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Starship and Vehicle Modifications

Attachments and mods for starships and vehicles, paraphrased from the core rulebook and verified directly against the scanned pages in the Core Rulebook (pp. 269-271). This is explicitly a representative sample, not an exhaustive list — GMs are encouraged to design their own attachments. Pairs with Customization and Modifications, which covers the same attachment/mod framework for weapons and armor.

Starships, Vehicles, and Mods

Starships and vehicles are modded using the exact same attachment/mod rules as personal gear (see Customization and Modifications for how attachments, mods, and the install check work). The only difference: installing a mod on a starship or vehicle costs ten times as much in credits as the personal-gear cost. The check itself (Hard Mechanics) is unchanged.

Quick Reference: Table 7-16 — Attachments

AttachmentPriceRarityHP
Advanced Targeting Array4,00041
Enhanced Armor2,000 × Silhouette32
Electronic Countermeasures3,00061
High-Output Ion Turbine5,30051
Hydraulic Control Circuits1,00072
Hyperdrive Generator6,40041
Reinforced Shield Generator3,80052
Retrofitted Hanger Bay5,000 × Silhouette32
Smuggling Compartments1,2001 (R)1
Upgraded WeaponsVariesVariesVaries, see entry

(R) = restricted, black-market item — see Black Market.

Attachments

Advanced Targeting Array

Any starship or vehicle. Base: upgrades the ability die of Gunnery checks made when firing the ship's weapons by one. Mods: 1× additional upgrade Mod, 1× Innate Talent (Sniper Shot) Mod, 1× Innate Talent (True Aim) Mod.

Enhanced Carbon-Durasteel Armor

(Listed as "Enhanced Armor" in Table 7-16.) Any starship or vehicle. Carbon-nanotube/durasteel plate bonded to the hull. Base: adds one point to starship armor; reduces starship handling by one. Mods: none.

Electronic Countermeasures Suite

Any starship or vehicle. Floods nearby sensors and comms with noise/junk data. Base: blocks sensors within range, treating the ship or vehicle's silhouette as one step smaller for the purpose of being fired at; immediately alerts all ships in the system (or within 100 km if planetside) to the ship's existence. Mods: 1× increases the difficulty of subsequent attacks by one, due to the Guided quality Mod. (The rulebook's wording here is terse — read as: this mod option adds a difficulty upgrade against later attacks made using the Guided weapon quality against the protected ship.)

Hydraulic Control Circuits

Non-fighter starships only. Liquid-metal conductive tubing in place of standard wafer boards; naturally resistant to ion effects. Base: the ship suffers half damage (after soak) from weapons with the Ion quality; decreases handling by one and system strain threshold by one. Mods: 1× lets the defender (instead of the attacker) choose which ship component is affected by the Ion quality Mod, 1× increases system strain threshold by one Mod.

Reinforced Shield Generator

Any ship or vehicle. Upgrades stock particle/ray shielding, also making it easier to manage. Base: one additional point of defense to one defense zone of the owner's choice. Mods: 2× one additional point of defense to one defense zone of choice Mods.

Smuggling Compartments

Any ship or vehicle with encumbrance capacity 25 or more. Concealed compartments for hiding contraband (or people). Base: stores up to 25 encumbrance per compartment, which still counts against the ship's total encumbrance threshold; increases the difficulty of checks made to find the compartment by two. Mods: 2× additional storage (25 encumbrance) Mods.

Retrofitted Hanger Bay

Silhouette 5+ ships/vehicles only. Converts part of the hold to carry smaller auxiliary vehicles. Base: the carrier can hold vehicles up to 2 silhouette steps smaller than itself, up to a total combined silhouette based on the carrier's own silhouette — silhouette 5 carriers: total 5; silhouette 6: total 20; silhouette 7+: total 60. (Note the printed jump from 20 to 60 between silhouette 6 and 7+ — that's the book's own math, not a transcription error.) Common sense and GM judgment apply to what actually fits. Mods: 5× additional maximum silhouette capacity Mods.

Hyperdrive Generator

Any ship with a hyperdrive. Base: reduces Hyperdrive class by one, to a minimum of class 1. Mods: 2× reduce hyperspace class by 0.5 Mods, to a minimum of class 0.5.

High-Output Ion Turbine

Any airspeeder or starship. Faster sublight engines, less reliable. Base: adds one point to the ship's speed; reduces system strain threshold by one. Mods: none.

Upgraded Weapons

Any ship or vehicle. Mounting new or heavier weapons — see Table 7-17: Upgrading Weapons below for guidelines on what can mount what; the table is explicitly not exclusive, and can be used as a template for non-standard weapons too. Base: as the weapon installed. Mods: none. Hard Points Required: 0 if replacing an existing weapon system of the same type/slot; 1 if adding an entirely new weapon system. A weapon system that combines two or more weapons always costs 1 hard point, even when it's replacing an existing system. Price: varies by weapon, see table.

Table 7-17: Upgrading Weapons

WeaponPriceRaritySize That Can Mount It
Auto-Blaster3,00032-10
Blaster Cannon (Light)4,00022-10
Blaster Cannon (Heavy)5,00033-10
Concussion Missile Launcher7,50053-10
Ion Cannon (Light)5,00053-10
Ion Cannon (Medium)6,00065-10
Ion Cannon (Heavy)7,50076-10
Laser Cannon (Light)5,50043-10
Laser Cannon (Medium)7,00043-10
Laser Cannon (Heavy)7,50054-10
Proton Torpedo Launcher9,0007 (R)3-10
Quad Laser Cannon8,00064-10
Tractor Beam (Light)6,00044-10
Tractor Beam (Medium)8,00055-10
Tractor Beam (Heavy)10,00065-10
Turbolaser (Light)12,0007 (R)5-10
Turbolaser (Medium)15,0007 (R)6-10
Turbolaser (Heavy)20,0008 (R)6-10
Linking two or more weapons of the same type (adds Linked quality equal to the number of additional weapons added)+half the cost of the weapon per additional weapon—As weapon

(R) = restricted, black-market item — see Black Market.

Source Edge of the Empire Core Rulebook, Chapter VII - Starships and Vehicles (p. 269-271)