- Affiliation: Concord Dawn Protectorate
- Era: Rebellion
- Type: Light fighter
- Scale: Starfighter
- Length: 6 meters
- Skill: Starfighter piloting: Fang Starfighter
- Crew: 1
- Crew Skill: varies
- Consumables: 3 days
- Cargo Capacity: 110 kg
- Cost: 185,000 (New); 120,000 (Used
- Nav Computer: Yes
- Hyperdrive Multiplier: x2
- Maneuverability: 3D
- Space: 10
- Atmosphere: 415/1,200 kmh
- Hull: 3D
- Shields: No
- Sensors:
- Passive: 10/1D
- Scan: 20/2D
- Search: 40/3D
- Focus: 3/4D
- Weapons:
- 2 Light Laser Cannons (fire-linked)
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 3D
- Space Range: 1-3/12/25
- Atmospheric Range: 100-300/1.2/2.5 km
- Damage: 3D
- Proton Torpedo Launcher (hidden)
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1/3/7
- Atmospheric Range: 50-100/300/700
- Damage: 9D
- 2 Light Laser Cannons (fire-linked)
Council Approval Date: 12/2/23
117) Are there any rules and statistics for Electro-tattoo’s similar to Doctor Aphra from the comics?
Yes. A member submitted some base stats that were reviewed by the Sparks Force 7 Council of Elders and modified for use in Sparks.
Electro-tattoo
A tattoo created with a combination of conductive ink and synthskin to provide an electronic interface with electronic devices.
Cost: 5,000 credits with adjustment for decreased size of +% of size reduction (up to +75%); other costs (design, placement, etc.) are aesthetics and can be created by judge and player at time of purchase
Availability: 4
Cyber Points: 1/2
Placement: Must be placed on an organic limb and not a droid or existing cybernetic.
Size: The standard is the limb tattoo is added to, but it can be decreased to a minimum of ¼ the limb (adjust cost accordingly).
Game Notes: Tattoo can create an interface between embedded devices or cybernetic components to external devices. For example, an electro-tattoo can allow cybernetics, such as the motion interface package, to connect to external devices for the bonus to Mechanical skills.
Circuitry on the surface of the skin cannot be shielded. If the user is hit with an ion blast the user must soak the damage to avoid losing the benefits of the connected implant. If the ion damage is 4+ higher than the user's soak the electro-tattoo will overload resulting in a wound due to burned flesh. When an overload occurs, the tattoo will no longer function and cannot be repaired. An expensive procedure can be done to remove the ink of the burned-out tattoo and a new tattoo can be added to the skin.
Council Approval Date: 3/23/24
118) Are there any rules and statistics for Enhanced Electro-tattoo’s similar to Doctor Aphra from the comics?
Yes. A member submitted some base stats that were reviewed by the Sparks Force 7 Council of Elders and modified for use in Sparks.
Enhanced Electro-tattoo
A modified version of an electro-tattoo created specifically to interface with computers, droids, space transports, or other mechanical devices.
Cost: 50,000 credits with adjustment for decreased size of +% of size reduction (up to +75%); other costs (design, placement, etc.) are aesthetics and can be created by judge and player at time of purchase
Availability: 4, F or R
Cyber Points: 1
Placement: Must be placed on an organic limb and not a droid or existing cybernetic.
Size: The standard is the limb tattoo is added to, but it can be decreased to a minimum of ¼ the limb (adjust cost accordingly).
Limit: One skill per tattoo with a max of +1D bonus up to character cyber limit and other option limitations
Game Notes: Tattoo can create an interface between embedded devices or cybernetic components to external devices. For example, an electro-tattoo can allow cybernetics, such as the motion interface package, to connect to external devices for the bonus to Mechanical skills.
Circuitry on the surface of the skin cannot be shielded. If the user is hit with an ion blast the user must soak the damage to avoid losing the benefits of the connected implant. If the ion damage is 4+ higher than the user's soak the electro-tattoo will overload resulting in a wound due to burned flesh. When an overload occurs, the tattoo will no longer function and cannot be repaired. An expensive procedure can be done to remove the ink of the burned-out tattoo and a new tattoo can be added to the skin.
Council Approval Date: 3/23/24
119) What are the approved statistics for the GAFD (Galactic Alliance of Free Droids) Rebuilt Cloakshape Mark 3 starfighter acquired as a special ship in the Gencon 2023 Interactive?
Here are the approved statistics presented by the author of the Gencon 2023 Interactive Luke Siddall and approved by the Sparks Force 7 Council of Elders.
GAFD Rebuilt Cloakshape Mark 3
- Craft: GAFD Rebuilt Cloakshape Mark 3
- Affiliation: GAFD
- Scale: Starfighter
- Length: 12.5 meters
- Skill: Starfighter piloting: Cloakshape
- Crew: 1 and astromech droid (can coordinate)
- Free Droid Astromech Crew Skill: Starfighter piloting 7D, starship gunnery 5D+2, starship shields 3D, Starfighter Repair 9D, Computer Program 6D
- Cargo Capacity: 20 kilograms
- Consumables: 1 day
- Cost: 200,000 (new), 100,000 (Veterans Legacy Ships Only)
- Hyperdrive Multiplier: x1
- Nav Computer: No (uses astromech droid programmed
- with 10 jumps)
- Maneuverability: 4D
- Space: 8
- Atmosphere: 365; 1,050 kmh
- Hull: 5D
- Shields: 3D
- Sensors:
- Passive: 25/0D
- Scan: 50/1D
- Search: 75/2D
- Focus: 3/4D
- Weapons:
- 2 Laser Cannons (fire-linked)
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 3D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 6D
- 2 Proton Torpedo Launchers /w 4 Torpedoes
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 4D
- Space Range: 1/3/7
- Atmosphere Range: 30-100/300/700
- Damage: 9D
- 2 Laser Cannons (fire-linked)
- Special Sparks Note: The GAFD Rebuilt Cloakshape Mark 3 and Mark 3 Heavy are new Starfighters created by the Galactic Alliance of Free Droids (GAFD) to help combat the Overmind threat and specifically for the major combat operations to liberate Planet Overlord at the Gen Con 2023 Interactive. It is an extremely advanced Starfighter but looks like it has been scrapped together from pieces and junk like all GAFD ships.
Costs listed as "new" is the price to purchase and upgrade directly from the GAFD. This requires a short PI to go purchase and may be combined with other actions in the PI.
Cost listed as "Veterans Legacy Ships Only" is the price for upgrading the ship specifically received as a reward for the Gen Con 2023 Interactive. This represents both a discount from the GAFD for the ships given to Veterans of Planet Overmind and a lowered construction cost due to the mass production for that event.
These Legacy ships can be traded to other players just like any other resource and will maintain the reduced cost, but the ownership chain should be marked on each cert so that there is always a limited number of these in circulation.
Council Approval Date: 6/1/24
120) What are the approved statistics for the GAFD (Galactic Alliance of Free Droids) Rebuilt Cloakshape Mark 3 Heavy starfighter acquired as a special ship in the Gencon 2023 Interactive?
Here are the approved statistics presented by the author of the Gencon 2023 Interactive Luke Siddall and approved by the Sparks Force 7 Council of Elders.
GAFD Rebuilt Cloakshape Mark 3 Heavy
- Craft: GAFD Rebuilt Cloakshape Mark 3 Heavy
- Affiliation: GAFD
- Scale: Starfighter
- Skill: Starfighter piloting: Cloakshape
- Crew: 1, 1 Astromech droid (can coordinate)
- Free Droid Astromech Crew Skill: Starfighter piloting 7D, starship gunnery 5D+2, starship shields 3D, Starfighter Repair 9D, Computer Program 6D
- Cargo Capacity: 20 kilograms
- Consumables: 1 day
- Cost: 160,000 (new), 80,000 (Veterans Legacy Ships Only)
- Hyperdrive Multiplier: x2
- Maneuverability: 2D
- Space: 7
- Atmosphere: 350; 1,000 kmh
- Hull: 6D
- Shields: 4D
- Sensors:
- Passive: 40/0D
- Scan: 70/1D
- Search: 80/2D
- Focus: 4/3D
- Weapons:
- 2 Laser Cannons (fire-linked)
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 3D
- Space Range: 1-3/12/25
- Atmosphere Range: 100-300/1.2/2.5 km
- Damage: 6D
- 2 Proton Torpedo Launchers /w 2 Torpedoes
- Fire Arc: Front
- Skill: Starship gunnery
- Fire Control: 4D
- Space Range: 1/3/7
- Atmosphere Range: 30-100/300/700
- Damage: 9D
- 2 Light Ion Cannons (fire-linked)
- Skill: Starship gunnery
- Fire Control: 2D
- Space Range: 1-3/7/36
- Atmosphere Range: 100-300/700/3.6 km
- Damage: 5D
- 2 Laser Cannons (fire-linked)
- Special Sparks Note: The GAFD Rebuilt Cloakshape Mark 3 and Mark 3 Heavy are new Starfighters created by the Galactic Alliance of Free Droids (GAFD) to help combat the Overmind threat and specifically for the major combat operations to liberate Planet Overlord at the Gen Con 2023 Interactive. It is an extremely advanced Starfighter but looks like it has been scrapped together from pieces and junk like all GAFD ships.
Costs listed as "new" is the price to purchase and upgrade directly from the GAFD. This requires a short PI to go purchase and may be combined with other actions in the PI.
Cost listed as "Veterans Legacy Ships Only" is the price for upgrading the ship specifically received as a reward for the Gen Con 2023 Interactive. This represents both a discount from the GAFD for the ships given to Veterans of Planet Overmind and a lowered construction cost due to the mass production for that event.
These Legacy ships can be traded to other players just like any other resource and will maintain the reduced cost, but the ownership chain should be marked on each cert so that there is always a limited number of these in circulation.
Council Approval Date: 6/1/24
121) Is the Dathomir Energy Bow available in Sparks?
Yes. The statistics were presented and reviewed by the Sparks Force 7 Council of Elders, and this is what was approved after review.
Dathomir Energy Bow
Type: Energy bow
Scale: Character
Skill: Bow (Energy Bow)
Ammo: 10
Cost: 2000
Availability: 4, R (unknown off Dathomir)
Range: 3-10/40/120
Damage: STR+2D
Game Notes:
- Only a character with a Strength of 3D or more can operate this bow.
- Character must be Medium size to operate this bow.
- This weapon holds an internal charge and does not use an external energy pack. It can be recharged from any standard energy source at a rate of 1 ammo per round.
Description: The Dathomir energy bow is a handcrafted energy bow. It uses a plasma generator powered by standard energy cells. The lightweight carbon-alloy bow produces a pink energy bowstring, a technology similar to energy binders that link podracer engines. When drawn by its energy-proof grip, the bow generates a powerful solid plasma bolt that is then fired like an arrow from a traditional bow.
Council Approval Date: 7/22/25
122) Is the Carbonite Freezing Chamber available in Sparks?
Yes. Actually, a Carbonite Sprayer was created for use in a Sparks module. The statistics were presented and reviewed by the Sparks Force 7 Council of Elders, and this is what was approved after review for the Carbonite Sprayer and a Carbonite Freezing Chamber along with pricing for carbonite.
Carbonite Sprayer
Type: Sprayer
Scale: Character
Skill: Flame-thrower: carbonite sprayer
Ammo: 10
Cost: 1,500 credits; 1,000 credits to refill with carbonite
Availability: 4, R
Fire Rate: 1/2
Range: 3-7/10/20m; Spray Arc 30 degrees (like Deck Sweeper for 2 to 3 medium targets see Game Notes)
Damage: 5D+2 first round, 4D each round for the next 5 (If the target takes a Wound result, reduce their Dexterity by 1D, but otherwise is not harmed; if target takes an Incapacitated result or their Dexterity drops to 0, then they are frozen in carbonite)
Game Notes: Everyone within a 30-degree arc of the shooter’s front is hit with a successful use. Characters within seven meters of the source cannot attempt to dodge; characters eight to ten meters away may attempt to dodge, though all attempts are at -1D penalty. When a target creature is fully frozen the GM or player must roll a d6, on a 1 the frozen target is dead due to the inability to control the freezing process precisely.
Source: Based on model created by Adam French in Sparks #229; revised for medium scale by Adam French, Brian Jackman and the SF7 Council
Carbonite Freezing Chamber
A Medium character scale carbonite freezing chamber (similar to Mandalorian bounty hunter style) costs 1000 credits and requires 200 credits worth of carbonite to reset/recharge.
Game Notes: When a target creature is fully frozen the GM or player must roll a 2d6 (use 3d6 if in a medical facility), if all are ‘1’ the frozen target is dead due to the inability to control the freezing process precisely.
Council Approval Date: 7/22/25





