Onboard Computers

Ship Onboard Computers

Vehicle Remote Activation Controller
Model: Bespin Motors Remote DVI Activator
Type: Remote vehicle controller
Cost: 500 (for speeders); 2,500 (for starfighter scale starships)
Availability: 2
Game Notes:
Range is 2 kilometers. Pre-flight checks can take as little as 20 seconds (for some speeders) to well over five minutes (for some starships). The user must still pilot the vehicle manually.
Source: Galladinium’s Fantastic Technology (page 18)

Personal Vehicle Coordinator
Model: Vewas Data Controllers PVC-800
Type: Vehicle command controller
Cost: 1,200
Game Notes:
Limited vehicles under 10 meters long and under 10 metric tons. Under normal situations, use of this device adds +1D to the appropriate vehicle operation skill. If so programmed by the owner, in emergency situations the PVC will automatically make evasive maneuvers to avoid a crash (allows the pilot +2D to his or her operation roll to avoid collision – but the PVC will prevent unsafe maneuvers that Rebels so love to perform).
Source: Galladinium’s Fantastic Technology (pages 15/17)

CD-12a Autopilot Droid Brain
Model: Go Corp CD-12a Autopilot Droid Brain
Type: Autopilot droid brain
(Has one of the following:) Repulsorlift operation 4D, space transports 4D, starfighter piloting 4D
Repulsorlift repair 2D
Cost: 5,000 (repulsorlift), 10,000 (starfighter-scale vehicles)
Availability: 4, R
Game Notes:
Wrist activator has a range of up to 5 kilometers.
Source: Galladinium’s Fantastic Technology (page 18)

Imperial Neural Interface Device
Model: Imperial Neural Interface Device
Type: Ship neural interface
Cost: 9,000
Availability: X
Game Notes:
The neural interface device is wired into the standard control systems of any starship. Four long wires ending in gelatinous diodes are placed on the pilot’s temples and just below the ears. After some initialization, the user can issue commands to his ship simply by thought. A character using the interface must make a Perception roll every round against the difficulty listed on the chart below. If successful, any rolls made for the ship are made at +2D for that round. This does not count as two actions, as the process is so incredibly fast that it takes practically no time at all.
Ship Type = Difficulty
Small Ship (Lone Scout-A, T-16, etc.) = Easy
Standard Fighter (X-Wing, TIE, etc.) = Moderate
Small Freighter or Bomber = Difficult
Corvettes, Light Cruisers, Frigates = Very Difficult
Cruisers and Star Destroyers = Heroic
Source: Adventure Journal 1 (page 110)

System Diagnostic Filter
Model: GST System Diagnostic Filter
Type: Starship computer translator
Skill: Computer programming/repair, space transports repair
Cost: 3,500
Availability: 2
Game Notes:
+1D+1 for computer programming/repair for ship board computer systems and +2 to space transports repair.
Source: Galladinium’s Fantastic Technology (pages 18-19)

Archaic Atrogation Plotter
Model: Republic Sienar Systems A-121 Plotter
Type: Manual astrogation plotter
Cost: 1,000 – 7,500
Availability: 4
Game Notes:
If a pilot has all the necessary astrographic information on the point of origin and the destination, using an astrogation plotter to get coordinates quintuples the time a nav computer would ordinarily take; it also increases the astrogation difficulty by two levels. Downloading this information into the ship’s hyperdrive motivators requires some kind of jury-rigged interface with a personal computer or sophisticated datapad – a Very Difficult computer programming/repair roll.
Source: Platt’s Smugglers Guide (page 47)

Alliance MasterNav
Model: Alliance MasterNav Software Module Gamma
Type: Specialized navigational database
Skill: Astrogation
Cost: Not available for sale
Availability: 4, X
Game Notes:
Alliance MasterNav files can be patched into the navigation system of a starship with an Easy astrogation roll, giving a +1D bonus to astrogation rolls for one month (assuming the data being downloaded is accurate). However, if the software is older than 1 standard month, the user suffers a -1D penalty to astrogation rolls. In addition, a 1 on the Wild Die while using the MasterNav indicates a catastrophic navigational error (roll on the “Astrogation Mishap Table” on the Rulebook).
Source: The Truce at Bakura Sourcebook (page 137)

Nav Computer Bypass
Model: Kuat Drive Yards Computer Route Astrogation Bypass
Type: Prototype navigation computer bypass
Skill: Astrogation
Cost: Not available for sale
Availability: 4, X
Game Notes:
Using the Nav-Computer Route Astrogation Bypass (N-CRAB) requires three astrogation rolls. The first is programming into the N-CRAB a duplicate of the original course (one difficulty level lower than the original course difficulty). The second roll is to chart a course from an upcoming point in the course to the new destination (the difficulty can vary dramatically, from Very Easy to Heroic). The final roll is to properly feed the course through the NCRAB into the nav computer (this roll is one difficulty level lower than the second roll). Missing the first or second roll simply means that the N-CRAB will not function. Failing the third roll by any amount causes a mishap as described in the Rulebook. The whole programming procedure takes one-tenth the time of the new hyperspace travel route. Unfortunately, the N-CRAB has a tendency to interfere with a ship’s nav computer. The nav computer must be “cleaned” via programming (a Moderate astrogation or computer programming/repair roll). For a second use of the N-CRAB without cleaning, all astrogation difficulties are one difficulty higher. For the third use, all difficulties are two levels higher. Additional uses incur higher penalties (difficulties above Heroic are rated as Heroic+10, Heroic+20, Heroic+30 and do forth).
Source: Galladinium’s Fantastic Technology (pages 93-94)

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