Information Tech Rules

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General Technology Level

Technology can be harsh and unforgiving. Sometimes it can be downright dangerous to use. Even doors can be dangerous. For the most part technology is fairly utilitarian, with little bells and whistles added. There are exceptions: sleek, ultra-modern Nubian yachts are a statement of wealth and status. Mon Calamari designs are decidedly alien and an interesting mixture of utilitarian and aesthetically pleasing. Coruscant is a planet-wide city that uses ultra-modern architecture and aesthetics to show off its place as the crown jewel of the Galaxy, and sports everything from modern telecommunications to weather control devices.

But when you get away from opulent wealth, the Galaxy has a more rugged side. Moisture Farms operate in the barren deserts of Tatooine, hardened settlers used to an unforgiving home. Sand People raids are common. Poor get taken advantage of. The sinkholes of Utapau house thousands living precariously on the edge of cliffs. Even Naboo, a natural gem in its own right, has an ugly disparity in the quality of life between her frontier settler human inhabitants and the Gungan. Tech in the galaxy reflects those disparate ways of life.

After nearly a century of ceaseless galactic scale warfare and oppression, the Galaxy finds itself depleted and weary. The appetite for conflict is diminished, the resources of entire star systems are no longer dedicated to building weapons of war, and the old days of massive fleets big enough to blot out the twin suns of Tatooine are gone. Entire sectors worth of planetary resources were destroyed during the battle of Exegol, left to rust and rot in the endless storms of that Force forsaken graveyard world- unrecoverable on any meaningful scale.

With the death of the Final Orders fleet, many in the Galaxy believe they have seen the end of battles on this scale entirely. With the death of the Sith, came also the end of war writ large. Many companies who once made a name for themselves producing endless lines of high end starfighters now struggle in this new economy, and innovation in weapons and ships of the line is stagnant. Many local navies and sector militias rely on ships far older than the crews who operate them, and restoring a civil war era X-wing is not an uncommon hobby on backrocket rim worlds.

Peace it was. That was not the case for long, as the Sith Order was reborn, and war would begin again... once against military industrial complexes were pumping out ships and weapons en masse. top


Personal weaponry takes many forms, but blasters have long since become the go-to weapon throughout the know universe. Wealthy individuals may have the latest civilian carbine design or a plantinum-plated hold out blaster, but by far the most popular civilian weapon is the everyday blaster pistol, of which many millions are produced every year in countless varieties of makes and models. Slug Throwers and other older weapons doggedly persist, mainly due to their rugged adaptability and prevalence on the fringe frontier worlds of the galaxy, and their place in certain niche markets. More exotic weapons like disruptors, pulse rifles, handheld ion guns and other exotic technology exist, but are oftentimes rare and expensive, and seen only in the hands of the wealthy or carried by the Galaxies deadliest Bounty Hunters.

Vibroblades of various types remain popular throughout the galaxy- most examples are combat knives or short swords, though some militaries have stores of a variety of other weapons, and different cultures prefer more exotic patterns of weapon. With the purge f the Jedi, the death of the Sith order, and the destruction of some of the Galaxies largest repositories of Kyber crystals, Lightsabers and the Kyber that powers them has become exceedingly rare- most citizens of the Galaxy have never seen a lightsaber, not even in a holovid, and most never will.

Armor technology more or less reached its zenith during the rise of the Galactic Empire, in the form of the fearsome stormtrooper armor. Many examples of various types still exist in the galaxy, although blaster technology has always done its best to keep pace, meaning that even the best armor will only provide you with a certain modicum of protection.- unless, of course, you are one of those lucky few with a full suit of beskar, chromium, or other rare metals.
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Ship-based weaponry has remained much the same as it has for hundreds of years, since defensive tech has kept up with any advancements in lasers and blasters. Most ships are equipped with some kind of defensive weaponry- usually a light laser cannon or two- while military and law enforcement vessels often mount numerous medium or even heavy cannons to fight off enemy powers or pirates (a ceaseless problem no matter the era). Starfighters often carry a small store of torpedoes or missiles, and capital ships can mount large and incredibly powerful turbolasers. The planet killers of the Final Order were destroyed at Exegol or died with the Death Stars and the Sith secrets used to create them died with the Emperor, although it's a persistent rumor that one or two examples may have escaped destruction.

Hyperspace Navigation Beacons exist as a navigational aid and to warn of dangers to ships. While commonly seen in the Galactic Core and along major trade routes due to Imperial influence, the outer reaches of the galaxy only have enough of them to mark extraordinary dangers. Much of the Mid and Outer Rims remain uncharted or have long since been cut off by conflict destroying their beacons, or by changes in the Galactic navigational scape. Wild and Unknown space are incredibly dangerous to navigate, with many areas simply marked as impassable or "Here be Space Monsters". Travel and exploration in these regions with the lack of available maps and absence of hyperspace beacons is extremely dangerous, though discoveries of resource rich worlds and long lost artifacts can also be highly profitable for the adventurous. On the other end of the spectrum, commercial passenger shuttles are readily available to ferry folk with credits in and around the core worlds and many colonies, in very states of ease and comfort.

Communications are handled by Hyperwave Buoys, dedicated platforms devoted to handling large amounts of communication and relaying them at FTL speeds across the network. Access to the Buoys is possible only through dedicated hyperwave transceivers. If one has the power to spare, tightbeam transmissions can be sent from a ship or ground facility to nearby systems, though the range is severely limited without the Buoy system acting as relays. In addition, the prevalence of these Hyperwave Bouys outside of the Core is rare. The vast majority of Outer Rim systems cannot afford to build or maintain such expensive and complicated stations. Those that do, however, have them well-guarded. This means that outside of the Core, real time long range galaxy-spanning communication is impossible. Most ships are limited to inter-sytem communication, and long distance communication is beamed at speeds somewhat faster than typical hyperspace travel.
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Many exotic ship technologies have been invented and forgotten over the millennia. Sith stealth ships like the Scimitar were all thought to be destroyed long before the fall of the order, and few have been able to replicate such technology using signal maskers or stygian crystals. Likewise, planet killers like the Death Star laser and Final Order Star Destroyers are all thought loss, and the galaxies lack of Kyber crystals makes research into the deadly weapons practically impossible, though some in the shadows may continue to try.

Personal shielding of any kind is extremely rare. Exotic designs like Gungan handheld shields are rarely seen outside their species' control. Body-encompassing personal shields are very rare and of limited utility compared to their enormous expense, though some high end mercenaries sport them as a sort of status symbol.

Cybernetics exist, though they are utilitarian in design and somewhat crude in appearance throughout most of the galaxy. A missing limb can be replaced, if one has the credits, and the cybernetic limb can grant all the old capabilities of the missing organic limb. Large-scale bodily replacement, like turning someone into a cybernetic super-soldier, is too impractical and risky to even try in most cases, though examples do occasionally appear- organizations like the Haxion brood and the Guavian Death Gang

There are many other examples of exotic technology- cloning, gravity weapons, weather control systems, and weapons of mass destructions of many types- but they all have one thing in common; they're all exceedingly difficult to get ahold of.
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Technology Rules

Friendly Reminders

1) BROWSE THE APPROVED BOARD
Before plopping down a fancy blaster rifle or ship, read the stuff other people have written. Look for a piece of gear that suits your needs. Do a quick search in the board using some simple keywords - pistol, freighter, fighter, etc. Please make some use of it. I'm finding myself less and less willing to approve different shades of the same basic blaster pistol, so please take the time to read the board. If nothing else, it'll give you insight into what is approved and what is not. If it's just the appearance of something that you don't like, consider making a generic tech profile for it with your new picture of choice.

2) Stick to the Templates
Deviation from the templates is not allowed - the more you tweak and fiddle with a template to make it look 'shiny', the harder it is for the tech team to read it. We can and will reject it outright for failing to follow the templates! So again, please make sure you follow the templates!

3) Listen to your fellow members

Like a few other boards, the Tech Profiles are commonly "self-moderated" by members of the community. While they don't have the same authority as the Admins or mods, a fair number of them have been on the site for a long time and have a good idea of what will get approved and what needs work. You aren't required to heed their word, but please don't be rude to them if they say something might not fly.
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Da Rules

Armor and Worn Tech
General Armor Rules

  • Armor rules apply to all item worn on your body (ie; armor plates and helmets, but also jump boots and goggles)
  • The more protective coverage and functions your armor has, the heavier it will be. A combat vest might be 2-5kg, but a full suit of heavy armor would be around 30-40kg. Weight makes fancy maneuvers difficult and increases exertion.
  • Protective Armor Material must be substantial plating of some sort. Thin, soft, pliable materials like armorweave must be backed by something more solid like duraplast plating- an armorweave cape or suit jacket will not provide protection from any significant hit.
  • Pieces of armor made of phrik, cortosis, or pure beskar are extremely rare, and so only one or two minor components of armor are ever made lightsaber resistant - typical pieces include the gauntlets or pauldrons. Armor made of these materials can fully absorb one strike from a lightsaber, blaster, or melee weapon. Obtaining additional pieces can only be done with at staff discretion. Please note that beskar-alloy is not the same as pure beskar. "Beskar-alloy" as a term is discouraged in tech write-ups because of the confusion it causes. It does not hold the special properties of pure beskar.
  • All armor material, regardless of composition (durasteel/duraplast etc), provides the same standard protection rating against each category of weapon strength:
    • Light Damage: Armor will mostly attenuate damage from a light weapon, with only strong discomfort from heat or kinetic impact or minor burns bleeding through. Subsequent hits in the same vicinity of the first will cause increasing damage (ie; in line with medium effects).
    • Medium Damage: Armor can save someone from a direct hit from a medium damage weapon, but with moderate bleed through. Glancing blows can cause intense discomfort and best, and often result in moderate burns and other minor injuries. Direct hits to the head or chest can cause serious, even potentially fatal injuries even through the armor. Being knocked down or spun by a direct hit in an armor plate is common, as is being knocked unconscious.
    • Heavy Damage: This is the most extreme type of damage modern handheld weapons can deal. Armor will only provide a small amount of protection against heavy damage, mostly by attenuating it enough that prompt medical attention can save the victim. Glancing blows can cause serious burns and bruising and impart kinetic impact, and the bleed through damage from direct hits often cause potentially fatal wounds.
    • Melee Damage: Modern armor is primarily designed to protect against heat transfer associated with modern blaster weapons. Most vibroblades will pass through armor material with little effort, and heavy plating does very little to attenuate the impact of blunt weapons. Lightsabers go through armor like a hot vibro-knife through warm bantha butter.
Armor Coverage and Tech Functions
  • Armor types are: Light, Medium, Heavy, or Special.
  • Special is a category for all worn suits and tech that do not quite fit with the following armor rules, such as environmental suits that provide no protection but carry unique functions. "Special" Armor always needs to be submitted for approval.
  • Coverage Allowance by Type: Light armor can have 1-3 areas of coverage. Medium provides 4-5, and Heavy armor provides full body coverage in all 6-7 regions (think Stormtrooper). Again, you are not required to use all allowed coverage slots. You could choose to forego the helmet with your medium armor if wearing it gives you a headache. Forgoing additional coverage slightly reduces weight and mobility penalties.
  • Protective coverage regions and the areas they govern are standardized as such:
    • Head: Front and back of the head and neck.
    • Torso: Chest and abdomen.
    • Back: Upper and lower back.
    • Upper Arms: Front and back of upper arms, elbows, and shoulders.
    • Lower Arms: Hands, wrists and forearms.
    • Upper Legs: Groin, front and back thighs
    • Lower Legs: Feet, shins and calves, knees.
  • All armor submissions must describe in detail the areas covered within each region. This coverage must align with the photo and description. (ie; Torso: A duraplast chest plate that covers the chest. Feet: Plasteel Shin guards. etc.) 100% coverage of all body parts, and joints is practically impossible.
  • Functions: All armor may carry up to five functions by default. Certain special equipment or armor types may allow further customization or be more limited on space. Functions can add weight and bulk. A jetpack or flamethrower adds more significant weight and bulk. A HUD function adds almost no weight.
  • Maneuverability:
    • Light armor is quiet maneuverable, allowing you to perform some minor acrobatics with relative ease, but it will never be as agile as being unarmored.
    • Medium armor provides you more protective coverage, but is significantly restrictive and tiring to wear for long periods and especially during heavy exertion- no real acrobatics, but you could probably dodge around alright.
    • Heavy armor (ie; Stormtrooper or Clone armor) provides full body protection at the expense of maneuverability- it is difficult for anyone but skilled and experienced fighters to perform any sort of acrobatics in, and even makes running and dodging quiet more difficult.
    • For all types, closed faced helmets restrict visibility and limit the wearers perceive their surroundings unless equipped with advanced HUD systems.
    • Armor encumbrance affects Force abilities that enhance mobility, such as Force Speed or Jump. Light armor might require more stamina, while heavy armor can reduce effectiveness. Likewise, those who use medium and heavy armor will notice their speed, agility, flexibility, and lines of sight for deflection severely hampered compared to those selecting robes or even light armors.
    • Armor with multiple additional functions may increase the weight and bulk of the armor worn. Keep in mind how much your jetpacks, flamethrowers, etc. weigh.
  • Quality of Life: Features for certain alien species or characters with specific medical or biological needs are not counted as functions. These features include things such as a cold blooded creatures temperature regulator, or a severely wounded characters respirator that allows them to breath normally, or a Gand's methane tank. These features cannot provide ANY practical function outside of allowing your character to live normally on a day to day basis.
  • Functions and the Force: Force users are only permitted to use functions specifically marked as such- typically, this is limited to survival functions like environment suits and rebreathers, and should not typically include any weapon or mobility enhancing functions.
Armor Tech Functions
  • The tech team has provided a stock of pre-approved armor functions for use. New submissions for this list may be submitted using the armor function template.
  • If your armor conforms with all of the above rules and restrictions AND uses ONLY tech functions from this pre-approved list or other approved tech functions, you DO NOT NEED TO SUBMIT IT FOR REVIEW. This means you can write it up to conform to your preferences, stick it straight into the generic tech board and start using it immediately.
  • Armor featuring specialized or unique tech or functions specifically designed of that submission must be submitted as normal in the unapproved tech board for review by the tech team.
  • When using a Gauntlet/wrist-mounted armor function, you can not use the object you are holding with the hand on the same arm. You cannot be firing a blaster pistol while at the same using a flamethrower all in the same arm at the same time
  • Gauntlet/wrist-mounted functions are activated with the mounted hand or another free hand using specific motions or buttons unless otherwise specified in the description.
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Weapons
General

  • Submission Guidelines: Weapons that conform strictly to the following guidelines and have no special or unusual features, attachments, effects, etc, may be posted as generitech and do not require a tech submission and review. Any deviations from the following will require a submission.
Melee Weapons
  • Lightsaber-resistant materials are considered fairly common in weapons manufacturing, whether through energized edges, electromagnetic fields, or alloys incorporating lightsaber resistant metals. Most high quality weapons can withstand a lightsaber during short exchanges, though sustained contact is never recommended. Many outer rim built weapons and non-powered options do not meet this standard, however. Melee weapons must specifically list a lightsaber resistant composition material in order to be treated as such.
  • Non-vibro weapons are still a common sight in some parts of the galaxy. Strikes from these weapons are considered equivalent in damage to standard vibroweapons.
  • Kyber crystals are the only acceptable focusing crystal for lightsabers. The myriad legend crystals are not available, and do not confer any advantages or bonuses in combat.
Ranged Weapons
  • Ammunition: Typical ammunition capacities are listed here, though certain canon items may hold more- Pistols may not hold more than 50 shots. Rifles and Carbines may not hold more than 100 shots. Machine Guns and Repeaters may not hold more than 50 shots in a magazine or powerpack, but may be attached to external power sources for additional capacity.
  • Range: Typical ranges for weapons are as follows, though canon weapons may differ- For pistols, the maximum range is 50 meters; rifles and repeaters 150 meters; for sniping weapons 500 meters. All weapons deal no damage beyond their maximum range.
  • Fire Rate: The standard action for all pistols, carbines, and rifles is semi-automatic. Only repeaters automatic fire modes. Modern Blasters must cycle energy and blaster gas between shots, resulting in a standard fire rate for semi-automatic weapons of two-shots per second, and for automatic weapons up to 5 shots per second.
  • Automatic Fire: Weapons with an automatic fire mode are prone to overheating. When firing multiple shots in consecutive pvp rounds, roll 1d6- rolling a 1 will result in a temporary overheat, rendering the weapon ineffective for 2 rounds.
  • All ranged weapon projectiles/beams/bolts do not have a set speed of travel, but are always considered to be a threat to the target, regardless of distance (as long as it is within the weapons maximum range).
  • All ranged weapon projectiles/beams/bolts must be capable of being either blocked/dissipated or deflected by lightsabers.
  • Damage: Ranged weapon damage is categorized as Heavy, Medium, and Light, or Special.
    • Light: Light damage is typically dealt by slugthrowers, rapid fire portable weaponry like light repeaters, concealable "hold-out" blasters, or other similar weapons. Direct hits to very sensitive areas of a beings anatomy from these weapons can sometimes be fatal, but typically they only cause moderate burns or piercing damage to unprotected flesh, light wounds to limbs, and minor damage on glancing blows. This damage causes serious distraction and can be seriously impairing if left untreated over time.
    • Medium: This damage type is the most common, and represents most blaster weapons and equivalents. Direct hits to sensitive areas are often fatal, and even glancing blows to limbs can cause moderate injury consisting of large burns, bleeding, and intense pain. Prompt medical attention is usually enough to save someone from the damage caused by these weapons, but multiple unprotected strikes are often fatal.
    • Heavy: The rarest but most devastating damage type, heavy weapons are highly dangerous and fatal to most of their victims. This category is reserved for unique weapons like bowcasters, disruptors, heavy repeaters, or some illegally modified weapons. Glancing blows to unprotected flesh can cause very serious wounds that often require rapid medical attention to avoid permanent damage, and direct hits are often fatal. Luckily, these weapons are usually slow firing, recoil heavily, and are difficult to obtain
    • Special: This category includes stun weapons, disruptors, poisons, and anything else that does not fit easily into the regular damage categories, and "special" weapons must thoroughly describe their effects in the tech submission. Special damage weapons should always be submitted for approval and new special weapons cannot be submitted as generitech.
Stun Weapons
  • Stun weapons use the same categories of strength as other weapons (light/Medium/Heavy) in addition to the "Special" category, with non-damaging stun effects approximately equivalent to the strength of a regular weapon. Armor will attenuate a hit to the same degree it protects against regular damage. Stun bolts have a unique "bleed-through" effect of their own- if you are wearing armor and get hit in the chest you'll fell some effects akin to an electric shock, ie pain, numbness, tightening and/or spasms of the muscles. The pain and spasms are enough to break a force-user's concentration. A shot to an extremity would cause a localized effect. So an arm hit would feel the effects of that hit, and would radiate up into the shoulder as well. If you are not wearing armor, you'll lose full control of that limb for 2-3 posting rounds. Shots to the unarmored face/torso are a KO. Lightsabers can dissipate stun bolts, but not deflect them. These rules also apply to similar functioning weapons, such as non lethal sonic weapons. Dedicated stun, sonic, and other "status effect" type weapons are always require a tech submission.
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Explosives
  • Range, Radius, and Trigger: Thrown explosives have a standard blast radius of 5 meters unless otherwise specified- characters within the blast radius suffer full effects of the damage, but those nearby outside it can still suffer less severe secondary effects. Like all thrown weapons, the maximum range of the grenades vary based on the strength and skill of the thrower. It should be noted that grenades are not precision weapons, and often bounce or roll somewhat unpredictably when striking the ground or other solid surfaces. Most grenades use a standard four (4) second timer from activation to detonation, but many also offer modes for detonation on impact. Remote detonation can be possible with the right gear, but must be specifically listed on the users character sheet.
  • Fragmentation Grenades - "Frag" grenades are by far the most commonly used and least expensive grenade in the galaxy, outpacing all other types combined. They operate on a simple concept: a charge is set off propelling fragments of metal in all directions. The concussive force of the explosion doesn't do much damage, although it can throw a victim several feet. The shrapnel released by the explosion can cause moderate injuries and is potentially lethal if the target is totally defenseless, but it is mostly ineffective against armor plating and is not often fatal unless the target takes a full force undefended hit at close range.
  • Concussion Grenades - Concussion grenades are similar to flashbangs and work on almost the exact opposite principle of fragmentation grenades. The outer shell is specially formulated to disintegrate with a brilliant flash of light when the grenade is detonated. At the same time, the concussive force of the explosion disorients and damages the hearing of individuals caught in the blast radius. These grenades are (usually) non-lethal. Disorientation is total for the first posting round, and steadily improves back to normal by the 3rd round.
  • Smoke Grenades - Smoke grenades have various uses, from marking targets or drop zones to covering or obscuring troop movements. When activated, smoke spews from the grenade and fills a 5 meter radius over the course of 15 seconds, and disperses in about 2 minutes, depending on wind and other environmental conditions. The grenade comes in various sizes, shapes, and colors, but all designs still have the same effectiveness and use. The smoke is generally harmless to any organic life form, though it may cause some mild discomfort and irritation to sensitive sensory organs.
  • Plasma Grenades - One of the more evil constructions of warfare, plasma grenades create a brief-living cloud of superheated plasma. The heat is intense enough to cause third-degree burns to exposed flesh, lesser burns to covered flesh, and entirely destroy the protective qualities of armor plating. These very expensive grenades are illegal in almost all systems. Simply carrying them can land a person in prison, or worse. Arms dealers or smugglers that ship plasma grenades often face even stiffer penalties. Plasma grenades are always advanced tech.
  • Thermal Detonators - Easily the most potent and high-priced hand-held weapon on the market, thermal detonators pack a punch. Unlike other grenades where their effectiveness drops off the further one gets from the grenade, the thermal detonator does the same amount of damage to EVERYTHING throughout its blast radius, but does nothing to anything more than a centimeter outside that radius. Even heavily armored soldiers fear these weapons - and rightfully so. A thermal detonator is capable of ripping through armor plate and causing heavy damage to the tissue beneath, vaporizing everything in its path. Possession of them carries a lengthy prison stay or even a death mark in many systems. The mere sight of them can send whole crowds of hardened criminals and bounty hunters in panic.
  • Breaching Charges - Breaching charges are used to bust down doors or thin walls. They are typically a square plate, small box, or strip of explosives that affixes to a surface via a variety of adhesives. The explosive force is faced inwards and can knock a door off its hinges or put a reasonable-sized hole in a suitably thin wall. Unless a person is right next to the breaching point, people in the room are not going to be injured by the explosion.
  • Demolition Charges - These aren't grenades, but merit mention. Demolition charges are large bricks of explosive. The bricks are large enough that typically only one with it's shell and accompanying detonator system would fit in a regular sized backpack. A team of people equipped with demolition charges can cause a large swath of destruction. These are by no means precision explosives, and typically used against hardened fortifications. In the past they've also been used by boarding parties to cripple capital ships. Needless to say, possession of these formidable explosives is highly illegal.
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Ships and Vehicles
General

  • Classification: We use the Anaxes War College System for defining ship classes.
  • Player Characters may not own capital ships. Capital craft are owned exclusively by approved factions.
  • Crew Complement: Only starfighters, pinnaces, and some small light freighters or similar craft are capable of being fully operated by a single pilot. Most ships require a minimum complement of at least two to operate effectively. While many ships up to small capital craft can technically be flown by a single helmsman, the controls for other vital systems such as sensors, the nav-computer, weapons, and engineering are too much for a single operator, drastically reducing the operating efficiency of the vessel. Ship submissions should describe the minimum number of crew required to lift off and float around, and the optimum number needed to effectively crew all systems.
  • If your ship doesn't have it in the description or equipment sections, it doesn't have it. So if there is no mention of escape pods in the profile, your crew is out of luck if the ship goes down. That said, very basic things that are 100% essential to ship operation (life support, computers, short-range radio, toilets) don't need to be listed.
  • Add-Ons and Custom Equipment: A wide array of custom equipment and add-ons can be made for ships of all classes by creating a submission using the "Other" tech template and including all the relevant information. Upgrading a ship using add-ons like this is preferable to submitting one-off or otherwise unique ships. Upgrades typically have significant downsides in exchange for whatever benefit they offer.
Vital Ship Systems Defined
  • All ships are considered to have basic functional necessities such as life support, engines, a sealed environment, a hatch or ramp, short range sensors, fuel tanks, short range coms, etc, unless otherwise specified. All other items must be listed, up to and including things like shields and escape pods.
  • Engines: If a ship wants to move, it needs engines. These draw power directly from the main reactor, and are the single biggest consumer of power, second only to the hyperdrive. On smaller ships, the reactor and engine systems are often bundled into one piece of hardware or compartment. On the exterior of a ship, most people only see the engine cowlings, which cover most of the more fragile thruster body. On larger ships, if the engine thrusters are damaged, it probably won't destroy the entire ship. Explosives can cause minor secondary explosions which can damage nearby hull sections (obviously this is quite bad for small ships such as starfighters). Damage control typically involves shutting down power to a damaged/ruined thruster to prevent further secondary explosions, extinguishing any internal fires, and temporarily patching any damaged hull sections. For all ships, sublight engines are used at extreme high altitude and in space, while repulsorlifts and small maneuvering jets handle all in-atmosphere movement.
  • Sublight Speed: Average Starfighters travel at speeds up to 100MGLT, and only the fastest and most lightly armed interceptors get much beyond that, while an armored and heavily armed bomber moves about 80MGLT. A very fast light freighter could do 75-80MGLT, but typical cargo haulers and passenger ships move at 50MGLT. Military Corvettes average 60MGLT and capital ships and giant bulk freighters get progressively slower as they get larger.
  • Maneuvering Characteristics: Starship and vehicle maneuverability can be split into 4 categories, these being Sluggish, Average, Decent and Excellent. Maneuverability is usually - though not always - proportional to a vessel's size and role, although other factors can effect the rating as well. These categories can also apply to vehicles.
    • Sluggish - Massive ships such as star destroyers, cruisers or bulk freighters, for example, are large and ponderous, and have sluggish maneuvering characteristics.
    • Average - Mid-sized vessels, such as corvettes, medium-to-light freighters, bombers and the like, generally have average maneuverability; enough to keep themselves out of trouble, but not enough to match a true starfighter's maneuvers. The Millennium Falcon would be an example of average maneuverability, albeit with an exceptionally skilled pilot at the controls.
    • Decent - Most starfighters and ships of similar size have decent maneuverability; this can be likened to the on-screen performance of an X-Wing, nimble enough to best or at least hang with most opponents they might face, and better than the preceding categories.
    • Excellent - The final category, excellent, is reserved for truly remarkable maneuverability; an A-Wing or a TIE Interceptor, for example, would have excellent maneuvering characteristics.
    A ship's maneuverability rating, like its speed, is not the final arbiter of victory in any battle between starships; that falls to the skill and creativity of the pilot, more often than not. A ship's maneuverability rating should be used as a guideline for just what it is capable of, however.
  • Shields: Most modern shields consist of layers of both ray, particle, and concussion shielding which together protect against a wide variety of damage sources, from space debris to missiles and lasers. Light shields typically provide one round worth of damage protection from an equivalent sized craft, medium (aka average or unspecified) shields provide two rounds, and Heavy shields provide three rounds of protection. Unusually intense fire (such as multiple rapid attacks from a single enemy or regular fire from multiple enemies, or from larger and more heavily armed ships weaponry) can considerably shorten their lifespan or wipe them out all together, while taking fire from smaller ships can lengthen their lifespan and mitigate some of the potential bleed through damage. In emergencies, power can be diverted from one half of the ship's shielding to another half to gain an additional round of protection at the cost of damaging emitters and leaving the rest of the ship open to damage. Bleed-through damage will occur when shields are around 50% strength, and can cause disruptions to other vital systems at random. Shielding systems are complex beasts- once shields are taken down in a thread it takes a concentrated and lengthy effort to repair and test the extensive electrical systems involved in their use, preventing them from being reactivated in the same thread.
  • Armor: Armor on spacecraft typically is only seen on cruisers or above, as the added weight puts considerable strain on smaller engines, but is sometimes used to add protection to slow moving smaller ships like bombers and landing craft. Armor is typically found around critical areas such as the bridge, hangar bays, and around the reactor. A thinner layer of armor can coat the rest of the ship, providing it protection against smaller weaponry such as missiles, regular torpedoes, and laser cannons. If a turbolaser hits this thinner layer of armor, the plating can hold, though subsequent shots will do more and more damage. The main benefit is armor helps prevent widespread damage from a turbolaser blast. Armor will protect a ship from localized bleed through caused by failing shields, and provide 1-2 rounds of reduced damage after shields have failed.
  • Communications: Ships and Vehicles are capable of communicating via either short-range intra-system communication or long-range comm systems. Short range communications are typically line of sight based and are only useable between ships within the same system. Long-range communication takes more power and the existence of dedicated relay stations. In the further reaches of the Galaxy, especially unexplored space, long-range communication is not possible. Communications can be intercepted with listening stations, or jammed at short ranges by a ship or station with sufficient transmitter power- usually defensive space stations or ships of cruiser size and above.
Ship and Vehicle Weapons
  • Weaponry is how ships make war or defend themselves. It covers a wide variety of hardware, and could the subject of an entire lecture. Civilian ships will typically not have weapons beyond a light blaster cannon or turret for defense. Exceptions exist for freighters owned by wealthy enough companies or smugglers, though they run the risk of advertising that they are transporting something valuable if they have weapons. Many systems require special licenses for certain types of ships equipped with more destructive weaponry. Ground based vehicles rarely mount anything larger than a heavy laser cannon or a missile launcher, though turbolaser armed artillery is not unheard of.
  • Air to Ground - Capital ships may not be used against ground based PC's during regular PvP. They may be used in CPvP, as background for a battle setting, or to engage other enemy ships. Fighters , gunships, pinnaces, and freighters (or similar small craft)may be used to strafe ground based targets, including PCs. Turbolasers are the only capital ship-borne weapons that may be used to bombard planets, however the above rules still apply. Missiles, Proton Torpedoes, and Bombs may not be used to directly target ground based PC's regardless of ship class, however they may be used cinematically or to target objectives such as buildings.
  • Blaster Cannons - These are typically mounted on ground vehicles like tanks and walkers, or on atmospheric-only craft like airspeeders. Less powerful than laser cannons, blaster cannons are typically used to engage other lightly armored vehicles, infantry, or ground emplacements. Light blaster cannons are maneuverable and do slightly more damage than a typical handheld heavy blaster, but impart much more kinetic impact- they are most often used as anti-infantry weapons by scout vehicles, or as secondary weapons on battle tanks. Medium Blaster cannons are typical main weapons on ground vehicles, and while they fire somewhat slower than light cannons, they can do significant damage to vehicles, structures, and even spacecraft. Heavy Blaster Cannons are often mounted on large ground attack craft like the mighty AT-AT, and are used to lay waste to dug in enemy positions and obliterate smaller vehicles or docked starships.
  • Laser Cannons - The standard weapon for use on or against Starfighters and most freighters, and the most common vehicle weaponry. They are reliable and do good damage against unshielded targets. They are effective against ships up to and including freighters or some smaller corvettes. Light cannons are primarily effective against Starfighters and shuttles but have a faster fire rate, while heavy cannons can engage capital ships and their blasts cause significant explosions, but are slower to track targets and cycle shots. Capital ship laser cannons have maximum effective range of approximately 1km, and non-capital ship laser cannons have an effective range of 500m.
  • Turbolasers - These are the main anti-ship weapons used by warships. Typically they will only be seen on ships classified as Frigates or above, though military corvettes may carry one or two. They are quite inaccurate, and not capable of effectively tracking and engage smaller craft such as starfighters or freighters, though a turbolaser bolt is entirely capable of shredding a starfighter if it makes contact. Turbolasers can be used to bombard ground based targets, but it is impossible to specifically target anything smaller than a large building, making them more useful for flattening city blocks than as close-air-support. The maximum range of Turbolasers is 50km, though accurate fire is only possible at 1km or less, and damage is significantly reduced past 10km, making long range turbolaser fire typically reserved for harassment or orbital bombardment.
  • Ion cannons - Ion weapons are very expensive, but small ones have become increasingly common on attack craft since the Clone Wars. They are very efficient at taking down shields, causing double damage for their size, and can cause severe electrical disruptions across a ship without causing much physical damage. Light ion cannons can be used to disable small craft, but are ineffective at damaging capital ships systems without a direct hit on a weapon emplacement or vital system. Ion cannons have the same effective range as laser cannons.
  • Tractor Beams - Tractor beams are used to manipulate other objects in space, most often to assist loading and unloading cargo, diverting navigational hazards, and for Capital ships to manage their docked compliments. They can also be used offensively to trap, hold, and manipulate other ships. Trapped pilots can attempt to "break" a tractor beam lock, but this is very difficult for smaller craft. The effectiveness of a tractor beams hold is determined by the relative mass of the two ships- larger ships can affect smaller ones much more easily than the reverse. A "hit" must be achieved with the tractor beam first, and tractor beams have the same effective range as laser cannons.
  • Missiles - Missiles come in a variety of flavors such as concussion or high explosive, and are designed for both ships and land based vehicles. In regards to ships, they are typically carried by Starfighters to target other Starfighters, and are less powerful against capital ships than torpedoes, however they can be effective against more sensitive areas such as engine thrusters. Their guidance systems are relatively simplistic, and countermeasures or well-timed evasive maneuvers are effective against them. Missiles do not have a set range, but can track a target for up to two rounds, unless the lock is broken by maneuvers.
  • Torpedoes - Torpedoes come in many flavors as well, but are primarily designed to be used capital ships. They are slower than missiles, unguided, and typically launched by strike craft or modified starfighters at close range. They do impressive damage against more vulnerable areas such as engines or communications arrays, but are generally weaker against capital ship shields. Smaller craft such as corvettes can be crippled by a few well-placed torpedoes. Torpedoes to not have a set range, but will travel in a straight line for two rounds unless they strike a target or run out of fuel and explode. They can also be programmed to follow an arcing trajectory - say, if you need to curve your shot to hit a pesky thermal exhaust port - but once launched that trajectory is locked in. Torpedoes cannot track targets.
  • Assault torpedoes - These formidable weapons are carried by ships rated at cruisers and above, and are meant to be used if an enemy warship gets too close, or against immobile targets such as stations. They are slow-moving, unguided, but capable of tremendous damage. If an assault torpedo hits an engine the damage could be catastrophic.
  • Bombs - Bombs are only carried by bombers, as you might guess. There are varieties of them, but the most common by far are regular, energy-damage dealing proton bombs. Bombs are typically used against frigates and above, unless a captain isn't confident he can win a shooting match against a ship smaller than a frigate. They are designed to be used against specific targets such as weapon emplacements, engines, communications arrays, the bridge, weakening the shields etc. You typically aren't going to be using bombs to destroy a ship instead of using lasers or turbolasers.
Hyperdrives and Interstellar Travel
  • Hyperdrives - The Hyperdrive consists of the drive itself as well as the tied-in navigation computer and are required for hyperspace travel. Hyperdrives are typically very large and expensive pieces of equipment, often worth much more than they ship they are mounted in, and require consistent and dedicated care. Single man craft can be equipped with hyperdrives, but without the aid of a dedicated astromech droid or copilot, these systems are notoriously difficult to operate while performing other tasks.
  • Hyperdrives Ratings - Hyperdrives are rated from 1.0 to 10.0 (or higher), and this number reflects both how long it takes for the navicomp to properly plot a course as well as the length of travel time. Ratings of 3.0 and below are typically only found in military vessels as the more complex software and hardware are quite expensive. Average civilian vessels have Hyperdrives rated at 5 or 6, while speeds slower than that are typical for giant drone barges or older cargo haulers. Navicomps require 15 seconds per level of hyperdrive rating to safely plot a course, and the pilot must put the ship on the correct heading indicated to make the jump (this allows savvy defenders to block likely escape routes). For calculating length of travel time (optional) please see the extended guide to Hyperspace travel.
  • Safety - Hyperdrives have a large number of built-in safety protocols designed to conform with existing laws and accepted safety regulations. It is a standard galactic law to drop out of hyperspace at least 200km away from a planet's atmosphere to avoid undue disruption to the atmosphere. Additionally, there is a failsafe designed to prevent a ship in hyperspace from crashing into another ship, planets, or any other large object which casts a gravity shadow. This failsafe isn't perfect, while it would drop you out early enough to avoid smashing into a sun's surface, there is still a tremendous swath of space around a sun that is still quite deadly.
  • Forget about Safety! - Safety protocols can be overridden at great risk. You MUST contact a tech admin or mod if you wish to do the following: Engage the hyperdrive before calculations have finished, Override the gravity-well failsafe, "hyperspace-Skipping", Engage the hyperdrive from in-atmosphere or within low planetary orbit, Chart new hyperspace lanes or avoid mapped hyperspace lanes entirely, or any other uses that would be foreseeably dangerous.
  • The Holdo-Maneuver - Admiral Holdo went down as the first person in recorded history to successfully pull off a hyperspace ram during the battle of Crait, and since then some have sought to emulate her success- none of them successfully. Hyperspace ramming requires a significant amount of skill, a ship of significant bulk (cost prohibitive in this day and age), expert timing, and a whole lot of luck. Though possible, the odds of it succeeding are practically nil- the more likely result is jumping to the middle of nowhere or crashing into a nearby star or black hole. Before any attempt to perform a Holdo-Maneuver, you must contact the Tech team.
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Restricted Tech
  • Restricted Tech Basics: Restricted Tech covers a wide variety of non-standard tech items, from super weapons and capital ships, to rare poisons and other unusual or specialized tech. Restricted tech can be restricted in a number of ways, such as being unable to be modified, unable to be used against players in pvp. .etc
  • When to Restrict tech: Restricted tech should be reserved for special and unusual circumstances. This includes weapons or ships that could seriously unbalance pvp, droids or other items that are exceptionally rare, or anything that serves best as a "McGuffin" or other plot device.

Faction Tech
  • Faction Tech is any tech that is fielded primarily or exclusively by a main or independent faction. This includes things like a factions proprietary warships and fighters, ground vehicles, and standard issue weapons and armor.
  • Faction tech is typically "standard issue" items that are fielded en masse, primarily to NPCs. As such, it's capabilities should be limited in scope and realistic for mass issue- ie; standard issue armor should have few or no functions, and standard issue weapons should not have a significant number of gadgets or alternate fire modes. Any items submitted as Faction Tech will be evaluated by this standard.
  • Faction Tech can only be submitted by a Faction Leader, and all faction tech must be approved by the Tech Team. This means that Faction Tech CANNOT be posted as generitech.
  • If you wish to create faction tech for a faction that does not have Faction Leader, please contact the tech team for options.
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Canon Tech
  • Canon Tech includes any and all canon item or piece from Legends that has not already been approved by the tech team. This includes all canon weapons, armors, ships, poisons, planet killing lasers, killer droids, and whatever else you've seen in a comic book or read about on the internet
  • ALL CANON TECH MUST BE SUBMITTED FOR APPROVAL BEFORE USE.
  • Canon tech submissions should conform as closely to the canon specs as possible, but may need to be adjusted for site balance as determined by the tech team.
  • Canon Tech submissions should include a link to the items Canon Wookiepedia page.
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Miscellaneous Tech
  • Unique Tech: Creating new tech that is unique to your character, only produced by your character, and so forth, is highly discouraged. Tech submissions should be available to anyone, although you are welcome to create rare tech that is highly difficult to obtain. Unique or custom versions of approved tech can and should be posted as generitech instead.
  • Cybernetics: A broad range of Cybernetic implants and body parts are available, but they are expensive, require frequent maintenance, and carry a risk of health complications. Standard cybernetic replacement limbs or organs throughout the galaxy are crude, obviously mechanical, and confer no special abilities or strength- they are simply replacements. "Synth-Skin" coated and other high end cybernetics capable of passing as organic matter (Lukes hand, for example) are very rare and very expensive, and require highly skilled technicians to install. Any replacement parts that confer special abilities or tools must be submitted for approval and should care significant drawbacks for whatever extra abilities they confer.
  • Poisons: Poisons and similar weapons and tools should be submitted using the "other" template. Write ups for poisons should contain a time period over which it takes for them to be effective, their affect on various types of species (mammals vs reptilians, etc), and their potential antidotes. While not a strict rule, many poisons are rare and expensive, and all are highly illegal to possess and use.
  • Droids: Droids are too widely varied and complicated to fit easily into a concise set of rules, and will be reviewed on a case by case basis. While a very wide variety of droids exist (astromechs, pilot droids, pit droids, service droids, battle droids, etc), Droid brains can rarely handle more than one primary programming set at a time, forcing most constructs into one specific niche usage. While infrequent memory wipes can result in errors and "quirks" that resemble organic beings personalities, true Artificial Intelligence is not possible. Players are welcome to create Droid characters, but they must be based on an approved Droid design and the Tech Team will have to approve of any deviations between the Tech and Character profiles.
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