Jump To Lightspeed Archive
Thread: Shipwright Guides and Discussion Thread! *BETA GUIDES*
Welcome to the brand new Shipwright profession, part of the “Star Wars Galaxies: Jump to Lightspeed” expansion!
- Minerals:
- High Grade Polymetric Radioactive
- Used in
- Booster Overdriver
- Booster Extended Life Fuel Cell
- Various Missile Packs
- Reactor Limiter
- Reactor Overcharger
- Weapon Armor/Shield Effectiveness Intensifiers
- Booster Overdriver
- Used in
- Perovskitic Aluminum
- Used in
- Armor Mass Reduction Kit
- Used in
- Crystallized Bicorbantium Steel
- Used in
- Armor Reinforcement Panel
- Used in
- Conductive Borcarbitic Copper
- Used in
- Capacitor Energy Saver Battery
- Capacitor Extended Life Battery
- Capacitor Heavy Battery
- Capacitor Quick Recharge Battery
- Droid Brain Upgrade
- Droid Maintenance Reduction Kit
- Capacitor Energy Saver Battery
- Used in
- Fermionic Sciliclastic Ore
- Used in
- Engine Limiter
- Engine Overdriver
- Weapon Quick Shot Upgrade
- Weapon Speed Limiter
- Engine Limiter
- Used in
- High Grade Polymetric Radioactive
- Chemicals
- Gravitonic Fiberplast
- Used in
- Shield Energy Saver Kit
- Shield Intensifier
- Shield Limiter
- Shield Overcharger
- Shield Energy Saver Kit
- Used in
- Gravitonic Fiberplast
- Gas
- Unstable Organometallic Reactive Gas
- Used in
- Booster Fast Charge Fuel Cell
- Booster Heavy Fuel Cell
- Weapon Min/Max Damage Intensifiers
- Booster Fast Charge Fuel Cell
- Used in
- Unstable Organometallic Reactive Gas
- Chassis Classes
- There are currently 6 different Chassis Classes to add variety to your choice of chassis.
- Light Fighter
- Low mass light fighter. Very very crisp rotation, but sacrifices acceleration and deceleration to accomplish this. Very slide heavy, but very little rotation penalty at high speeds.
- Medium Fighter
- Moderate mass medium fighter. Sloppier rotation, slightly more acceleration, less sliding and more significant rotation penalty.
- Heavy Fighter
- High mass heavy fighter. Much sloppier rotation, but amazing acceleration and deceleration. Penalty when going at top speed for rotation is severe.
- Interceptor
- Fairly light mass space superiority fighter. Mixes characteristics of light and heavy fighters. Expect to sacrifice mass to get the maximum performance out of this one.
- Bomber
- Very high mass, very heavy craft. A brick. More diverse weapons arsenal available.
- POB
- There are 3 master level ships which are considered POB (pob stands for...?) ships. The YT-1300 (Corellian Transport), VT-49 Decimator (Imperial), and the YKL-37R Nova Courier (Rebel.) These incredibly cool ships have decorateable interiors that can be occupied by group members as if it were the inside of a house. These ships have turrets that can be jumped into and out of by people aboard the ship.
- Light Fighter
- There are currently 6 different Chassis Classes to add variety to your choice of chassis.
- Maneuverability
- Each chassis has a different maneuverability rating, based on its class and its mass. The lighter ships are generally more nimble, while the heavier more advanced ships tend to be less maneuverable.
- Capacity
- Different chassis have different slot setups. Most allow for one projectile(energy) weapon, one missile bank, and one countermeasure bank. Some of the more advanced ships have additional banks of these kinds.
- Mass
- An experimental quality of chassis. A misleading attribute title, this stat puts a hard cap on how much (and what level) equipment you can load onto your ship, rather than the ships actual mass. Lower end chassis are lighter, thus less advanced or less overall equipment can be used.
- This creates a welcome variation among chassis. Loading a chassis up with the very best equipment in the very best ship may not always be the kind of fighter your customer is interested in.
- An experimental quality of chassis. A misleading attribute title, this stat puts a hard cap on how much (and what level) equipment you can load onto your ship, rather than the ships actual mass. Lower end chassis are lighter, thus less advanced or less overall equipment can be used.
- Hitpoints
- The amount of damage the chassis itself can sustain before being destroyed. Basically this is your last line of defense, and generally not very high or very useful. See Armor and Shields to see this more in depth.
- Multiplayer ships
- Some non-POB chassis are 'multiplayer' ships, meaning more than one person can be on board when flown.
- Chassis such as the TIE Aggressor have a rear gunner turret that has its own weapon slot for the second player to fire.
- Some non-POB chassis are 'multiplayer' ships, meaning more than one person can be on board when flown.
- Mark I (Light Weapons)
- Equipment Level 1
- Pilot Novice
- Equipment Level 1
- Mark II (Mid-grade Weapons)
- Equipment Level 3
- Pilot Tier 1
- Equipment Level 3
- Mark III (Heavy Weapons)
- Equipment Level 5
- Pilot Tier 2
- Equipment Level 5
- Mark IV (Advanced Weapons)
- Equipment Level 7
- Pilot Tier 3
- Equipment Level 7
- Mark V (Experimental Weapons)
- Equipment Level 9
- Master Pilot
- Equipment Level 9
- Armor Hitpoints, Hitpoints
- This basically works as though each component is its own little ship with its own little armor plating. The item can take damage up to its Armor Hitpoints level before it starts taking damage that compromises the performance of the equipment. Once both armor and standard hitpoints are depleted, the equipment is disabled.
- Experimenting on these is usually not worth the points - when a pilot's shields are out and armor is destroyed, the equipment is not going to last long no matter how many points you put in - it just simply doesn't get high enough. Your customer will almost certainly want increased performance rather than high hitpoints.
- This basically works as though each component is its own little ship with its own little armor plating. The item can take damage up to its Armor Hitpoints level before it starts taking damage that compromises the performance of the equipment. Once both armor and standard hitpoints are depleted, the equipment is disabled.
- Mass
- This is where the chassis Mass comes in to play. The sum of the Mass of all your equipment can not exceed the mass allowance of the chassis.
- Experimenting on mass is very tricky but important in the grand scheme of things when designing an entire ship from the ground up. Putting too many points into the performance of the item without considering its mass can lead to an overburdened ship design, and your customer will not be able to use everything he is asking for. Conversely, spending too much on mass reduction may decrease the performance of your equipment, and in the end you may discover you had plenty of mass to spare. Get a general idea of how much mass your components use with your skill and resources, and tweak on an individual basis.
- This is where the chassis Mass comes in to play. The sum of the Mass of all your equipment can not exceed the mass allowance of the chassis.
- Energy Maintenance
- This is how much power your piece of equipment will draw from the ship's power supply.
- While it may not be as easy to draw too much energy as it is to overburden a ships mass, it is a notable experimental attribute nonetheless. When you are over your energy limit, equipment will fail and/or decrease in performance.
- This does not apply to armor as armor does not require energy to maintain, nor Reactors as they provide the energy (see below).
- This is how much power your piece of equipment will draw from the ship's power supply.
- Energy Generation Rate
- Similar to the Mass attribute, each piece of equipment draws a certain number of energy units from the ship's reactor. A superior reactor has a high EGR, saving you points in Energy Maintenance in your other equipment. It also allows for more advanced, higher maintenance equipment.
- Acceleration, Deceleration
- How fast the ship accelerates/decelerates.
- Speed
- How fast the ship can travel!
- Pitch Acceleration Rate/Pitch Rate Maximum
- Pitch is a term used to represent up and down motion. Since this is a space-based game, up and down is relative to a players orientation and/or controller.
- The acceleration rate dictates how immediately the ship turns and changes direction.
- The maximum rate indicates how fast (rotational speed) that turn will be.
- Pitch is a term used to represent up and down motion. Since this is a space-based game, up and down is relative to a players orientation and/or controller.
- Yaw Acceleration Rate/Yaw Rate Maximum
- Yaw is a term used to represent side to side motion.
- Roll Acceleration Rate/Roll Rate Maximum
- Roll is your ships ability to spin upon its Z-axis.
- Front Shield Hitpoints, Back Shield Hitpoints
- You are given the ability to determine whether to equally distribute shields front and back, or to bias them to one side. Different pilots may ask for different setups - some may want more protection when charging an enemy head on, while others may prefer some extra points to the rear shields when being persued.
- Shield Recharge Rate
- How fast the deflector recharges after absorbing a hit. A vital statistic.
- Energy
- The amount of total energy the capacitor can store. The higher the better, obviously. The pilot can take more shots in a row before running out of energy.
- Recharge Rate
- How fast the capacitor recharges itself. The higher the better.
- Speed
- The amount of extra speed the booster applies to the engine.
- Note: When a booster is engaged, it applies this value to the current engine speed, not the maximum speed.
- The amount of extra speed the booster applies to the engine.
- Energy
- The booster has a finite amount of energy it can devote to boosting. When this energy is depleted, the booster ceases to function and must recharge.
- Consumption Rate
- The rate at which the booster drains its energy supply. Lower is better.
- Acceleration
- The rate at which the booster accelerates your ship from its current speed to its maximum boosted speed.
- Recharge Rate
- The rate at which the booster recharges.
- Note: Boosters do not recharge while in use.
- The rate at which the booster recharges.
- Armor Effectiveness, Shield Effectiveness
- The weapons effectiveness when striking armor or shields. Weapons will only strike armor when no shields are present.
- This modifier is mulitplied by the raw damage of the weapon.
- For Example: If the weapon hits for 1200 damage and the shield effectiveness is 0.500, the damage done to the shield will be 600.
- The weapons effectiveness when striking armor or shields. Weapons will only strike armor when no shields are present.
- Damage Minimum, Damage Maximum
- Energy Per Shot
- This stat determines how much energy the weapon will drain from the ship's capacitor each time it is fired. Lower is better.
- Firing Rate
- The time between successive shots. Lower is better.
- Droid Speed
- The speed at which the droid can execute a command given by the pilot.
- Missiles
- Concussion Missiles
- Highly effective versus shields, no armor penetration.
- Comes in Mark I, II, II (Levels 2, 5, 8) variants.
- Highly effective versus shields, no armor penetration.
- Image-Rec Missiles
- Advanced missiles with advanced targeting system
- Tracks longer than standard missiles and avoids standard countermeasure systems.
- Equally effective versus shields and armor.
- Comes in Mark I andII (Levels 4 and6) variants.
- Advanced missiles with advanced targeting system
- Proton Missiles
- Lightweight missiles, which allows the pilot to carry more in his arsenal
- Moderately effective versus shields and armor.
- Comes in Mark I, II, III, IV (Levels 1, 3, 6, and 9) variants.
- Lightweight missiles, which allows the pilot to carry more in his arsenal
- Seismic
- Highly effective versus armor, weak versus shields.
- Comes in Mark I, II, III (Levels 3, 6, 9) variants.
- Highly effective versus armor, weak versus shields.
- Space Bomb
- High yield missiles that are slow and bulky.
- Easily deterred by countermeasures and lose track easily.
- Effective versus capital ships and slow moving/unaware ships.
- Comes in Mark I and II (Level 5 and 10) variants.
- High yield missiles that are slow and bulky.
- Concussion Missiles
- Countermeasures
- Chaff Launcher
- The most basic countermeasure. Only somewhat effective.
- Available to all pilots.
- The most basic countermeasure. Only somewhat effective.
- Sensor Decoy Launcher
- Slightly improved countermeasure. Moderately effective.
- Available to Tier 1 Pilots.
- Slightly improved countermeasure. Moderately effective.
- EM Emitter Launcher
- Creates an Electromagnetic field to disrupt incoming missile subsystems. Very effective.
- Available to Tier 3 Pilots.
- Creates an Electromagnetic field to disrupt incoming missile subsystems. Very effective.
- Micro-Chaff Launcher
- More effective than standard Chaff/Decoy systems. Very effective.
- Available to Tier 3 Pilots.
- More effective than standard Chaff/Decoy systems. Very effective.
- IFF Confuser Launcher
- Launches a small device that confuses enemy missiles. Highly effective.
- Available to Master Pilots.
- Launches a small device that confuses enemy missiles. Highly effective.
- Chaff Launcher
- Quantity
- The number of missiles per pack. Only one pack can be loaded per missile launcher per flight.
- A pilot must land to reload a launcher.
- The number of missiles per pack. Only one pack can be loaded per missile launcher per flight.
- Damage Minimum, Damage Maximum
- Firing Rate
- The time between successive missile firings.
- Arguably this should be an experimental option on the launcher, but for now it is tied to the missiles themselves.
- The time between successive missile firings.
- Quantity
- Chaff Effectiveness Minimum, Maximum
- Reactors
- Limiter
- Reduces mass, but reduces energy output.
- Overcharger
- Increases energy output, but increases mass.
- Limiter
- Engines
- Limiter
- Reduces energy maintenance, but lowers acceleration/speed.
- Overdriver
- Increases acceleration/speed, but increases energy maintenance.
- Limiter
- Armor
- Mass Reduction Kit
- Reduces mass, but lowers armor hitpoints.
- Reinforcement Panel
- Increases armor hitpoints, but increases mass.
- Mass Reduction Kit
- Shields
- Energy Saver
- Reduces energy maintenance, but reduces shield hitpoints.
- Intensifier
- Increases shield hitpoints, but increases energy maintenance.
- Limiter
- Increases recharge rate, but decreases shield hitpoints.
- Effects are fairly offsetting, this subcomponent will likely either be changed or removed.
- Increases recharge rate, but decreases shield hitpoints.
- Overcharger
- Increases shield hitpoints, but decreases recharge rate.
- Effects are fairly offsetting, this subcomponent will likely either be changed or removed.
- Increases shield hitpoints, but decreases recharge rate.
- Energy Saver
- Capacitors
- Energy Saver Battery
- Reduces energy maintenance, but decreases maximum energy storage.
- Heavy Battery
- Increases maximum energy storage, but increases energy maintenance.
- Extended Life Battery
- Increases maximum energy storage, but reduces recharge rate.
- Effects are offsetting, this subcomponent will likely either be changed or removed.
- Increases maximum energy storage, but reduces recharge rate.
- Quick Recharge Battery
- Increases recharge rate, but decreases maximum energy storage.
-
- Effects are offsetting, this subcomponent will likely either be changed or removed.
- Increases recharge rate, but decreases maximum energy storage.
- Energy Saver Battery
- Boosters
- Overdriver
- Increases speed/acceleration, but increases mass.
- Extended Life Fuel Cell
- Increases maximum booster energy, but decreases recharge rate.
- Fast Charge Fuel Cell
- Increases recharge rate, but decreases maximum booster energy.
- Heavy Fuel Cell
- Increases maximum booster energy, but increases consumption rate.
- Effects are offsetting, this subcomponent will likely either be changed or removed.
- Increases maximum booster energy, but increases consumption rate.
- Overdriver
- Weapons
- Armor Effectiveness Intensifier
- Boosts Armor Effectiveness, but reduces shield effectiveness.
- Max Damage Intensifier
- Increases Max Damage, decreases Min damage.
- Min Damage Intensifier
- Increases Min Damage, decreases Max damage.
- Quick Shot Upgrade
- Increases firing rate, but increases capacitor energy per shot.
- Shield Effectiveness Intensifier
- Boost Shield effectiveness, but reduces armor effectiveness.
- Speed Limiter Upgrade
- Decreases capacitor energy per shot, but decreases firing rate.
- Armor Effectiveness Intensifier
- Droid Interface
- Droid Brain Upgrade
- Increases droid command speed, but increases energy maintenance.
- Maintenance Reduction Upgrade
- Decreases energy maintenance, but decreases droid command speed.
- Droid Brain Upgrade
- Repair Kits
- You may wish to craft and sell these repair kits to your customers, or through a public market. There is a seperate repair kit for every component. When you craft these, they are given a hitpoint rating which is the amount of points they will repair a component before being used up.
- Most players will not choose to seek these out rather than just get their ships repaired at a space station. Some space stations only repair to 75%, so perhaps it will come in handy then, or if the pilot is so low on cash as to want to save a few credits on your kits.
- You may wish to craft and sell these repair kits to your customers, or through a public market. There is a seperate repair kit for every component. When you craft these, they are given a hitpoint rating which is the amount of points they will repair a component before being used up.
- Paint Kits
- Rebel and Privateer pilots will more than likely wish to personalize the hull of their starships with your paint kits. The empire will not allow their pilots to paint the outside of their TIE Fighters, however.
Message Edited by Mapialiakedarom on 10-23-2004 08:14 PM
- Z-95
- Y-Wing
- X-Wing
- All Master-pilot level, multi-person ships
- Alliance Starfighter Pilot: YKL-37r ('Nova Courier')
- Imperial Navy Pilot: VT49 ('Decimator')
- Freelance Pilot: YT-1300 Transport (yes...THAT ship. /smile)
All of the other starfighters take a flight computer.
Flight Computer (for Imperials/Freelance): A Droid Engineer-made "Flight Computer" is basically a portable ship/droid program storage device. There are 6 levels of Flight Computer, from "v1" to "v6" (see further below). The number shown on the Flight Computer you get/use will need to match your pilot profession's droid certification level (check your highest Droid branch skill box for that number).
- Freelance Pilots - Reactor / energy adjustmentsfor the ship
- Imperial Navy Pilots - Weapon / Engine adjustments for the ship
- Rebel / Alliance Pilots - Shield adjustments for the ship
For those interested, more details on each skill and cert is given below, by profession.
- Droid deeds should display what rating pilot astromech cert will be required to use them.
- When you launch into space using an Astromech (R-series) in your ship, you will see the correct model when viewing your ship in 3rd person view(R2, R3, R4, etc.). In addition, it will have the correct colors (same as you have on the ground). Note: I've personally tested this and it does function correctly. Yeaaaa!!
- The quality of your "Droid Interface" should affect the speed at which you can perform droid commands in space...
- Droid deeds should display what level of pilot astromech (or flight computer) cert will be required to use that droid or flight computer in a ship.
- You should now only be able to benefit from a crafting station module in a droid pet if you own the droid pet.
- More to come, as they are found/added....
- Get droid commands/skills granted to you by attaining one or more 'Droid' skill boxes (the far right branch in your chosen pilot profession skill tree).
- Craft or otherwise get your hands on an "Unprogrammed Droid Command Module", this will be a tangible object in your main inventory.
- Bring up the radial/context menu on the unprogrammed command module and choose "Program Droid Memory Chip".
Radial Menu options on 'Unprogrammed Droid Command Module'
Examine:
Destroy:
Program Droid Memory Chip: - After you make that selection, you should see a system message: "Please select the command you wish to burn into this memory chip" ...a list will then appear of all the commands you know. Pick one you'd like to 'burn' to the unprogrammed module and hit "OK".
- When you do this, if it's successful, you should see: "Command has been burned into memory chip."
At this point, the chip should rename itself to "Burnt Chip: ". The module isnow programmed andcan be traded to other people (even if they do not yet have the skill to 'burn' themodule themselves).
Setting up an astromech/flight-computer with a programmed droid command module:
- You should already have a programmed 'Burnt Chip: ' in your main inventory as a tangible item.Use it’s radial/context menu to get...
Radial Menu options now on 'Burnt Chip: ':
Examine:
Destroy:
Analyze:This will display information on the droid program that was burned to the module.
Transfer Memory Chip to Datapad: Sends the item from your main inventory to YOUR Datapad. - Select Transfer Memory Chip to Datapad. The chip should disappear from the main inventory and appear in the "Data" section of your Datapad (Ctrl-D). You'll note that it will show in your Datapad as a 'chip' item with "Burnt chip..." and the command programmed to it.
- Call droid (if not called already) and use the "Droid Options" radial menuselectionto get to "Open Droid's Datapad".
Note: If you're using a Flight Computer, just 'use' it to open it as you might a backpack. - Drag-and-drop the burned chip(s) from the"Data" section of your Datapad (Ctrl-D) over to the open droid datapad or Flight Computer window (just as you would when moving items from one backpack to another).
- If you've associated that particular droid/flight computer with your ship (done via the Manage area when using a Starship Terminal), you'll have access to the program(s) loaded into it when you get into space. Once you're in space, the command will be listed in the 'Astromech' page of your CTRL-A abilities window. It will work like other commands; either via the toolbar or as a /command.
Some pointers that might help illuminate...
- A programmed chip can be traded as freely and without restriction as other tangible items like food, weapons, etc.
- The ability to program chips with various capabilities remains with the people that have the knowledge of that program (via a skill-granted ability).
- You're 'associating' the droid with the ship by loading it onto your ship. However, you will still need to have some level of "Droid Interface" installed on your ship for the droid's features to be used.
- An 'associated' droid will remain in your Datapad, just like it would be any other day of the week. The "Manage" ship-component UI simply 'links' that droid or Flight Computer to a ship's power control systems when you launch.
- Whenever you are walking around on the ground, the droid is still with you...the same as it's always been (without you having to 'unload it' from the ship). When you launch into space, using a ship its 'associated' with, it will be in the astromech socket on the ship.You should then have access to whatever programs are loaded into its datapad.
Droid Pilot Skills/Commands (Freelance, Imperial, Rebel):
- Basic Pilot (Novice):
- Droid Program: Mute Droid/Flight Computer - "Toggles on and off the flight droid or flight computer's auditory feedback mode, giving the pilot some control over how talkative and responsive they are."
- Level One Astromech Certification: "Level One Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers)to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."
- Droid Interface Basics (Tier 1):
- Droid Program:
- Reactor Overload 1- "Reactor to generate more energy, at the cost of over-stressing it."
- Reactor Stabilization - "Reset reactor back to default settings."
- Level Two Astromech Certification: "Level Two Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."
- Droid Program:
- Reactor Engineering Algorithms (Tier 2):
- Droid Program:Reactor Overload 2- "Reactor to generate more energy, at the cost of over-stressing it."
- Level Three Astromech Certification: "Level Three Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."
- System Balance Programming (Tier 3):
- Droid Program:Reactor Overload 3- "Reactor to generate more energy, at the cost of over-stressing it."
- Level Four Astromech Certification: "Level Four Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."
- Droid Intelligence Theory (Tier 4):
- Droid Program:Reactor Overload 4- "Reactor to generate more energy, at the cost of over-stressing it."
- Level Five Astromech Certification: "Level Five Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers)to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."
- Flight Artistry (Master):
- Level Six Astromech Certification: "Level Six Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."
Imperial (Empire) Navy Pilot:
- Imperial Pilot Initiate (Novice):
- Droid Program: Mute Droid/Flight Computer - "Toggles on and off the flight droid or flight computer's auditory feedback mode, giving the pilot some control over how talkative and responsive they are."
- Level One Astromech Certification: "Level One Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers)to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."
- Astromech Management I: Droid Interface(Tier 1):
- Droid Program:
- Engine Overload - One: "Makes engines provide more thrust, but is rather wasteful in energy."
- Engine Stabilization: "Engine settings to their defaults."
- Engine Tuning - One: "Engines consume less power, at the cost of a bit less thrust."
- Weapon Normalization: "Reset the weapon power to defaults."
- Weapon Overload - One: "Increase weapon performance, at the cost of efficiency and possible system stress."
- Weapon Tuning - One: "Re-tune the weapons to use less power, at the cost of performance."
- Level Two Astromech Certification: "Level Two Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."
- Droid Program:
- Astromech Management II: Reactor Engineering (Tier 2):
- Droid Program:
- Engine Overload - Two: "Makes engines provide more thrust, but is rather wasteful in energy."
- Engine Tuning - Two: "Engines consume less power, at the cost of a bit less thrust."
- Weapon Overload - Two: "Increase weapon performance, at the cost of efficiency and possible system stress."
- Weapon Tuning - Two: "Re-tune the weapons to use less power, at the cost of performance."
- Level Three Astromech Certification: "Level Three Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."
- Droid Program:
- Astromech Management III: System Balance (Tier 3):
- Droid Program:
- Engine Overload - Three: "Makes engines provide more thrust, but is rather wasteful in energy."
- Engine Tuning - Three: "Engines consume less power, at the cost of a bit less thrust."
- Weapon Overload - Three: "Increase weapon performance, at the cost of efficiency and possible system stress."
- Weapon Tuning - Three: "Re-tune the weapons to use less power, at the cost of performance."
- LevelFour Astromech Certification: "Level Four Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."
- Droid Program:
- Astromech Management IV: Droid Intelligence (Tier 4):
- Droid Program:
- Engine Overload - Four: "Makes engines provide more thrust, but is rather wasteful in energy."
- Engine Tuning - Four: "Engines consume less power, at the cost of a bit less thrust."
- Weapon Overload - Four: "Increase weapon performance, at the cost of efficiency and possible system stress."
- Weapon Tuning - Four: "Re-tune the weapons to use less power, at the cost of performance."
- Level Five Astromech Certification: "Level Five Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."
- Droid Program:
- Imperial Pilot Ace (Master):
- Level Six Astromech Certification: "Level Six Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."
Alliance (Rebel) Starfighter Pilot:
- Alliance Starfighter Trainee (Novice):
- Droid Program: Mute Droid/Flight Computer - "Toggles on and off the flight droid or flight computer's auditory feedback mode, giving the pilot some control over how talkative and responsive they are."
- Level One Astromech Certification: "Level One Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."
- Droid Interface Basics (Tier 1):
- Droid Program:
- Shield Front Adjust - Light: "Changes the shield generators to generate stronger front shields than rear."
- Shield Front Reinforcement - Light: "Divert some of the stored charge from rear shields to front."
- Shield Rear Adjust - Light: "Changes the shield generators to generate stronger rear shields than front."
- Shield Rear Reinforcement - Light: "Divert some of the stored charge from front shields to rear."
- Shields Normalization: "Resets shields back to their defaults."
- Level Two Astromech Certification: "Level Two Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."
- Droid Program:
- Reactor Engineering Algorithms (Tier 2):
- Droid Program:
- Shield Front Adjust - Moderate: "Changes the shield generators to generate stronger front shields than rear."
- Shield Front Reinforcement - Moderate: "Divert some of the stored charge from rear shields to front."
- Shield Rear Adjust - Moderate: "Changes the shield generators to generate stronger rear shields than front."
- Shield Rear Reinforcement - Moderate: "Divert some of the stored charge from front shields to rear."
- Level Three Astromech Certification: "Level Three Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."
- Droid Program:
- System Balance Programming (Tier 3):
- Droid Program:
- Shield Front Adjust - Heavy: "Changes the shield generators to generate stronger front shields than rear."
- Shield Front Reinforcement - Heavy: "Divert some of the stored charge from rear shields to front."
- Shield Rear Adjust - Heavy: "Changes the shield generators to generate stronger rear shields than front."
- Shield Rear Reinforcement - Heavy: "Divert some of the stored charge from front shields to rear."
- Level Four Astromech Certification: "Level Four Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."
- Droid Program:
- Droid Intelligence Theory (Tier 4):
- Droid Program:
- Shield Front Adjust - Extreme: "Changes the shield generators to generate stronger front shields than rear."
- Shield Front Reinforcement - Extreme: "Divert some of the stored charge from rear shields to front."
- Shield Rear Adjust - Extreme: "Changes the shield generators to generate stronger rear shields than front."
- Shield Rear Reinforcement - Extreme: "Divert some of the stored charge from front shields to rear."
- Level Five Astromech Certification: "Level Five Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."
- Droid Program:
- Rebel Alliance Master Pilot (Master):
- Level Six Astromech Certification: "Level Six Flight-rated Astromech or Flight Computer Management Certification. This allows you to use the memory core on astromechs (or flight computers) to interface to a starship's systems and run starship control programs to manage power allocation and other starship functions."
- Unprogrammed Droid Command Modules (Complexity -22): Available at Novice DE
- Module Frame (Copper): 16
- Contaminent Neutralization Medium (Inert Gas): 10
- Thermal Shielding (Extrusive Ore): 8
- Circuit Mounting Unit (Fiberplast): 6
- Memory Circuit (Electronics Memory Module): 1
- Ship Component Crafting Module(Complexity -28): Availalbe at Master Droid Engineer
- Module Frame (Aluminum): 30
- Data Storage Matrix (Inert Gas): 15
- Crafting Tools (Metal): 40
- Experimental Durability:
- Decay Rate: Shock Resistance -50% / Unit Toughness - 50%
- Experimental Effectiveness:
- Mechanism Quality: Conductivity - 50% / Overall Quality - 50%
- Mechanism Quality: Conductivity - 50% / Overall Quality - 50%
- Flight Computers:
- "v1 Flight Computer" (Complexity -15): Available at Novice DE
- Primary Frame (Metal): 20
- Body Shell (Chemical): 15
- Droid Brain (Metal): 12
- Engine Unit (Metal): 15
- Sensor Suite (Metal): 6
- "v2 Flight Computer" (Complexity -17): Available at Intermediate Droid Blueprints (tier 1)
- Primary Frame (Metal): 25
- Body Shell (Chemical): 20
- Droid Brain (Metal): 17
- Engine Unit (Metal): 20
- Sensor Suite (Metal): 11
- "v3 Flight Computer" (Complexity -19): Available at Advanced Droid Blueprints (tier 2)
- Primary Frame (Metal): 30
- Body Shell (Chemical): 25
- Droid Brain (Metal): 22
- Engine Unit (Metal): 25
- Sensor Suite (Metal): 16
- "v4 Flight Computer" (Complexity -21): Available at Expert Droid Blueprints (tier 3)
- Primary Frame (Metal): 35
- Body Shell (Chemical): 30
- Droid Brain (Metal): 27
- Engine Unit (Metal): 30
- Sensor Suite (Metal): 21
- "v5 Flight Computer" (Complexity -23): Available at Master Droid Blueprints (tier 4)
- Primary Frame (Metal): 40
- Body Shell (Chemical): 35
- Droid Brain (Metal): 32
- Engine Unit (Metal): 35
- Sensor Suite (Metal): 26
- "v6 Flight Computer" (Complexity -25): Available at Master Droid Engineer
- Primary Frame (Metal): 45
- Body Shell (Chemical): 40
- Droid Brain (Metal): 37
- Engine Unit (Metal): 40
- Sensor Suite (Metal): 31
- "v1 Flight Computer" (Complexity -15): Available at Novice DE
- Droid Data Storage Modules:
- "Droid Data Storage Level 1"
- "Droid Data Storage Level 2"
- "Droid Data Storage Level 3"
- "Droid Data Storage Level 4"
- "Droid Data Storage Level 5"
- "Droid Data Storage Level 6"
Droid Module Level - Ratings table (for # of items stored)
Note: Multiple lower-level Droid Data Modules can be 'stacked' to attain a higher number additively
(i.e. 2 Droid Data Storage Module 4's would 'stack' to give the benefits of 1 Droid Data Storage
Module 6).
Level Module Rating Data Storage (#)
1 1 - 3 20
2 3 - 5 40
3 5 - 7 70
4 7 - 9 110
5 9 - 11 125
6 11 - 13 150
- Ship-related Droid Components:
Note: The "Droid Interface" component is the 'gate-keeper' to droid-ship association. Without a droid interface component installed in a ship, you cannot associate any droid (or flight computer, depending on what the ship will accept) with that vessel.
Shipwright: - Novice Shipwright:
- Component Analysis Tool: "This tool is used by Reverse Engineers to analyze starthip components. All looted ship components have a reverse engineering level -- placing that number of identical components in this tool, then using that tool, will result in the creation of a starship component superior in quality to the ones consumed in the process."
- Droid Interface Repair Kit: "Droid Interface Repair Kit
- Mark I Droid Interface: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade increases the command speed of the interface, but also increases the energy maintenance."
- Core Systems I: Basic Systems
- Droid Brain Upgrade - Mark I: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade increases the command speed of the interface, but also increases the energy maintenance."
- Maintenance Reduction Kit - Mark I: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade will bring the energy maintenance of the interface down but will also negatively impact the droid command speed."
- Mark II Droid Interface: "Mark II Droid Interface"
- Core Systems II: Intermediate Ship Devices
- Droid Brain Upgrade - Mark II: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade increases the command speed of the interface, but also increases the energy maintenance."
- Maintenance Reduction Kit - Mark II: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade will bring the energy maintenance of the interface down but will also negatively impact the droid command speed."
- Mark III Droid Interface: "Mark III Droid Interface"
- Core Systems III:Heavy Internal Systems
- Droid Brain Upgrade - Mark III: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade increases the command speed of the interface, but also increases the energy maintenance."
- Maintenance Reduction Kit - Mark III: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade will bring the energy maintenance of the interface down but will also negatively impact the droid command speed."
- Mark IV Droid Interface: "Mark IV Droid Interface"
- Core Systems IV:Advanced Assembly
- Droid Brain Upgrade - Mark IV: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade increases the command speed of the interface, but also increases the energy maintenance."
- Maintenance Reduction Kit - Mark IV: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade will bring the energy maintenance of the interface down but will also negatively impact the droid command speed."
- MarkV Droid Interface: "MarkV Droid Interface"
- Master Shipwright:
- Droid Brain Upgrade - Mark V: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade increases the command speed of the interface, but also increases the energy maintenance."
- Maintenance Reduction Kit - Mark V: "This is a component used in the manufacturing of starfighter droid interfaces. This upgrade will bring the energy maintenance of the interface down but will also negatively impact the droid command speed."
also ask anything about JTL here, I will answer you as good as I can ![]()
If only the SWG Manuals were as good. (Maybe you should work for them!)
I'm not planning on being a SW, but having the info is sweet and going to greatly assist in all-things ship related. [now to find time to read it all...]