General Equipment

Camouflage


Camouflage is one of the best things that you can use, as it make you hard to see. For obvious reasons, it works best while you are stationary, and not very close to your opponent. It also has many problems. First, it must match the terrain. A pattern for an urban environment were the predominant structural material is a medium pink stone will get you deader than Xim the Despot if you were it in an arctic environment. You should not mix patterns, as the barrier where they come together will clash and have a very unnatural appearance. Finally, for full effect, EVERY visible surface must be cammoed. Don't get dead just because you forgot to paint the back of your neck and ears, or you didn't dull your boot heels. The most common form if camo is specially dyed clothing. These can be any kind of clothing, from flight suits to ponchos and pants to undergarments (made most likely for the very weird, but every little bit helps). Boots and packs are also available cammoed, but this best done in the field. Weapons and equipment may be camouflaged as well, by applying thin layers of finish to them (usually for about 5 to 10% of the cost of the weapon, depending on the complexity of the finish). However, whatever you do, if you plan on traveling, don't get overly specific in your patterns. A desert pattern made specifically for Sevarcos might work well on Ryloth (but not as well), but not on Tatooine.
Game Effects +1 to +1D SNEAK, +2 to +2D Hide in proper environment, with penalties of up to -4D for the wrong pattern
Availability Varies
Cost (depending on pattern)
Set of fatigues 25-100 credits
Flight suit and helmet 1,500-6,000 credits
Refinishing a blaster pistol 50-200 credits
Refinishing a blast helmet 50-200 credits
Refinishing a full set of armor 100-800 credits
Speeder bike or swoop 400-2,000 credits
 

Flasher Ring

Skill (to build) TECHNICAL: Light Systems Repair
Difficulty (to build) Moderate
Operation DEXTERITY: Armor Weapons
Range 1/2/3
Effect Replacing the precious stone in the ring is a glow-prism, re-calibrated to emit all its energy in one full burst. On a successful attack with the ring, it does 6D blinding damage. The exact effect of blindness is up to the GM to decide. Passes through all weapons and energy scanners with ease.
Cost Not for sale
Parts 100 cr + var. - The glow-prism value plus the variable cost of the ring.

Ion Flare

Type Typical ion flare
Cost 15
Availability 2
Damage 3D Ion damage, 1m area of effect. Lasts for 2 minutes
Game Effects Detectable on energy sensors. (actually difficulty based off local weather conditions, sensor systems, terrain, and several other variables- GM's call) Ignition counts as two to three actions, depending on model design. (Easy DEX)

Thermal Flare


Flares come in two different forms: thermal and ion. The ion flares are useful, as the sensor systems used on most planetary defense satellites and stations, or carried on the more powerful capital or scout ships, can detect their emissions from orbit. This makes them useful not only for those people needing to make themselves found, but also for calling in fire support or marking landing fields. They have the added bonus in that they have no thermal signature, for covert use. It should be noted, however, that they will have negative effects on most electrical systems, including most droids and some cybernetic systems.
Thermal flares are an ages old technology. These actually burn a mixture of powered magnesium and/or aluminum, iron oxide (black rust) or some other oxidizer, and one of several binding compounds, packed into a semi- combustible tube that is topped with an ingnitor. These can be used to provide intense, short-term light, light a fire, fend of an attacking animal or signal rescuers. They are almost universally soak proof, most of them will actually burn underwater, and the very best (and most expensive) will burn in pure vacuum due to the internalized oxygen source. These are a very common in survival kits and life boats.
Type Typical thermal flare
Cost 5
Availability 1
Damage 10D first 3 rounds, 8D next 12 round (1 min), 4D next 36 rounds (3 min)
Game Effects Illuminates 30m radius. May be held onto for about a minute. Ignition counts as one to three actions, depending on model design (Easy DEX for all).

Fusion Cutter

Model Borallis Metalworking & Materials PCW-880
Type Heavy fusion cutter
Scale Starfighter
Skill Assorted Technical skills
Cost 150
Availability 1
Damage 3D
Game Notes This unit is 1.2 meters long and uses a rechargable power pack.

Grav Gloves

Skill to build Repulsorlift repair
Difficulty to build Difficult
Operation Climbing
Difficulty to use easy (moderate for slippery surfaces)
Effect Version 1: Complex rules
Creates a powerful grav. feild which can attach onto any surface through the use of repulsorlift technology.  Grabs onto anything with a STR of 5D. The power pack must be replaced every 15 hours of constant use.
Parts 500 cr for high quality gloves; 2 blaster power packs (or 40 cr for mini power storage unit), 2000 cr for grav feild projector.
Cost/pair Not available for sale (usually, if you can find it - 4000 cr)

The kit comes with a hydrospanner, screw driver, laser cutter, universal computer jack, specialized comlink, retinal projector and card decoder along with a level one droid brain and a keyboard view screen interface. (note if a player is as good with computers as he should be to acquire this machine, he can put in a voice unit to the computer with only an easy computer prog/repair roll) When the kit is activated it requires a Security skill of 4D to use. Even then if it is a new user and not the previous one, all past files are deleted and randomized. as well, no Hacker Kit will Hack another, so all Kits are completely safe from ever having their doings used against their owners.

Hacker Kit 1.1


The Hacker Kit 1.1 is a hacker tool kit that allows someone to break past any computer controlled lock or check point as well as access any information available on the computer by deciphering pass words. It's very difficult to use but also very effective when done properly. To interact with it there is a keyboard and a small screen. The hacker kit is a supplement but not a replacement to the hacker. It cannot accomplish it's tasks without someone to carry out the physical aspect. Because of all the necessary tasks required in it's use it was proven impractical to make it a droid.
Hacking Kit Stats
Model Hacker Kit 1.1
Type Illegal Computer Security Code Decoder and Computer Piracy Device
Cost GM discretion no less than 8,000 credits
Skill Minimum of 4D Security and 3D Computer pro/repair to use (adds 4D more to Security roll if used correctly)
Availability 4 X (almost unique)
Special Abilities and Instructions This device can crack through any computer security measure and then copy the data inside. It will also unlock all computer controlled locks and blind any computer controlled check points. Below are a list of the counter measures employed to keep people out and the counter counter measures the Hacker Kit 1.1 will use to get in.

General types of security and the difficulty to defeat them with the Hacking Kit 1.1.

Locks

Password If any password is required either audio or touch pad, the hacker need only remove the panel meant to receive the password and connect the built in computer on the Hacker Kit 1.1 to both the receiver and the verifier.. Then the GM can roll a Easy difficulty roll to have the Hacker Kit 1.1 take the expected password from the verifying component and putting it through the receiver. The computer cannot tell the difference and the only evidence of the Hackers presence is the removed panel, which is easily rectified by putting the panel back in place.
Key Card This is laughably easy. Take the card decoder from the equipment rack above the monitor and place it in the appropriate slot. The delicate instrument then reads the incoming interrogation (through either laser, x-ray, magnetic or mechanical means) and gives the sought after response. The Kit rolls it's individual roll of 4D to a moderate difficulty to have the desired effect.
Hand Scan This is a more difficult task in that the hacker can never touch the receiver. Instead he must find the power source to the receiver and disconnect the power to it. Then he must find the connection between the receiver and the objective and splice this (moderate difficulty on the computer prog/repair skill) then connect the spliced wire to the Hacker Kit 1.1. Then the Hacker Kit rolls it's individual roll of 4D to order the objective to respond in the desired fashion. (moderate difficulty)
Retinal Scan This is the most difficult lock to crack. Have the hacker remove the panel around the lens of the retinal scanner. Upon finding the verifier unit attach this to the Kit (difficult computer prog/repair) then attach the retinal projector hanging on the equipment rack above the screen to the hard drive and place it in front of the lens. Then both may roll their collective roll of 8D to achieve a very difficult Security Roll.

Security Monitors

Camera and holorecorders Your Hacker won't get very far in life if he breaks into a facility to copy secret and restricted information only to be seen on film and alert the security troops. To avoid this result, as soon as possible link the Kit up to a security relay junction (they're not too hard to find. About as common as a light switch. Say a moderate perception roll) and tap it in.

Use the retinal recorder to scan your image and that of the kit then transfer this information onto the Kit's hard drive. It will then have the security system copy the image as old data and it will be ignored from all scans. This is not 100% fool proof. A thermal sensor will still show up along with a shadow but there are other ways to handle that.

Thermal Image When you remove your image from the system type in ^^^***%comm#1 into the Kit. Even with a voice synthesizer installed this command must be typed. This is done to insure that not even the Kit knows the Hackers secret ace in the hole. The command is immediately translated by the droid brain and activates the comm unit at the same time sending a command over the security lines to ignore anything that would trigger their preset orders to alert security within 6 feet of this wide band signal that will read in any electronic device focusing in it's direction. The only way to detect the signal is to monitor all comm channels inside the facility and if that is the case it's the hackers own dumb luck.

Meanwhile the memory of the event is deleted and randomized automatically by the droid brain. It will never understand why it's master is so casual about what, to it, is an obvious short coming in it's protection of it's master. There is no roll involved as long as the player states that he/she is using the code.

Electric Security

Password Hook the unit up to the computer and let them blabber back and forth. The Hacker Kit 1.1 is fluent in all known computer languages and has the ability to trace program origins. This means that any computer from the known galaxy can have it's passwords traced back to their point of origin copied and then given to the password receiver within 4 turns at a moderate difficulty level for the Kit.
Presence Recorder This is much more difficult in that you must actually remove files. A presence detector records who or what is inside it's assigned area at what time. The best thing (and easiest) to do is allow it to record then delete the file and randomize the spot where the file used to exist. This is a difficult task and must be done for three consecutive rounds before safety is 100% assured.

Lock Picks


Opening a locked door is a snap if you have the right tools.
Model Standard lock picking kit.
Type Lock picks
Skill Security
Cost 100 Credits
Availability 1, X
Game Notes The lock picks add 1D to the characters security skill for locks of difficulty Moderate or less.  For more difficult locks the kit provides no benefit.

Holo-Video Grenade

Construction Skill Holo-Vid repair; computer prog or droid prog
Dificulty to build ^ Moderate; ^ Difficult
Operation Grenade (just press the button and throw)
Effect Projects a 3D image pre-programmed into an area with a radius of .5 meters. Has a resolution of 4D (vs. search or perception to notice that it is just a holograph).
Cost Not available for sale
Parts 3000 cr - built from mini-holoprojector (can be found in R2 series droids), power pack(for blaster pistol, or other type of miniture power generator), droid brain or mini-computer.

MediKit

Model BioTech MediKit
Type Enhanced first aid and care system
Cost 2,200 for a full kit; 1,000 to reload medpacs
Skill First Aid or Medicine
Availability 2
Game Notes A medikit can be used as a medpac up to 10 times. The kit's diagnostics sensor can be used to diagnose diseases, access health, and for other basic medical uses on an Easy First Aid roll. The kit is sufficiently equipped to allow a character with the Medicine advanced skill to perform field surgery (which exhausts the kit's medpacs).

Ornamental Comlink


Who wants a bulky, ugly, comlink? Palinid Technologies makes a range of ornamental Comlinks, appearing as broaches, bracelets, and pendants. If you wish to avoid attracting attention to your communications one of these may be a good idea, they also make great gifts...
Model Palinid Technologies Ornamental Comlink
Type Personal communicator
Skill Communications
Cost 100 Credits
Availability 2
Game Notes Difficult Perception roll to detect without examination.
jag7@ukc.ac.uk

Portable Holographic Projector


A small, hand-held holo-projection unit, utilizing a standard data jack adaptor for data I/O via auxiliary devices.
Model NeuroSaav AT-330 Portable Holovix Projector
Type Portable holo-projection Unit
Cost 200 credits
Availability 1

Skifter

Model GambleCo. Sabacc Skifter
Type Sabacc Cheater Card
Cost 25-50 credits (black market only)
Availability 3, X
Game Notes Skifter adds a +15 modifier to user's Gambling skill. If user fails roll with skifter, then dealer notices and takes action within 1D rounds. Possesion of skifter is punishable by being taken to a New Republic or Imperial Detention Center with a bail of 4,000 credits. User must also reimburse all sabbac players he cheated.

Spring Loaded Sleave Holster


It's always nice to have a trick up your sleave, and with this toy the tricks can be even closer to hand when you need them.
Model Spring Loaded Sleave Holster
Type Blaster Accessory
Skill Blaster
Cost 100 credits
Availability 2, R
Game Notes The holster allows a hold-out weapon to be concealed up the character's sleave and gives +1D to Blaster or appropriate skill on speed draws.
jag7@ukc.ac.uk

Targetting System

Model Darman Weaponries' Targetting System
Type Targetting system
Cost 750
Availibility 2, R or X
Game Notes +5 to hit.  The targetting system can be added to almost any hand-held weapon. If the weapon has a scope it must be removed.The system must be linked a visor of a helmet, cybereyes or even sunglasses.
Cost
Visor of helmet 250
Cybereyes 500
Sunglasses 750
 
Erik Alt (hannualt@raahe.fi)

 
Sensors

Compact Sensor Pack

Model NeuroSaav 8936/F Integrated Sensor Array
Type Compact Universally Compatible Sensor Pack
Skill Sensors
Cost 1200 credits
Availability 2, R
Game Notes This sensor pack has the same abilities as any standard personal sensor pack, except that it is palm-sized, and is readily adaptable to integrate with any computer system. The small size of this unit makes it very popular among the cybernetically-enhanced.

Wrist Sensor


The H-47 Wrist Sensor was developed as a means of locating life forms or signs of civilization in remote areas, but it's uses are almost infinite.
The H-47 is capable of identifying any life form within 20 meters, as well as approximate identification within 100 m, it can locate life forms within 10 km. It also locates advanced technology (large metalic structures, power sources, etc.) within 50 km, but can focus on finding specific types of technology (ie blasters) within 100 m, these are often used in starports, court rooms, banks, etc., when it is in passive mode, and it indentifies what it is looking for, 3 seconds of consecutive beeps will notify the user that it has found it. Among the most important, and useful, things to note about the H-47 is that it is as large as the average wrist chronometer, and has a function that allows it to be disguised as such.
Model H-47 Wrist Sensor
Type Portable sensor pack
Skill Sensors
Cost 1,000 credits
Availability 3, F
Operation
Sensors
Passive 200m 1D*
Scan 10km 3D
Search 20km 2D+1
Focus 50m 5D
* If this is set to a specific target the skill is increased to 2D.
Game Notes Easy roll to locate life forms, difficult to identify. The H-47 can work on it's own, but as such must remain in 
passive mode, and will only have 1D skill (if it is looking for something specific this is increased to 2D) but one can also operate it manually - adding the H-47's skill dice to your own.
Technology Location and Identification Chart
Size (cubic cm) Difficulty to Locate Difficulty to Identify
1 Heroic Heroic
10 Very Difficult Heroic
100 Dificult Heroic
1000 Moderate Very Difficult
10000 Easy Difficult
100000 Very Easy Moderate
 

Security Scanner

Model BlasTech Search-Scan 4
Type Security scanner
Skill Sensors
Cost 9,800 credits
Availability 2, R
Range 3/7/25
Game Notes +1D to sensors roll for detecting: structural anomalies, secret compartments, and energy signatures for weapons, lifeforms, and energy sources in a confined area such as a docking bay, etc 
 
Imperial and local governments use for a variety of purposes
large chest-size (often on a cart or repulsor sled)
very sensitive instrument that can often penetrate shielding
 

Light Enhancement Viewer


Similar in function to a thermal imager, these magnify the existing light in the environment. The ambient light picture is then displayed on flat screen, usually with a greenish tint, but some times with a bluish one, depending on the manufacture. Fairly well miniaturized, a set of light enhancing goggles takes the form of a thick and bulky set of goggles, while and hand held viewer is simply a thick disc. These capabilities are often built into gun sights and macrobinoculars.
Model Neuro-Saav Stareyes
Type Snooper goggles
Cost 300
Availability 1, F
Game Notes Counteracts up to 2D of Darkness penalties. Can not work in total darkness.

Thermal Imager


A thermal imager is based on the principles of a thermal sensor, but they go several step further. They form a picture based off of the thermal energy that they see, allowing you to see in total darkness, so long as the air isn't warmer than everything else that is with in the total darkness. It takes a certain amount of training to interpret the images given to you by thermal imaging, as it only maps heat differences in the environment. As a result, ten stormtroopers standing shoulder to shoulder are a big blob of heat, not ten stormtroopers. That big blob of heat could be a sleeping kryat dragon, or it could be a mini-tank. With training, you can see and tell, at ten meters, whether or not a man has a mustache. But you have to be very, very good, and have excellent equipment. They are about twice the size of a basic thermal sensor, and are often mounted on a headstrap, in a goggles configuration. Or, they are added to microbinoculars and/or holocams for observation work.
(skill: PERCEPTION: Thermal Interpretation (no specializations). Improves normally. Used by those species that do not naturally see IR to figure out what the thermal display they are looking at means. Not very common.)
Model BlasTech T-141 Thermal Goggles
Type Thermal imager
Skill PERC: Thermal Interpretation (see below)
Cost 500 (10, powerpack lasts about three hours)
Availability 2, F
Game Notes Works in all vision obscuring conditions where there is thermal variance. May look through cover (Cover's STR+1D vs. user's PERC: Thermal Interpretation).

Thermal Sensor


This is a simple, hand-held system that detects the variations in thermal radiation in the environment. Instead of actually showing you an image, it has a readout, usually a scaled bar, that indicates how much warmer than the background heat the area that it is scanning is. Used by publics works officers and industry to locate hotspots, and by hunters, game and bounty, that are looking for warm blooded creatures, it can also "look" through cover. Some individuals in military and para-military circles have taken to mounting them alongside their rifle barrels, for urban combat. Size wise, they are usually about the size of deck of sabacc card chips
Model Santhe Tools Thermal Scale
Type thermal sensor
Cost 200
Availability 2
Range 100m, line of sight only.
Game Notes Has the equivalent of SEARCH: heat at 5D to register heat variations on scale. May see through cover, but the sensor must roll against the cover's STR+2D to detect, modified by the contents of the wall, as the GM sees fit. Difficulty is based off of the target's heat difference compared to background environment (Almost always works in the open, but usually should be rolled inside structures). 
FATIQUES

Bantha Hide Jacket


Popular with swoop riders, pilots and those who trying to look good, the Bantha hide jacket (and similar garments) are suprisingly good armor. They do very little to protect against energy weapons, or even primitive clubs, they are nearly impossible to cut through. This makes them popular on worlds where the most common weapon used in an attack is a knife or sword. They are also incredibly difficult to burn through, and those that have insulated linings are sometimes used by gangers and guerrillas with improvised flamethrowers. They come in a wide variety of colors and styles, and often have the symbols of various groups painted on them, especially those worn by pilots.
Model Typical bantha hide/leather jacket
Type  Leather jacket
Cost 60
Availability 1
Protection +1D Edged (+1 other Physical); +1 fire (+0 other Energy)
Covers Torso

Brian White (whit9463@uidaho.edu)
http://www.uidaho.edu/~whit9463/sw/main.html

Combat Jumpsuit


A one-piece outfit that can be tailored to most humanoids, a combat jumpsuit can be accessorized with blast vests or helmets, or worn beneath civilian dress. The jumpsuit material dries fast and breathes well, and provides good insulation. Attachment rings and pockets secure weapons and equipment. The jumpsuit is usually complemented with a durable helmet, and stiff boots and gloves. Heavy weapons crews like to use this sort of light padded armor to insulate themselves against flying debris and minor sphrapnel.
Model A/KT Tuff1 Combat Jumpsuit
Type Light combat armor
Scale Character
Cost 500 credits
Availability 2
Game Notes Adds +1D to resist physical damage, +2 against energy. No Dexterity penalties.

Thermal Suit


Ment to baffle thermal imaging and sensing systems, the thermal suit consists of a layer of insulation and a thermal emissions system. It has small thermal sensors as various points, which constantly read the surounding air temperature, and raise or lower the suits external temperature to match. Because it has to block the wearer's thermal emmissions, it must be able to function as medium weight climate control suit. It must also cover the entire body, restricting periferal vission, covering the ears and hands and generally being a little bulky. The best way to defeat theses suits to install very rapid thermal variations in your enviroment (for example, have one room be about 30 degrees, while another is about 20).
Model Merr-Sonn Heat Stalker
Type thermal baffling suit
Cost 2,500 (25 to recharge suit)
Availability 2 R,X
Game Effects Must cover full body/Bulky: -1 DEX, -2 PERC (for skills that use both, such as Blaster, it is cumulative). Powercell lasts about two hours actively insultated: functions as climate control suit, provides comfort in moderately warm to very cold temperatures
Thermal Cloaking +2D SNEAK and HIDE vs thermal sensors at distances greater than 5 meters. Can not handle a heat change greater than 5 degrees per minute. If heat change is faster than that, your advantages are gone until the suit can compensate. If the change is greater than 40 degrees, the suit's controls are blown. (can't handle the change) 
Space and Vacuum Suits

Armored Spacesuit


The Superior is a simpler armored spacesuit than space trooper armor, but more than adequate to most boarder's needs.
Model Merr-Sonn Weapons Superior Boarding Armor
Type Armored space suit
Cost 10,000
Availability 2, X
Protection +2D versus energy, +1D versus physical, -1D from Dexterity in gravity
Game Notes 25 hours of atmosphere, heating unit, waste unit, onboard food supplements, comlink, rocket pack (Space Move: 1, uses Rocket Pack Operation).

Armored Vacuum Suit

Model Corellian Technologies Boarding Armor
Type Armored vacuum suit
Cost 4,000
Availability 2, R
Protection +1D versus energy and physical damage
Game Notes Corellian Technologies' armored vacuum suit is based on the classic Incom model that is in standard use. The suit grants the advantages of a standard vacuum suit (10 hours of atmosphere, the character must make a Moderate Stamina check every hour exposed to space or suffer a wound). In addition, the suit's armor provides some protection against blaster fire 
PARACHUTES

The skills:


DEX: (A) SKYDIVING (none) {Needs 4D Parachute, 3D Acrobatics}: Covers all arial maneuvers taken before chute deployment. Includes braking, dives and groupings. Basic difficulty: Easy. (1 round)

MECH: PARACHUTE (Dome, Parawing, Drouge, etc): This is the skill used to pack, rig, deploy and maneuver parachutes. It does not cover pre-deployment maneuvers (Skydiving) or landing (either Climbing/Jumping or Acrobatics).  

Difficulty determined by kind of jump
Tandem Jumps (as passenger) Very Easy
Static-line jumps, Dumping speed Easy
Normal Altitude free jumps, 90° turn Moderate
HAHO or HALO jumps Difficult
Modifiers
Light Winds +1D difficulty
Moderate Winds +2D difficulty
Heavy Winds +4D difficulty
for every 2m that the LZ is smaller than 10m +5 difficulty
for every 2m that the LZ is larger than 10m +5 roll
for every 3m below 300m that chute is deployed +1 difficulty
if using drouge chute or backup +10 to difficulty
Forward speed of a chute is determined by the Speed of Chute (X) plus (or minus) the strength of the tail (head) wind in Kph (y).

(X+y=forward speed). Thrust may be lowered below total speed, but not below 1/4 the chute's speed (.25X). The chutes rate of decent and maneuverability is listed with the chute. Descent may be decreased or increased by making appropriate roll. May never drop below 1/2 of listed speed, or rise above twice the listed speed. (Roll for maneuvers and opening, and/or as GM recommends).

The chutes:


All of these are one person chutes. I don't know enough about them to make stats for a tandem harness that can convince me.

Skyway Straight Drop


This is the standard, round chute, that is used (depending on the size) for everything from ejection seats to commando jumps to cargo. It is carried on one's back, and usually is rigged for a static drop from normal altitude.
Type Dome Parachute
Skill Parachute: dome
Availability 2, F
Cost 1250 (new), 700 (used)
Scale Character
Size 3m diameter
Body 1D
Maneuverability 1D
Move
Forward 10/round
Rate of Descent 15m/round
 

Skyway Long Glider


This is the wing-like unit associated with sport jumping and high-altitude/long-distance jumps by covert operatives. It is worn on the back, but is usually released by a manual control or an altimeter-based switch.
Type Parasail
Skill Parachute: parasail
Availability 2, F
Cost 2000 (new), 1100 (used)
Scale Character
Size 5.5m wide, 2.5 long
Body 1D
Maneuverability 3D
Move
Forward 25; 70kmh
Rate of Descent 10m/round
 

Skyway O.S. Backup


These are usually carried on your chest, on the off chance that something goes wrong with your other chute. They are also used to bring operatives down FAST. Problem is that they are sometimes a little too fast.
Type Drouge/Backup Parachute
Skill Parachute: drouge
Availability 2, F
Cost 1000 (new), 100 (used)
Scale Character
Size 2m diameter
Body 1D
Maneuverability 0D
Move
Forward 5m/round
Rate of Descent 45m/round
 

It's always nice to have the right tool for a job. All too often though this just doesn't happen in which case you fall back on your wits and ingenuity and jury rig something that will make do.
 

Jury Rigging
"You must be able to make the machine do what you need it to do." General Airen Cracken, Rebel Intelligence.
Most spacers would no sooner open the casing of their hyperdrive than stick thierheads in the ship's fusion reactor, if it breaks, you call for an expert. But whenyou're stuck in deep space and calling the SRC will bring unwanted attention toyourselves this trick sometimes works. The times it doesn't... you don't want toknow.

Emergency Hyperdrive Repair


There is nothing more annoying than being stuck in deep space with a broken hyperdrive waiting for the Space Rescue Corp to turn up and tow you in... Unless of course they aren't going to turn up. If you're subspace radio is damaged it will take years for a signal to reach civilization - and most starships only have supplies for a few months.
The repair mearly consists of replacing a pair of power couplings within the hyperdrive motivator and resetting the breakers, however if the casing has been fractured attempting to jump to lightspeed could destroy the ship.- Ferris Tarnel.
Function Emergency Hyperdrive Repair
Skill Code
Build Starship Repair or Capital Ship Repair
Use Astrogation
 
Building Difficulty
To check if casing is not cracked Difficult
To make repair Moderate
 
Game Notes -First the Gamesmaster should determine if the casing is cracked or not, if it is any attempts to repair the hyperdrive will fail automatically.

-The player then rolls to examine the casing, if the difficulty level is passed the GM should accuratelyinform them of any damage, if failed the player either cannot tell or makes an incorrect assessment. 

-If the drive is successfully repaired the ship can make the jump to lightspeed with the astrogation difficulty one level higher than normal. 

-If the casing is cracked and the ship attempts to jump to lightspeed the following can happen; 1- The hyperdrive explodes. 2- The hyperdrive explodes destroying the ship. 3- The ship jumps to hyperspace... and never comes out. 

Scrambling a Coded Lock


If you have the code to an electronic lock keeping who don't out is not difficult; if you do not have the code keeping out those who do is a little more difficult...
Function Scrambling a coded lock
Skill Code Security
Building Dificulty Moderate
Game Notes When scrambled the only way to open the lock is by picking it, the difficulty to pick the lock becomes Moderate.
1