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Fuel Converters
Fuel converters allow the captain to avoid the expense of paying refueling or power cell replacement fees. Instead, the captain can buy certain materials (normally waste material) in bulk and put it into the fuel converter.
Solid Fuel Converter
Converts virtually any matter into fuel cell power. A ship can refuel on bulky, low energy materials — oxygen, water, plastics, cellulose (wood), waste — or heavy metals and other high energy materials. The ship will be able to halve its "restocking" fee at starports, but the captain will have to personally arrange for fuel supplies elsewhere.
Cost: 8,000 credits. Weight: 5 tons.
Scoops
Some ships (scouts, especially) are equipped with scoops, allowing them to dip into a planet's atmosphere or seas to steal natural resources with which to recharge their power cells.
Cost: 15,000 credits. Weight: 15 tons.
Solar Converters
Ships may also be equipped with solar converters: huge, molecule-thick solar-absorbant sails.
In-system, these will recharge a ship's systems in about 15 days, while out-system it takes about 60 days to fully recharge the ship's power cells.
Cost: 12,000 credits. Weight: 10 tons.
Automatic Cargo Jettisoning
A wonderful way to avoid an Imperial fine, as well as a quick way to get in trouble with your loanshark. This device will jettison whatever portion of your cargo you wish, whether it be in the secret compartment or in the main bay. Can be triggered by either a dead-man switch or by command from the ship's computer.
Cost: 1,000 credits. Weight: 1 ton.
Fuel Converters Replacement Navigation Computer
Cost: 2,000 credits.
Escape Equipment
Enough escape pods for each crewmember and passenger on board a ship is required by Imperial law (military vessels are, of course, exempt from this rule). A standard freighter-sized escape pod seats eight passengers and has food and oxygen for two weeks.
Cost: 1,200 credits. Weight: 5 tons.
Environment Converters
With this device installed, the captain is able to provide comfortable environs for many different species throughout the ship, or in one cabin or the cargo hold.
Cost: 4,000 credits. Weight: 4 tons.
Universal Airlocks
The following airlocks are marketed primarily for search and rescue operations, but have obvious applications for raiding and other boarding operations. Relatively few raiders are willing to blast a ship open and expose the interior to vacuum.
Universal Airlock
Model: SoroSuub Corp. Universal Airlock
Type: Space-to-ship portable airlock
Cost: 3,000 credits
Availibility: 2
Game Notes: This airlock is made of a durable synthetic fabric stretched over a geometically collapsible frame. Collapsed, it is no larger than a half meter in diameter, but expands into a 5 meter diameter capsule with a hatch and bag-lock. The bag-lock exists to space, and is pressurized by a high power pneumatic pump. The other exit is a simple hatch, witha multi-lock sealing ring. The pressurized interior leaves the airlock somewhat vulnerabile to punctures, although the frame resists instant depressurization — 3D Strength to resist damage.
Cotterdam
Model: TaggeCo. Cotterdam Universal Airlock
Type: Ship-to-ship portable airlock
Cost: 3,500 credits
Availibility: 2
Game Notes: One of the older and more proven universal spacelocks is a "cotterdam." This is a flexible tube with an interior ladder/walkway with a multi-lock ring on the exterior end. The multi-lock ring houses three sets of pressure, chemical, magnetic, and mechanical surface-to-surface sealing methods.
Backup Battery
Model: Corellian Engineering Corporation Lifesaver Emergency Battery
Type: Backup battery
Cost: 10,000 credits
Weight: 1 metric ton
Availibility: 2
Game Notes: The backup battery is marketed as a life support systems fail-safe, allowing up to an hour's extra survival in the even of a catastrophic power failure. Ordinarily, life support fails while running silent in only a few minutes, due to lack of power, but the backup battery allows the ship to lurk in space for an extended period.
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