The Royal Garrison Capsule



It may seem like the prices are high or the rules are strict, but when you get down to it, aren’t most civilized planets even worse? At least here that shipment of spice from Kessel has a very low probability of getting you a job mining the stuff. Moreover, even if you break the rules you don’t get in that much trouble. Here you can also upgrade your ship at a modest price while you’re eating at a fine restaurant and buying a new DL-44 to replace your gun that was stolen a few years ago. This place can be your favorite haunt, or your worst fear, depending how you play your cards, some take that literally and now won't gamble here.

The Law
General Services
Recreation
Stores
Machine Shop

The Law
Here at the Royal Garrison we have some rules that you must obey. I won't say that they're for your safety… but they are for other people's safety.
 
Number one You can carry that weapon all you want, just get a license.
Number two Don't use those weapons to kill anyone, definitely don't use other ones.
Number three Obey the rules and listen to the security force, they have full authorization to use all methods to bring law breakers to New Republic justice (and if they can't I will :-)
Number four Don't break anything, if you do, you'll get the bill.
Number five If you're in trouble with the New Republic, don't get anyone hurt by you cowardice, or bravado.
Number six I make the rules.

Customs
Everyone who lands on the Royal Garrison has to go through customs, think of it as a whole new planet. If anything illegal is found you will be questioned and then, unless it’s something like thermal detonators for the empire, you will be told to keep it covered so no one finds it.

Security
Even though we’ll tolerate a little trouble, don’t kill anyone, break anything in a bar fight or steal anything. Not only does it cost someone money, it also will cost you. Breaking something means you have to pay for it and stealing means you have to give it back. The latter of the two will also get you a trip to the brig. Killing someone, well, don’t. It makes it tough on us, on you and on that guy you killed, though more on you.  SInce killing someone means we have to fill out forms we will be extra mean to you.

Weapons are not to be carried without a permit; these permits are also good for all New Republic systems and planets, (unless a special permit is needed on certain planets.) Each weapon requires separate permits. Permits cost 20 credits for the first and 30 credits for each additional permit. Assault, heavy weapons and explosive are not permitted unless accompanied by two security personnel. Even then you may only carry them to and from the weapon shops or repair bays and your ship. Concealed weapons cost 30 for the first and 40 for each additional weapon.

Starport Services (25 greeting droids)
Starport services encompass many different things. Here you can log manifests, acquire permits, arrange for repairs, regular maintenance, resupply, etc… Though in theory you must go to an office for these things, when you land at this starport a greeting droid will welcome you and take care of all of these things. The droid will also show you to your room if you want one, show you places you need to know about and generally help you get to know this place.
 

General Services
Though you may wish it, nothing is free and everything costs something. While onboard you must pay certain fees, as if you just sat there for days it would be a waste. There are other people who would pay to come on board you know.
 
General walk-in admittance fee 5 credits/person/day
Docking Fee 25 credits/day
Standard Maintenance 15 credits
Maintenance overhaul 60 credits
Room and Board 30 credits/night
Refueling 100 credits/light freighter
Medical Bay Variable
Vehicle Rental Speeder bike: 25 credit down payment, 10 credits per hour.
Travel Services Variable
Use of Communications facility
Holonet 2 credits/minute
Subspace 1 credit/ 30 minutes

 

Weapon and ship licenses and fees
Weapon Permits
First weapon permit 20 credits
Each subsequent permit 30
Concealed weapons +10 credits

 
Licenses
Official freight haulers license, (good in New Republic) 50 credits
pilot’s license, (after proof of taking a course) 35 credits

 

Warehouses and storage
small locker 3 credits
large locker 6 credits
extra security +6 credits

 

Bank, Loan, etc Variable; 15% interest
Entertainment and Recreation
 
Canoe rentals 15 credits/hour
Kayak rentals 20 credits/hour
Wetsuit 12 credits/person
Microphone and earpiece 6 credits/person
Organic Gill 15 credits/person
The Messenger
Though the messenger is the only dance club on board, it is very nice. While you’re here you can meet new people, have something to drink and dance the night long!
The Dressed up Nerf (Full-fledged Restaurant)
At this nice little restaurant you can eat great food from almost anywhere in the galaxy. Some of the finest wines can be found here, perfectly accompanied by the great food.

The Hyperoute (Full-fledged Cantina)
At the Hyperoute you can get good food, have almost any common drink and gamble for a while.
 

Meals
Basic Meal 10 credits/meal
Day’s Special 12 credits/meal
Seven course dinner 25 credits/meal
Bantha Stew 6 credits/meal
The desert delight 10 credits/meal
 
Drinks
Some Sample Drinks Damage Code Cost
Mixed Drinks    
Afterburner 2D+1/drink /glass
Cassandran Choholl 1D+2/drink  /glass
Corellian Whiskey 1D+2/drink  /glass
Elshandruu Pica Thundercloud 1D/drink  /glass
Eth fire water 2D+2/drink  /glass
Flameout 2D+1/drink  /glass
Hoojib’s Revenge 1D/drink  /glass
Meltdown 1D+2/drink (a narcotic hallucinogen)  /glass
Pink Lizard Thunderbolt 1D+1/drink  /glass
Reactor Core 1D/drink (a narcotic hallucinogen)  /glass
Renan Irongut +2/sip, 2D/guzzle  /glass
Revenge of the Jedi 6D/drink  /glass
StarShine Suprize 3D/drink  /glass
Savareen Brandy 1D/drink  /glass
Tatooine Sunburn 5D/drink  /glass
     
Beers and Laugers    
Bidziil 2D/drink  /glass
Dantic +1/drink, 1D/pitcher  /glass; /pitcher
Daranu +2/drink  /glass
FozBeer +1/drink  /glass
Lum 3D/pitcher  /glass; /pitcher
Rodian Ale 1D+2/drink  /glass
Ryll Beer +1/drink  /glass
Skannbult Likker +1/drink  /glass
Thuris Stout +2/drink  /glass
Black Hole 4D per drop; 10D per ¼ glass; 25D per glass /drop; /¼; /glass
     
Whatever’s on tap Variable 3/glass; /pitcher
Bartender’s Special Brew 3D 7/glass; /pitcher
Station’s Official Mix 2D/glass 5/glass; /pitcher
Station’s Official Beer +2/glass 2/glass; /pitcher
Mix it up  
Senseless Stupor   5 credits/glass
Jawa Juice 1D+2/drink 6 credits/glass
Desert Bloom 2D/drink 10 credits/glass
Bantha Bottle 1D/glass 12 credits/glass
Distilled water Non intoxicating 2 credits/glass
Vintage wine Variable 20+ credits/glass
Socorran raava +2/mug 5 credits/mug
Something new Variable 8 credits/mug
Stores
If you need to buy something, we've got it. Everything from that pen laser you have there to that blaster you have there. Hey! Point that somewhere else, you'll poke someone's eye out with it. Even that comlink, those clothes, everything.

All weapon shops have, at least, 1-meter thick duracrete/durasteel walls for the safety of all on-board.
All weapons purchased require a permit or you will be accompanied to your ship by 2 security guards to put it away.
Everything has a 5% sales tax to go to repair the ship.
 

The Kalite Clothes Shop
Some of the most beautiful clothing ever created can be found here, all at a modest price.

The Galacticum Clothery
What you can’t find at the Kalite you can find here. The perfect compliment to any style can be found in the Galacticum.

The Rationed Autochef "take home, cook later" Shop
Bored of having the same meal everyday on your ship? Run out of that boring meal? Well you’re in luck. Here and now you can get food processors, autochefs, rations and everything else for food during travels.

Star Outfitters
Lock, Stock and barrel, all right here. Everything you need in the way of general equipment can be found right in this beautifully decorated and spacious store.

Galladinium’s official retail store
Here it is folks, the store you’ve all been waiting for! Galladinium’s retail store, brought to you right here. This is the first ever retail sale galladiniums!

Used Vehicle and Starship Dealer Coming Soon!
If you need a used starship or vehicle this is the place! All vehicles and starships are kept o another planet but from here you can veiw them via holonet hook up. Salesmen on the lot can take the camera for the hook up all over the vehicle. They can show you whatever part you want to see and can even arrange for them to bring the ship or vehicle to where you are so you can test drive it, pick you up and bring you to the ship, or hold the ship until you get there. All vehicles and ships can be bought with one lump sum or with an easy payment plan.

The Unlisted Munitions Dump (2 meter thick duracrete/durasteel walls for the safety of all on-board)
Large Weapons, explosives, grenade launchers… If it causes mass destruction it’s here.

The Laser Lane
Mostly personal blaster, lasers, plasma guns, firearms, high-tech phasers and other long range, personal ordinance. This store does have other weapons, though it specializes in range.

The Fight Track
If you need a melee weapon fast, it’s here. The fight track has a wide variety of handheld melee combat weaponry and a small section of other weapons. There is a wide variety here folks.


 

Machine Shop Services Costs
The Star Battle Lander has a very large repair bay, in which Commander Zondok keeps nine of his ten favorite AD armorer droids. While the tenth is usually roaming around his personal freighter, those nine are for hire. While stationed on planet or floating in space, the garrison may pick up some freighters or fighters. These ships have captains that LOVE to work on and upgrade their ship. Though it may be a hobby, not all are very good at this. So besides allowing pilots to use the machine bay for a charge Zondok will allow the pilots to have his droids make modifications. All the pilot has to do is step back, pay for materials and the work fee, and watch the fun. Most modifications have a 25% fee; some large ones have only 10%.
 
Key
* % of original full weapon cost
# % of original full ship cost
Full Weapon Upgrade
Weapon Upgrades
Weapon Repair
Armor Protection Upgrade
Component Installation for Armor
Armor Repair
Vehicle Repair
Drives
Hyperdrives
Maneuverability
Move or Space
Shield Repair
TABLE 1: EQUIPMENT UPGRADE TIME PER PIP or Step)
TABLE 2A:VEHICLE IMPROVEMENT (Weapons and Sensors)
TABLE 2B: VEHICLE IMPROVEMENT(Shields, Hull, and Maneuverability)
TABLE 3: SUBLIGHT AND HYPERDRIVE IMPROVEMENT
TABLE 4: Speeder, Walker, and Starfighter Scale Component Installation


 

Character Scale Equipment upgrades

Full Weapon Upgrade*
Costs percent of weapon cost      
Materials 537.6%   Damage +1D+2
Upgrade fee 53.76% (10% of materials)   Range +50%
Total Cost 591.36%   Fire Control  +1D+2
Time Taken 17 days   Ammo +100%

 
 
Weapon Upgrades*
 
Damage 
Range 
Fire Control
Ammo
Difficulty
Pip Increase
Cost*
Fee*
Range Increase
Cost*
Fee*
Pip Increase
Cost*
Fee*
Capacity Increase
Cost*
Fee*
Easy
+1
15%
3.75%
10%
10%
2.5%
+1
10%
2.5%
25%
5%
1.25%
Moderate
+2
25%
6.25%
20%
15%
3.75%
+2
15%
3.75%
35%
7%
1.75%
Difficult
+1D
30%
7.5%
30%
20%
5%
+1D
20%
5%
50%
10%
2.5%
Very Difficult
+1D+1
35%
8.75%
40%
25%
6.25%
+1D+1
25%
6.25%
75%
15%
3.75%
Heroic
+1D+2
50%
12.5%
50%
30%
7.5%
+1D+2
30%
7.5%
100%
20% 
5%
Time
1 Day each pip
1 Day each upgrade
8 hours each pip
1 Day each upgrade

 
 
Weapon Repair
Damage amount Cost*  Repair Fee* Time Taken
Not Seriously 5% 1% 2 days
Lightly 15% 3.75% 4 days
Heavily  25% 6.25% 6 days
Severely 35% 8.75% 8 days
Destroyed Full 25% 10 days

 
 
Armor Protection Upgrade
Upgrade Amount Materials Cost* Fee*
Difficulty*
Time Taken 
+1 25% 6.25%
Easy
2 days
+2 40% 10%
Moderate
2 days
+1D 55% 13.75%
Difficult
2 days
+1D+1 70% 17.50%
Very Difficult
2 days
+1D+2 85% 21.25%
Heroic
2 days
+2D 100% 25%
Heroic +5
2 days
complete, all at once +0 to +2D 375% 93.75%
Heroic + 10
12 days

 
 
Component Installation for Armor
Item
Difficulty
Time
Cost
Fee
Total Cost
Blaster/Laser
Easy
1/2 Days
750
75
825
Rocket/Grenade Launcher
Moderate
1 Day
2,200/ 2,500
220/250
2,420/2,750
Grappling Hook
Moderate
1/2 Day
400
40
440
Flame Projector
Moderate
1 Day
3,000
300
3,300
Jet/Rocket Pack
Difficult
2 Days
400
40
440
Sensor Array
Difficult
1.5 Days
1,000
100
1,100
Macrobinoculars
Easy
4 Hours
100
10
110
Comlink
Easy
4 Hours
100
10
110
Antena
Easy
4 Hours
500
50
550
Enviro Filter
Very Difficult
3 Days
4,500 
450
4,950

 
Armor Repair
Damage amount Cost*  Repair Fee* Time Taken
Not Seriously 5% 1% 2 days
Lightly 15% 3.75% 4 days
Heavily  25% 6.25% 6 days
Severely 35% 8.75% 8 days
Destroyed Full 25% 10 days

Vehicle Repair and Upgrade

Vehicle Repair
Damage amount Cost*  Repair Fee* Time Taken
Not Seriously 5% 1% 2 days
Lightly 15% 3.75% 4 days
Heavily  25% 6.25% 6 days
Severely 35% 8.75% 8 days
Destroyed Full 25% 10 days

    Drives: The ion engines, repulsorlift generators and motors starships drives. They can be destroyed in combat, resulting in the loss of propulsion. When a drive or generator is destroyed, a Difficult repair roll is necessary to replace it, and it costs 35% of the craft's original value. Capital ship repair, ground vehicle repair, hover vehicle repair, repulsorlift repair, space transports repair, starfighter repair and walker repair can be used to fix drives on their respective vehicles and vessels.
    Material Cost: 35% Fee: 8.75% Total Cost: 43.75%

    Hyperdrives: The machinery used to propel starships into hyperspace can be damaged in combat, preventing vessels from jumping. A Moderate repair roll is necessary to fix a damaged hyperdrive. Skills used to fix hyperdrives include capital ship repair, space transports repair and starfighter repair. Individual skills can only repair hyperdrives on their respective starship types.
    Material Cost: 5% Fee: 2% Total Cost: 7%
 
 
 

Capital ship repair, ground vehicle repair, hover vehicle Repair, repulsorlift repair, space transports repair, starfighter Repair and walker repair can all be used to return maneuverability to normal on their respective vessels.

Maneuverability
When a craft's maneuver components are hit, it loses directional control. The difficulty to repair these systems depends on how many maneuverability dice were lost. Damage also reflects the cost for new parts and tools based on a percentage of the vehicle or vessel's original price.
Maneuver Dice Lost Repair Difficulty Repair Cost Fee Total Cost
-1D Easy 10% 2.5% 12.5%
-2D Moderate 15% 3.25% 18.25%
-3D or more Difficult 20% 5% 24%

 
 

Use these skills when fixing damage from lost moves: capital ship repair, ground vehicle repair, hover vehicle repair, repulsorlift repair, space transports repair, starfighter repair and walker repair. Individual skills can only replace moves for their respective vehicle or vessel types.

Move or Space
These stats reflect how fast vehicles and starships can travel. When drives take smaller increments of damage, a craft slows down, as represented by a loss of "moves" (whether it's a vehicle with a "Move" stat or a starship with a "Space" stat). To repair lost "moves," check the chart below for difficulties and cost.
Moves Lost  Repair Difficulty Repair Cost (* = Drive Cost) Fee Total Cost
1 Easy 10% 2.5% 12.5%
2 Moderate 15% 3.25% 18.25%
3 Difficult 20% 5% 24%
4 Very Difficult 25% 6.25% 31.25%
5 Drive destroyed and must be replaced * (suggest modification) 10-25% * 

 
 
Shield Repair
Starship combat can blow out vessels' shield generators - difficulties and costs to repair this damage depends on how many shield dice were lost.
Capital ship repair, space transports repair, and starfighter repair can be used to repair shields aboard their respective vessels.
Shield Dice Lost  Repair Difficulty Repair Cost (* = Sheild cost) Fee Total Cost
1D Easy 5% 1.25% 6.25%
2D Moderate 5% 1.25% 6.25%
3D Difficult 5% 1.25% 6.25%
4D Very Difficult 10% 2.5% 12.5%
5D+ Sheilds destroyed * suggest modification 10-25%* * + fee

 
Table 1: Equipment Upgrade Time Per Pip (or Step)
Scale Shields Sensor Hull Maneuverability Fire Control Damage Engines Hyperdrives
Speeder 1 Day 1 Day 2 Days 1 Day 1 Day 1.5 Days 1 Days 3 Days
Walker 2 Days 2 Days 1 Week 2 Days 1.5 Days 2 Days 2 Days 4 Days
Starship 2 Days 2 Days 1.5 Weeks 3 Days 1.5 Days 2 Days 3 Days 1 Week
Capital* 1 Week 1 Week 1 Month 1 Week 3 Days 4 days 2 Weeks 2 Weeks
Death Star** 2 Weeks 2 Weeks 2 Months 2 Weeks 2 Weeks 2 Weeks 3 Weeks 3 Weeks

 
 
Table 2A:Vehicle Improvement (Weapons and Sensors)
  Weapons Sensors
Damage Range Fire Control Sensors Dice Range
Difficulty Pip Increase Cost* Range Increase Cost* Pip Increase Cost* Pip Increase Cost* Range Increase Cost*
Easy +1 15% 10% 10% +1 10% - - 10% 10%
Moderate +2 25% 20% 15% +2 15% +1 10% 20% 15%
Difficult +1D 30% 30% 20% +1D 20% +2 15% 30% 20%
Very Difficult +1D+1 35% 40% 25% +1D+1 25% +1D 25% 40% 25%
Heroic +1D+2 50% 50% 30% +1D+2 30% +1D+1 35% 50% 30%

 
 
Table 2B: Vehicle Improvement (Shields, Hull, and Maneuverability)
Pip Increase DIFFICULTY COST Fee†
Shields Hull Man. Shields Hull Man. Shields Hull Man.
+1 Moderate Very Easy Moderate 10% 5% 15% 2.5% 1.25% 3.75%
+2 Difficult Easy Difficult 15% 7% 25% 3.75% 1.75% 6.25%
+1D Very Difficult Moderate Very Difficult 25% 10% 35% 6.25% 2.5% 8.75%
+1D+1 Heroic Difficult Heroic 35% 15% 50% 8.75% 3.75% 12.5%
+1D+2 N/A Very Difficult* N/A N/A 20% N/A N/A 5% N/A
+2D N/A Heroic** N/A N/A 25% N/A N/A 6.25% N/A
+2D+1 N/A N/A N/A N/A N/A N/A N/A N/A N/A

 
 
Table 3: Sublight and Hyperdrive Improvement
  ION DRIVES HYPERDRIVES
Space Code Increase Cost # Fee # Multiplier  Increase Cost # Fee #
Moderate +1 30% 7.5% 1st step 30% 7.5%
Difficult +2 50% 12.5% 2nd step 50% 12.5%
Very Difficult +3 75% 18.75% 3rd step 75% 18.75%
Heroic +4 100% 25% 4th step 100% 25%

 
 
 
Table 4: Speeder, Walker, and Starfighter Scale Component Installation
Item Difficulty SPEEDER SCALE WALKER SCALE STARFIGHTER SCALE
Time Cost Fee Time Cost Fee Time Cost Fee
Ion Cannons Moderate 2 Days 7,000 700 3 Days 5,000 500 1 Week 5,000 500
Blaster Cannons Easy 1 Day 1,000 100 2 Days 2,000 200 3 Days 2,000 200
Laser Cannons Easy 1.5 Days 1,800 180 2 Days 3,500 350 3 Days 3,500 350
Missile Launcher Moderate 1.5 Days 7,000 700 2.5 Days 7,000 700 4 Days 9,000 900
Torpedo Tube Moderate 1.5 days 6,000 600 2.5 Days 5,500 550 4 Days 6,500 650
Turbolasers Difficult N/A N/A N/A 3 Days 30,000 3,000 1 Week 25,000 2,500
Tractor Beam Difficult N/A N/A N/A N/A N/A N/A 6 Days 35,000 3,500
Lateral Thrusters/Mechanical Control Flaps Difficult 2.5 Days 2,000 200 4 Days 7,000 700 1 Week 10,000 1,000
Engines Difficult 3 Days 5,000 500 4 Days 15,000 1,500 2 Weeks 15,000 1,500
Shield Generators Moderate N/A N/A N/A 3 Days 4,000 400 3 Days 6,000 600
Weapon Power Plants Easy 4 Hours 1,000 100 8 Hours 5,000 500 8 Hours 5,000 500
Hyperdrives Difficult N/A N/A N/A N/A N/A N/A 1.5 Weeks 20,000 2,000
Sensor Arrays Moderate 1 Day 500 500 2 Days 3,000 300 3 Days 5,000  500

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