Imperial Guide to the Galaxy

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Main: Age of Unrest

Currency

The Galactic Credit () is the predominant, and only legal, form of currency used throughout the Empire and serves as the economic monetary standard. Credits come in two forms, metal coins or a metal bar (“stick”). The coins come in three sizes and denominations: 1 (0.0125 lb), 5 (0.025 lb), and 10 (0.0625 lb). A credit bar has a single size (0.125 lb) but comes in five denominations: 20, 50, 100, 500, and 1000.

There are some planets in the galaxy which have minted their own local currency, especially during the more turbulent times in history--the Clone Wars being the most recent case. These forms of currency are not widely distributed and are rarely accepted outside the planet that issued them. The criminal syndicates prefer to use these non-credit currencies to pay their henchmen, mercenaries and bounty hunters so as to keep a tighter hold on those individuals.

Droids

The earliest origins of droids were lost to history, and, by the time of the Galactic Empire, it was unknown exactly when the first droid was created. Nevertheless, for millennia, droids served in galactic society alongside organic beings.

During the Clone Wars, the mass use of droids in combat by the Separatists cemented the idea of the "droid as an existential threat to biological life" narrative in the minds of the Republic. Ultimately, the Republic won the war and was replaced by an authoritarian Galactic Empire. Under the new regime, many people in the galaxy are afraid or otherwise distrustful of droids, due to their bad memories of the conflict. Despite this, use of droids is still extensive throughout the galaxy and even in the Imperial forces, however, they are generally treated no better than property. Those in support of the Rebel Alliance treat droids not as property but as sentient beings.

Restraining Bolt

Restraining bolts were small, cylindrical devices that could be affixed to a droid in order to limit its functions and enforce its obedience.[1] When inserted, a restraining bolt restricted the droid from any movement its master did not desire, and also forced it to respond to signals produced by a hand-held control unit.

A restraining bolt, also known as a restraining separator bolt, was a small device that could be attached to most droids used to ensure their obedience. More specifically, when fitted with a restraining bolt, droids could not leave the area designated by their owner, and were forced to obey commands given from a small remote device called a caller (such as "COME" and "STOP"). When activated, the restraining bolt turned off a droid's motor impulse without actually shutting down the droid. Restraining bolts had to be secured to specific locations on the droid.

Restraining bolts could also be used to shut down a droid, and power it back up again. This could be used to force a restart if there was an error in the droid's memory. The shut down could be accomplished with a switch on the bolt, or through the use of the caller.

Security

Despite the technological advances seen throughout the Empire, it seems that the concept of automation was primarily limited to the development of droids. Perhaps there was some inherent fear of A.I. controlling security. Although there are several accounts of video cameras and scanners being used for remote observation, as well as remotely operated weapons, there were no alarms or security measures which activated automatically or independent of a droid or person assigned to a control station. The bulk of the security, beyond patrolling or stationed guards, seemed to be limited to simple denial of access measures (locked doors).

Doors

Although some public buildings and business have no doors, and primitive settlements may have very crude doors, the majority of the doors on starships and in urban areas of the galaxy are very sturdy and when locked can deny entry against all except those using the most extreme and destructive methods to blast through the door. The doors found in Imperial bases and starships are even more durable and can be layered in an emergency (blast doors). For this reason, breaking down doors is almost never a viable option for gaining unauthorized entry. In areas requiring the highest level of security, door may even be further protected by deflector shields (energy barriers).

  • Standard Door: Typical for homes, offices, hotel rooms, shipboard cabins, etc.
  • Secure Door: Typical of most shops, high-status residences, and secure installations.
  • Blast Door: Strongest door made, used to secure the most valuable items, sensitive information or restricted areas.
  • Deflector Shield: Very expensive, so reserved for the highest security. Deflector shields are also used to contain aggressors inside a variable diameter shield dome. Large deflector shields can be activated around some installations.

Locks

Nearly all doors will be safeguarded by electronic locks. The locks can be engaged, or disengaged, by anyone on the “safe side” of the door, either at the control panel beside the door or from a control terminal in the facility. When on the “secure side” of the door, with the exception of prison cells, there will typically be a control panel which an individual can interact with to provide security credentials for authorized access to disengage the locks. These control panels may have one or more of a variety of security mechanisms, each of which must be successfully validated in order to open the door. These security mechanisms can also be used to protect briefcases, cargo containers and safes. Numeric Keypad, for entry of a 4 to 20 digit code (some individuals will “hide” their pass code on a note stashed near the lock or concealed in something like a painting). Security ID Card Reader. The ID card might have a swipe strip or proximity chip. These can be stolen or duplicated without much difficulty, so this mechanism will typically be combined with at least one other.

  • Fingerprint Scanner. This scans both the print pattern and measures for body heat of a valid range for the species.
  • Retina Scanner. A surgically removed eye, or eye of a dead person, can only be used within 2 hours of removal/death before the cornea becomes to cloudy to work.
  • Voice Scanner. Most often requires a passphrase, not just any random words spoken by the individual. A good quality recording will work.
  • DNA Scanner. Most often this requires a very small sample of blood, however, the blood must be very fresh (non-coagulated, 30 seconds). These scanners are designed to detect anticoagulants and would reject any sample with high levels.

Each of these security mechanisms are rated based on their complexity and difficulty to bypass.

  • Simple Lock: Typical for homes, offices, hotel rooms, shipboard cabins, etc.
  • Complex Lock: Typical of most shops, high-status residences, and secure installations.
  • Ultra Secure Lock: Very expensive locks used to secure the most valuable items, sensitive information or restricted areas.

Bypassing a security mechanism without providing the proper credentials requires the individual to have some specialized tools, as well as the skills to use them effectively. Each mechanism must be bypassed separately. Each attempt takes time (1 minute - 5 sec/margin success). An attempt which is critically failed will result in a major problem that prevents any further attempts on that mechanism (for at least 1 day) and may activate security measures such as an alarm, extra door, deflector shield, etc.

  • Lockpicking: requires an Electronic Lockpick toolkit.
  • Electronic Repair or Electronics Operation (Security): requires an Electronic Repair toolkit.
  • Hacking: requires a data cable connected to a Personal Data Pad (PDP), or a droid, with an Electronics Operation (Security) program loaded (provides bonus to Hacking roll).

Security Checkpoints

All but the smallest spaceports and space stations will have security checkpoints which individuals must pass through in order to legally enter the installation or local community. These checkpoints are manned by Imperial Security (ISB) technicians and officers, who use both handheld and walk-through security scanners in an effort to identify any threats. Possessions and containers may be searched as well. They are on the look-out for: Wanted Criminals/Fugitives, Explosives, Illegal Weapons, Black Market Goods, Illegal Drugs, Foods or Lifeforms, and Non-Declared CRIC Device.

Unless a checkpoint has been put on high-alert due nearby violence, report of criminal in area, or general state of emergency, the ISB working the checkpoint will be less observant and more likely to miss something in the scans or searches (-4 to skill checks). They do follow a set routine.

Surveillance

Many businesses and private residences, as well as all Imperial starships and installations, make use of surveillance sensors designed to detect intruders or individuals performing unauthorized or illegal activities. Again, not of these sensor are automated, so they must be monitored by a droid or person who is then responsible for sounding an alarm, contacting authorities, remotely locking doors or activating defensive systems. These sensors have a 120° arc field of vision, but can be mounted on servos or turrets to provide rotation for full 360° coverage. Individuals assigned to monitor the control terminal can become less observant when forced to cover long shifts or when nothing exciting ever happens.

  • Basic Surveillance: will have electro-optical cameras with x8 magnification, Night Vision 9 and microphone.
  • Advanced Surveillance: will have the same as basic level, plus Infravision and Detect (Motion).
  • Premium Surveillance: will have the same as advanced level, plus Hyperspectral Vision, Detect (Vibrations), and laser “trip-wire” for passages and perimeter. Provides +4 bonus to Observation rolls.

Homing Beacon. This tiny tracer (SM -11) can be set to activate when it receives a coded signal (sleeper mode, up to 1 year), or to broadcast continuously. Its signal can be picked up by radio emissions scanners up to 100 miles away. $40, neg.

Quantum Homing Beacon. This very small tracer (SM -9) functions just like a radio homing beacon, but communicates through the Imperial quantum relay network, so can be tracked from anywhere in the galaxy. $2,000, 0.05.

Nanobug. A pinhead-sized sensor/recorder unit (SM -18) with an adhesive backing, which is usually placed somewhere where it can scan an entire room. Its camera and microphone can record constantly, listen for a specific voice before recording, scan at specific times of day, or scan when its sensors detect light or motion in the room. It includes a micro communicator that can transmit recorded data in a short “burst” upon receiving a coded radio command. $100, AA (1 year).

An Electroscanner, or Signal Scanner (when transmitting), can be used to detect (modify for SM) a homing beacon or nanobug.

Privacy Field. This sonic generator creates a spherical interference pattern that blocks all normal sound waves. No one inside the field’s four-yard radius boundaries can hear any sound originating outside the field, and no sounds within the field are audible to anyone outside it. The generator can only be used in an atmosphere. Most cantinas have these integrated within privacy booths provided for elite clientele, $5,000, 4 lbs.

Drones

A robotic drone is a remotely-controlled machine (DX 10, HT 10) that is not sentient (IQ 0) or self-aware. They are most commonly used for surveillance and reconnaissance, but can be equipped with weapon systems and tools simple tasks. The onboard computer handles autonomic functions, such as for communications, body controls, weapon system control, and to help stabilize a walking or flying drone. In addition to the computer, all drones will be equipped with an electro-optical video camera (8x optic magnification, microphone, 120° forward arc) and a tiny radio (5-mile range), both of which are required to remotely control the drone. The base model has no arms and 4-6 walking legs (MV 5). The operator must use a computer terminal or PDP with appropriate software loaded to control the drone. All integrated weapon systems and upgrade options add to the drone’s carrying weight.

Scanners & Scopes

There are a multitude of different scanners used in the galaxy for any number of purposes. Many are small, personal devices which are commonly used in by laborers and technicians. Medium sized scanners are used in most vehicles, workshops and starships. The largest are used for major industrial operations and Imperial starships. The larger the scanner, the greater the range increment and/or number of sensors contained within a single device. Personal scanners are primarily limited to a single purpose and have very limited range. Additionally, every scanner is rated by quality of the model, with higher quality having a better chance of detection and providing a greater amount of information (increased bonus to related skill), however, at an increased cost.

Every scanner type is designed for a specific purpose and to provide specific data for the benefit of a specific skill. A successful Electronics Operation skill roll for the scanner type will provide a bonus equal to the margin of success, up to the max mod of the scanner model, to the next skill roll for the model type. Every scanner also provide Detect (Precise) for a specific source type.

Scanner Type Electronic Op. Detect Enhance Skill
Atmospheric Analyzer Science Atmospheric Anomaly Meteorology
Spectrometer Science Element Chemistry
Medical Scanner Medical Toxin Diagnosis, Physiology
Mineral Detector Science Metal/Mineral Geology, Prospecting
Bioscanner Sensor Life Biology
Radar Sensor Starship/Vehicle Tracking
Electroscanner Sensor Droids/Electronics Electronics Repair
Signal Scanner Sensor Radio/Radar Tracking
Hazmat Detector Sensor N.B.C. Hazardous Materials
Astrological Scanner Science Planets Astronomy
Security Scanner Sensor Explosives/Identity/Weapon Observation

Binoculars. A manual hand-held viewer. It limits the user’s vision to a 120° forward arc (No Peripheral Vision) and requires one free hand and Aim maneuvers to use. Binoculars incorporate a built-in HUD, a laser rangefinder, and a digital camera. Every type provides 64x magnification (Telescopic Vision 6). C/10 hr, 2 lbs.

  • Optical: $100
  • Night Vision (9): $500
  • Infrared: $2,500
  • Hyperspectral: $10,000

Weapon Scopes. A visual sighting system which can be mounted on any ranged weapon system that provides telescopic optics for both normal daylight and nighttime viewing (Tunnel Vision, Telescopic Vision 4, Night Vision 9).

  • Compact Targeting Scope: +3 bonus to aimed shots, $500, 0.5 lbs.
  • Enhanced Targeting Scope: +4 bonus to aimed shots, Hyperspectral Vision, $8,000, 2 lbs.

Computer Systems

Despite the Star Wars setting having some seemingly very advanced technologies (lightsabers, blasters, holo-displays, hyperdrives, etc.), the computers seemed very rudimentary by today’s standards. Keeping in the theme of the movies, the computers in the game will be very dumbed-down. There is no galactic data network, there are not local wireless networks, computer interfaces are very basic. Data is transferred either personally on data-sticks or direct cable interface, or remotely using direct satellite transmission (ship-to-ship). Communications are limited to audio and holo-display (either option can be recorded).

Control Terminal: these are open panels (unsecure) with numerous knobs, dials, buttons, levers, gauges, indicator lights, meters, and digital read-outs. All ships are piloted with a control terminal. There may also be large displays which show maps, schematics or diagnostic graphs.

Computer Terminal: a display and keyboard to access data (maps, reports, logs, personnel files, business directories, etc.). Security ranges from none (public), to key-card, to passcode (number pad), to biometrics (voice, finger-print, or retina). Electronics Operations (Security) to bypass.

  • Class I: Complexity 10, 80 program slots, $500,000
  • Class II: Complexity 9, 40 program slots, $20,000
  • Class III: Complexity 8, 20 program slots, $1000

Data Jack: a data cable interface for droids or personal data pads to upload/download data. Restricted by encryption verification with access. Hacking to bypass.

Personal Data Pads (PDP): a small multi-purpose computer, with a full color touch-pad video screen and optional 3D holo-projection display, which can be carried in a pocket, strapped to forearm or attached to armor. Comes equipped with speakers, microphone, digital camera, an integrated, retractable data cable for interface with sensors or computer terminals for data transfer, and 1 exabyte of data storage. Also includes a micro radio (range 1000 yards) for communication and wireless connection to SMART devices (grenades/mines, weapon turrets, and drones). Any tasks requiring use of the keyboard and screen for lengthy or complex periods are at -2 to skill. Weighs 0.5 lb.

  • Class I: Complexity 8, 20 program slots, $50,000
  • Class II: Complexity 7, 10 program slots, $2,000
  • Class III: Complexity 6, 5 program slots, $100

Option model (with “h” class), are equipped with electromagnetic hardening which provides a +3 bonus to HT checks to resist effects of Surge or EMP. Doubles cost and weight of PDP.

Computers come pre-loaded with a variety of basic programs (file storage, data viewing, communication, clock, etc.) integrated into the device. Additional programs can be loaded for specialized use, providing a bonus to specific skills. Higher quality/complexity programs provide a better bonus, but at a higher cost.

Complexity Easy Average Hard Very Hard Slots Cost
10 +4 +3 +3 +2 7 3,000
9 +3 +3 +2 +2 6 1,000
8 +3 +2 +2 +1 5 300
7 +2 +2 +1 +1 4 100
6 +2 +1 +1 - 3 30
5 +1 +1 - - 2 10
4 +1 - - - 1 3

Computer Systems

Despite the Star Wars setting having some seemingly very advanced technologies (lightsabers, blasters, holo-displays, hyperdrives, etc.), the computers seemed very rudimentary by today’s standards. Keeping in the theme of the movies, the computers in the game will be very dumbed-down. There is no galactic data network, there are not local wireless networks, computer interfaces are very basic. Data is transferred either personally on data-sticks or direct cable interface, or remotely using direct satellite transmission (ship-to-ship). Communications are limited to audio and holo-display (either option can be recorded).

Control Terminal: these are open panels (unsecure) with numerous knobs, dials, buttons, levers, gauges, indicator lights, meters, and digital read-outs. All ships are piloted with a control terminal. There may also be large displays which show maps, schematics or diagnostic graphs.

Computer Terminal: a display and keyboard to access data (maps, reports, logs, personnel files, business directories, etc.). Security ranges from none (public), to key-card, to passcode (number pad), to biometrics (voice, finger-print, or retina). Electronics Operations (Security) to bypass.

  • Class I: Complexity 10, 80 program slots, $500,000
  • Class II: Complexity 9, 40 program slots, $20,000
  • Class III: Complexity 8, 20 program slots, $1000

Data Jack: a data cable interface for droids or personal data pads to upload/download data. Restricted by encryption verification with access. Hacking to bypass.

Personal Data Pads (PDP): a small multi-purpose computer, with a full color touch-pad video screen and optional 3D holo-projection display, which can be carried in a pocket, strapped to forearm or attached to armor. Comes equipped with speakers, microphone, digital camera, an integrated, retractable data cable for interface with sensors or computer terminals for data transfer, and 1 exabyte of data storage. Also includes a micro radio (range 1000 yards) for communication and wireless connection to SMART devices (grenades/mines, weapon turrets, and drones). Any tasks requiring use of the keyboard and screen for lengthy or complex periods are at -2 to skill. Weighs 0.5 lb.

  • Class I: Complexity 8, 20 program slots, $50,000
  • Class II: Complexity 7, 10 program slots, $2,000
  • Class III: Complexity 6, 5 program slots, $100

Option model (with “h” class), are equipped with electromagnetic hardening which provides a +3 bonus to HT checks to resist effects of Surge or EMP. Doubles cost and weight of PDP.

Computers come pre-loaded with a variety of basic programs (file storage, data viewing, communication, clock, etc.) integrated into the device. Additional programs can be loaded for specialized use, providing a bonus to specific skills. Higher quality/complexity programs provide a better bonus, but at a higher cost.

Complexity Easy Average Hard Very Hard Slots Cost
10 +4 +3 +3 +2 7 3,000
9 +3 +3 +2 +2 6 1,000
8 +3 +2 +2 +1 5 300
7 +2 +2 +1 +1 4 100
6 +2 +1 +1 - 3 30
5 +1 +1 - - 2 10
4 +1 - - - 1 3

Communications

All telecommunications are conveyed through radio signals which are received and broadcast by subspace transmitters (Comm Relays), using frequency modulation to enhance signal clarity and reliability as well as increase message security and reduce tracking signature. Inhabited planets have an array of many Comm Relays, creating a communications net for the planet. Only remote and isolated areas will lay beyond the reach of the Comm Relay broadcasts on a planet.

On a galactic scale, direct radio transmission is unsuitable for communication between planets or starships travelling outside of a planetary area. This is due to signal degradation--caused by interstellar debris and natural electromagnetic interference--as well as the extreme time-lag caused by the vast distances which those radio signals must travel. Located in every planetary communications array, and on most starships, there will be a hyperwave transceiver, which is capable of transmitting data packages through hyperspace conduits at speeds which are nearly instantaneous from a human’s perception. All the hyperwave transceivers in the galaxy are collectively referred to as the Halo-Net. The Imperial Communications Office oversees the expansion, maintenance, licensing and monitoring of Halo-Net.

All civil transmissions have basic encryption; Imperial transmissions have secure military encryption (-6 to decryption skill checks).

Communicators

These devices are used for the sending and receiving of radio signal transmissions, either between communicator or through a Comm Relay. They come in multiple sizes, with larger devices providing an increase to the maximum communication range. Every communicator has a built-in speaker, microphone and volume control; those which are larger than Tiny will also have a channel selector, microcamera, and holoprojector, allowing for both audio and video communications. Nearly all citizens of the Empire will carry some form of communicator, however, the most commonly used are either a “pocket comm” (Tiny, lipstick-tube shape) or incorporated into clothing or jewelry. All armor helmets will have a Tiny communicator. All personal data pads (PDP) have an integrated Micro radio. Medium: 500-mile range. $1,000, 5 lbs. Small: 50-mile range. $200, 0.5 lbs. Tiny: 5-mile range. $50, 0.05 lbs. Micro: 1000-yard range. $10, neg.

Radio Jammer. This specialized devices generate a unique scrambled radio transmission designed to disrupt all other transmissions within an area. Use of this device requires a successful Electronics Operation (Electronic Warfare) roll. A critical success prevents others from identifying the precise location of the jammer. Range is 0.1x normal for communicator size and 10x cost. A Quick Contest of Electronics Operation (Electronic Warfare) can be made by a radio operator to attempt to bypass the jamming for their communicator.

Every droid, vehicle and PDP has a unique Communication Relay Identification Code (CRIC) which serves as the digital address for all telecommunications, however, individuals are typically contacted by means of a “handle” which is comprised of a galactic grid code, planet name, and username, which are registered with the Imperial Communications Office. Knowing a device’s CRIC allows for those with the correct skills and equipment to track the device when it is active and in range of a Comm Relay or Signal Scanner. Imperial officials, upon receiving authorization, will be issued a CRIC for enemies or criminals who they are tracking and attempting to arrest or execute.

One other commonly used means of communications is a Holo-pod (or “puck”). These pods are a small, inexpensive device used for recording small amounts of data, often an audio or holo-display message. The pod is then physically transported to, or left for, the recipient. They can be encrypted to require a passcode, fingerprint or retinal scan in order to access the data. These are commonly used by criminals and bounty hunters as a means of communications which are “not monitored by the authorities”. They are not trackable. $5, 0.05 lbs.

Droids. Every droid has an integrated communicator, at least micro in size, as well as an assigned CRIC. Removing, disabling or failing to repair a broken communicator is a punishable crime (for the owner). For security reasons, the communicator for some droids may be configured to prevent the droid from transmitting, or communicating at all; the device still transmits and receives, just at a level outside the droids awareness or control.

Space Travel

Space Travel Base Travel Time: 1 day travel per grid (64 pc/hour) with Class V hyper-drive when following hyper-lanes. Not using hyper-lanes double the time through a grid. There are 5 classes of drives with each reducing the travel time in half, i.e. a Class I will only take 90 minutes per grid. Travel through the Core region adds +50% per grid. Travel through the Deep Core region adds +200% per grid.

Parsec (pc) = 3.26156 lightyears (ly) Kiloparsec (kpc) = 3,262 ly One galactic grid = 5,000 ly = 1,534 pc = 1.53 kpc

Exceptionally skilled hyperdrive mechanics can tinker with a drive to improve the capabilities beyond the standard design, up to 30% faster than normal for the drive. However, a failed attempt to do this can critically damage the drive and require extensive costly repairs to fix. Each attempt requires Mechanic (Hyperdrive) -5 check and takes 1d hours. Success permanently increases the drives rating by 1%. Failure results in damages which temporarily disable the drive and require 1d hours repair and parts cost equal to 1000 x margin of failure.

Example: while avoiding core space and hyper-lanes, flying from the far south of the Outer Rim (grid M-21) to the far north (grid M-2), with a Class I drive would take approx 38 days. With a Class V drive it would take about 2 days 9 hours.

Navigation skill checks, either done manually or by ship’s nav computer, will adjust travel times: -5% per margin of success or +5% per margin of failure, to a maximum of +/- 50%.

Micro Jump: short burst hyperdrive travel to bypass force fields and/or get super close to a destination. Requires extreme skill at piloting/navigation (-8). Failure can be disastrous.

Space Ports and Stations

All across the galaxy are a myriad of spaceports and space stations where ships can land, or dock, to engage with the various services offered. Spaceports are ground based sites on the surface of planets and moons, where as space stations are comprised of orbital stations, asteroid bases, or other much larger spaceships.

Pad/Dock Size: each site will typically have a variety of sizes available, but the number of pad/docks will vary based on the overall size of the port/station. The size of the pad/dock is specific to the size of the ship it can support, however, multiple smaller ships can make use of a larger space, i.e. two medium ships in a large dock.

Authorization: permissions to land on a pad/dock must be granted by the controlling authority of the port/station. Violation can result in anything from a scolding, fines, arrest or attack by port/station defenses. Travel outside a spaceport, except in the most remove Outer Rim worlds, will require passing through a security check station as a means to monitor and restrict offworlder activities on the planet.

'Services: there are a wide variety of services which can be offered at a port or station, with larger ones offering the greatest variety. Pretty much any business opportunity found throughout the galaxy, however, the more common services are for ship repair and a lounge (cantina) for rest, a meal and business dealings. At a minimum, ports/stations will provide the following:

  • Cargo Handling & Storage (limited availability on stations)
  • Refueling (more expensive at small ports/stations)
  • Emergency Repairs (usually very costly)