Onboard Computers

* **Game Notes:** Alliance MasterNav files can be patched into the navigation system of a starship with an Easy *astrogation* roll, giving a +1D bonus to *astrogation* rolls for one month (assuming the data being downloaded is accurate). However, if the software is older than 1 standard month, the user suffers a -1D penalty to *astrogation* rolls. In addition, a 1 on the Wild Die while using the MasterNav indicates a catastrophic navigational error (roll on the “Astrogation Mishap Table” on the Rulebook
* **Source:** The Truce at Bakura Sourcebook (pg. 137)

### Archaic Astrogation Plotter

* **Type:** Manual astrogation plotter
* **Model:** Republic Seinar Systems A-121 Plotter
* **Cost:** 1,000-7,500cr
* **Availability:** 4
* **Game Notes:** If a pilot has all the necessary astrographic information on the point of origin and the destination, using an astrogation plotter to get coordinates quintuples the time a nav computer would ordinarily take; it also increases the *astrogation* difficulty by two levels. Downloading this information into the ship’s hyperdrive motivators requires some kind of jury-rigged interface with a personal computer or sophisticated datapad - a Very Difficult *computer programming/repair* roll
* **Source:** Platt’s Smugglers Guide (pg. 47)

### C-12a Autopilot Droid Brain

* **Type:** Autopilot droid brain
* **Model:** Go Corp CD-12a Autopilot Droid Brain

* **Dexterity 0D**
* **Knowledge 1D**
* **Mechanical 1D:** (Has one of the following:) *Repulsorlift operation* 4D, *space transports* 4D, *starfighter piloting* 4D
* **Perception 1D**
* **Strength 0D**
* **Technical 1D:** *Repulsorlift repair* 2D

* **Cost:** 5,000cr (repulsorlift), 10,000cr (starfighter-scale vehicles)
* **Availability:** 4, R
* **Game Notes:** Wrist activator has a range of up to 5 km.
* **Source:** Galladinium’s Fantastic Technology (pg. 18)

### Imperial Neural Interface Device

* **Type:** Ship neural interface
* **Model:** Imperial Neural Interface Device
* **Cost:** 9,000cr
* **Availability:** X
* **Game Notes:** The neural interface device is wired into the standard control systems of any starship. Four long wires ending in gelatinous diodes are placed onto the pilot’s temples and just below the ears. After some initialization, the user can issue commands to his ship simply by thought. A character using the interface must make a *Perception* roll every round against the difficulty listed on the chart below. If successful, any rolls made for the ship are made at +2D for that round. This does not count as two actions, as the process is so incredibly fast that it takes practically no time at all.

* **Ship Type = Difficulty**

* Small Ship (Lone Scout-A, T-16, etc.) = Easy
* Standard Fighter (X-Wing, TIE, etc.) = Moderate
* Small Freighter or Bomber = Difficult
* Corvettes, Light Cruisers, Frigates = Very Difficult
* Cruisers and Star Destroyers = Heroic

* **Source:** Adventure Journal 1 (pg. 110)

### Nav Computer Bypass

* **Type:** Prototype navigation computer bypass
* **Model:** Kuat Drive Yards Computer Route Astrogation Bypass
* *Skill:* Astrogation
* **Cost:** Not available for sale
* **Availability:** 4, X
* **Game Notes:** Using the Nav-Computer Route Astrogation Bypass (N-CRAB) requires three *astrogation* rolls. The first is programming into the N-CRAB a duplicate of the original course (one difficulty level lower than the original course difficulty). The second roll is to chart a course from an upcoming point in the course to the new destination (the difficulty can vary dramatically, from Very Easy to Heroic). The final roll is to properly feed the course through the N-CRAB into the nav computer (this roll is one difficulty level lower than the second roll). Missing the first or second roll simply means that the N-CRAB will not function. Failing the third roll by any amount causes a mishap as described in the Rulebook. The whole programming procedure takes one-tenth the time of the new hyperspace travel route. Unfortunately, the N-CRAB has a tendency to interfere with a ship’s nav computer. The nav computer must be “cleaned” via programming (a Moderate *astrogation* or *computer programming/repair* roll). For a second use of the N-CRAB without cleaning, *all astrogation* difficulties are one difficulty higher. For the third use, all difficulties are two levels higher. Additional uses incur higher penalties (difficulties above Heroic are rated as Heroic+10, Heroic+20, Heroic+30 and do forth
* **Source:** Galladinium’s Fantastic Technology (pg. 93-94)

### Personal Vehicle Coordinator

* **Type:** Vehicle command controller
* **Model:** Vewas Data Controllers PVC-800
* **Cost:** 1,200cr
* **Game Notes:** Limited vehicles under 10 meters long and under 10 metric tons. Under normal situations, use of this device adds +1D to the appropriate vehicle operation skill. If so programmed by the owner, in emergency situations the PVC will automatically make evasive maneuvers to avoid a crash (allows the pilot +2D to his or her operation roll to avoid collision - but the PVC will prevent unsafe maneuvers that Rebels so love to perform).
* **Source:** Galladinium’s Fantastic Technology (pg. 15/17)

### System Diagnostic Filter

* **Type:** Starship computer translator
* **Model:** GST Systems Diagnostic Filter
* **Skill:** Computer programming/repair, space transports repair
* **Cost:** 3,500cr
* **Availability:** 2
* **Game Notes:** +1D+1 for *computer programming/repair* for ship board computer systems and +2 to *space transports repair*.
* **Source:** Galladinium’s Fantastic Technology (pg. 18-19)

### Vehicle Remote Activation Controller

* **Type:** Remote vehicle controller
* **Model:** Bespin Motors Remote DVI Activator
* **Cost:** 500cr (for speeders); 2,500cr (for starfighter scale starships)
* **Availability:** 2
* **Game Notes:** Range is 2km. Pre-flight checks can take as little as 20 seconds (for some speeders) to well over five minutes (for some starships). The user must still pilot the vehicle manually.
* **Source:** Galladinium’s Fantastic Technology (pg. 18)