Starship Computers

Starship Computers


Starships Main Computers Jumps Shields
Armor Cost Length & Width Supplies
Artificial Gravity Crew Life Support Tech Levels
Builder Escape Pods Maneuver Tractor Beams
Cargo Grade Modifications Types
Character Scale History Names Vitality
Class Hyperflight (Speed) Passengers Weaponry
Combat Internal Damage Sensors

Starship Computers

Each starship requires a computer, from the minor computer of a shuttle to the more sophisticated, multitasking machines of a frigate. The ships ‘out in the galaxy’ are assumed to have computers capable of handling all their standard requirements; getting them to do anymore than that requires reprogramming work. Below is a list of some extra programs that are available.

Any of the computers listed in the Items are available as Starship programs also. With a degree of gadgeteering prowess, and some training in the programming languages of the universe, found computers could be retooled as autopilots, autogunners or various other automated functions, at the GM’s discretion.

Ship Computer Description Cost Gadgets
Gunnery: There are a variety of computer programs which can aid under-manned ships, taking over gunnery positions. These automatic tracking systems have a target ‘ACV’ of 7, making them worse than most dedicated gunners, but better than an empty turret. 500 per gun. 1 major
Autopilot: The ship can pilot itself. It must be given a destination to which it will plot the best course. Giving it extra parameters helps (i.e. you need to get there faster rather than safer). Alternately, some autopilots simply have emergency landing routines whereby they will choose the destination themselves (the closest, safest landing or orbit). 1000 falcons for one type, 1500 for both. 1 or 2 major
Combat Pilot: A more advanced autopilot, this program can take over tight maneuvering. It is best for defensive maneuvers, but performs relatively well in offensive situations also. These programs have what amounts to a target ACV of 7 for attacking and DCV of 9 for dodging enemy fire. 3000 2 major
Mapping: The computer can map and remember multiple star systems, storing many details on those systems. Proscribed routes (for worlds such as Odium or the Jith homeworld are more expensive, and hard to find. 2000, +200 per system 1 major + 1 minor per system
Data Analysis: SEE LABS in SAS Base System Lab Levels cost 2000 +200 per level N/A
Jump routes: The computer has preprogrammed jump routes within its memory. Beware however, for the Hornblower’s Guild consider this illegal. They will actively seek to destroy such memory and usually the machine with it, if not the ship’s crew also. While it is harder to steal jump route data than a jump key, it takes longer to access the data, potentially. Costs vary with the route, but the black market cost of such a thing for very common jump routes, such as Capital Secundus to Criticus still costs… 2500 2 major + 1 minor per route

Please note: per pg. 36 of the SAS core rulebook, when attempting to access a computer built as an Item of Power, the character suffers a penalty to the Mind Stat check of -2 for each Level of the Item of Power.

Starship Computers

Silver Age Beyond brightwyrm