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Ground Facilities


Damaged facilities of any type yield 1/2 profit lightly damaged, 1/3 profit moderately damaged, and no profit severely damaged.


Credits

Facilities

Perception Check
900 Anti-Personnel Battery  
1080 Laser Battery  
1680 Ion Battery  
1860 Turbolaser Battery  
1860 Warhead Launcher  
2000 Communications Dish  
2000+ Weapons Factory  
2400 Barracks  
2000 Power Generator  
3000 Outpost  
3000+ Armor Factory  
3000+ Droid Factory  
3000+ Military Academy  
3000+ Vehicle Factory  
3000+ Starfighter Factory  
5000 10000 15000 Shield Generators  
4500 Maintenance Facility  
4500 Hydroponic Farm Moderate:100
3000 Planetary Ion Cannon  
5500 Restaurant Difficult: 200
4500 Cantina Moderate: 100
5000 Command Center  
6000 Mine Difficult: 200
10000 Spice Mine Difficult: 250
13000 Casino Difficult: 250
10000 Jedi/Sith Temple  

 

Command Center

5000 Credits

A command center is a base of operations, a fortified building from which a military base or other operation can be administered and defended.

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  • Hull: 1000 RU

  • Extends NPC Max: Allows 5 additional

  • Includes two laser batteries

  • No power requirement (internal generator)

  • +5% to the actions of all allies on planet.

 


 

Maintenace Facility

4500 Credits

 

Maintenance facilities are buildings where techs maintain and repair vehicles, starfighters, and light freighters.

 

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  • Hull: 750 RU

  • Power: -2

  • Vehicles, starfighters, and freighters at facility are repaired at +10 a day in addition to droids and natural rate.

  • Reduces purchase price and upgrade costs of speeders, vehicles, fighters, and frieghtors/light starships by 10%

 


 

Outpost

3000 Credits

 

Some operations are small enough that they don't warrant a full blown command center, but they still require some administration. In these cases smaller command centers, outposts, are often constructed.

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  • Hull: 500 RU

  • Extends NPC Max: Allows 3 additional

  • No power requirement (internal generator)

  • +5% to the actions of all allies on planet.

 


 

Power Generator

2000 Credits

 

Most structures require a power supply. Power generators provide that power.

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  • Hull: 450 RU

  • Power: +4

  • Powers other facilities

 


 

Communications Dish

2000 Credits

 

Powerful communications equipment such as dishes enable communication for incredible distances.

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  • Hull: 650 RU

  • Power: -2

  • Allows communication between sectors for owner and authorized users

 


 

Barracks

2400 Credits

 

Troops need bunks to sleep in and barracks provide them.

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  • Hull: 650 RU

  • Extends NPC Max: Allows 5 additional

  • Power: -1

  • Halves the maintenance cost of up to 5 Standard NPCs

 


 

Shield Generators I, II, III

5000, 10000, 15000 Credits

A shield generator provides base shielding (Multiple generators may shield the same area)

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  • Hull: 500, 750, 1000 RU

  • Power: -4, -8, -12

  • SBD: 1000, 2000, 3000

 


 

Laser Battery

1080 Credits

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  • Hull: 150 RU

  • Power: -1

  • 3 Laser Cannons

 


 

Turbolaser Battery

1860 Credits

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  • Hull: 250 RU

  • Power: -1

  • 3 Turbolasers

 


 

Ion Battery

1680 Credits

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  • Hull: 250 RU

  • Power: -1

  • 3 Ion Cannons

 


 

Warhead Launcher

1860 Credits

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  • Hull: 350 RU

  • Power: -1

  • 3 Warhead Launchers

 


 

Anti-Personnel Battery

900 Credits

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  • Hull: 150 RU

  • Power: -1

  • 3 Anti-Personnel Lasers

 


 

Cantina

4500 Credits

Requires Roleplay to Purchase and Gaming Bargain Check: Moderate (100)

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  • Hull: 500 RU

  • Max Purchasable: 3 per sector

  • Yields -100 to 500 credits a week

 


 

Hydroponic Farm

4500 Credits

Requires Roleplay to Purchase and Gaming Bargain Check: Moderate (100)

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  • Hull: 200 RU

  • Max Purchasable: 3 per sector

  • Yields -150 to 700 credits a week

 


 

Restaurant

5500 Credits

Requires Roleplay to Purchase and Gaming Bargain Check: Difficult (200)

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  • Hull: 650 RU

  • Max Purchasable: 3 per sector

  • Yields -150 to 800 credits a week

 


 

Mine

6000 Credits

Requires Roleplay to Purchase and Gaming Bargain Check: Difficult (200)

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  • Hull: 500 RU

  • Max Purchasable: 3 per sector

When a mine is purchased its type will be randomly determined. The type of ore determines the profitability of the mine.

 

1-20

Vintrium

-350 to 1000 credits

This fairly common ore was used in a number of modern applications.
21-40 Meleenium -300 to 1250 credits
Meleenium is the primary component of durasteel.
41-55 Chromium -250 to 1500 credits
This metal was rumored to be found in great quantities on Aduba-3, but the rumor was proved false. Nevertheless, chromium was one of the primary metals used in the creation of droid plating, which had to be as light as possible, yet provide modest durability.
56-65 Ditanium -200 to 1750 credits
A natural element used in the armor-like plating that covers military buildings.
66-75 Ethromite -150 to 2000 credits
This is one of the minerals used to create fusion reactions in starship power generators.
76-80 Bronzium -100 to 2250 credits
This metal was quite dense, and was often used in the creation of structures where radiation might be a threat. One of is most prominent uses was in the case-hardened bulbs which held the reactor core of the Trade Federation's droidekas. It also found use in the creation of cast sculptures and busts.
81-85 Quadranium -50 to 2500 credits
This incredbily strong and durable element was used in the manufacture of starship fuel tanks.
86-90 Zersium  -0 to 2750 credits
An element used in the formation of dura-armor and durasteel. Strephan I'att and Daye Azur-Jamin discovered that zersium flecks, imbedded in the black body glove worn by stormtroopers, helped amplify the energy dissipation field they created for I'att Armaments. It also provided additional insulation and helped reduce thermal discomfort when the field absorbed a blaster bolt.
91-95 Electrum 50 to 3000 credits
This was one of the most precious of precious metals, often mined on worlds like Abregado-rae.
96-100 Mandalorian Iron 100 to 3500 credits
A metal that is virtually indestructible, even to a lightsaber blade. Jedi Master Arca hid Freedon Nadd's Sith artifacts in a storehouse built from Mandalorian Iron in an effort to seal it forever, but Exar Kun used the Dark Side of The Force to penetrate it.

 

 


 

Military Academy

3000 Credits + 2 times the type of npc's initial cost

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Normally when Imperials or New Republic officers are assigned a stormtrooper or rebel soldier and they die the officer must pay the initial cost of that trooper to replace him or wait until his/her next promotion.

  • Hull: 650 RU

  • Power: -2

  • Max Purchasable: 3 per sector

  • When purchased a specific Imperial or Rebel npc must be specified such as stormtrooper or pilot.

  • Allows the replacement of npc troops without payment of initial cost.

 


 

Weapons Factory

2000 Credits + 4 times the cost of the weapon

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  • Types of weapons factories not available: Adventurer Rifle, Bowcaster, Senate Guard Rifle, Sonic Blaster, Dagger Combat Pistol, ELG-3a Blaster Pistol, Westar 34 Blaster Pistol, Security S-5 Blaster Pistol, Gaffi Stick, Blastsword, Thermal Detonator.

  • Hull: 650 RU

  • Power: -2

  • Max Purchasable: 3 per sector

  • Only one type of weapon may be manufactured at a weapons factory such as DL-44 Blaster Pistols or E-11 Blaster Rifles.

  • Produces -150 to 450 credits

  • Reduces cost of a specific weapon by 20% for the factory owner.

  • Circumvents perception checks for that item.

 


 

Starfighter Factory

3000 Credits + 2 times the cost of the weapon

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  • Produces -200 to 750 credits

  • Reduces cost of a specific starfighter by 20% for the factory owner.

  • Circumvents perception checks for that item.

  • Hull: 650 RU

  • Power: -2

  • Max Purchasable: 3 per sector

  • Only one type of starfighter may be manufactured at a starfighter factory such as X-Wings or A-Wings.

 


 

Droid Factory

3000 Credits + 3 times the cost of the droid

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  • Produces -150 to 450 credits

  • Reduces cost of a specific droid by 20% for the factory owner.

  • Circumvents perception checks for that item.

  • Types of droid factories not available: Waiter Droid, Mining Droid, Farming Droid, Assasin Droid

  • Hull: 650 RU

  • Power: -2

  • Max Purchasable: 3 per sector

  • Only one type of droid may be manufactured at a Droid Factory such as an Astromech or Pit Droid.

 


 

Armor Factory

3000 Credits + 2 times the cost of the armor

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  • Produces -150 to 450 credits

  • Reduces cost of a specific armor by 20% for the factory owner.

  • Circumvents perception checks for that item.

  • Types of armor not available: Microbe, Mandalorian, Orbalisk

  • Hull: 650 RU

  • Power: -2

  • Max Purchasable: 3 per sector

  • Only one type of armor may be manufactured at an armor factory such as Armorply.

 


 

Vehicle Factory

3000 Credits + 2 times the cost of the vehicle

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  • Produces -150 to 450 credits

  • Reduces cost of a specific vehicle by 20% for the factory owner.

  • Circumvents perception checks for that item.

  • Types of vehicles not available: AT-AT, Ewok Glider, XP-2000 speeder, XR-10 Speeder

  • Hull: 650 RU

  • Power: -2

  • Max Purchasable: 3 per sector

  • Only one type of vehicle may be manufactured at a vehicle factory.

 

Jedi/Sith Temple

Temples are large study complexes devoted to learning and teaching the ways of the Force. A temple can only be built by a Master level Force User and it provides a +5% bonus to learn and use Force powers for those authorized to use it.

10000 Credits, Rp required, Available to Force Masters only

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  • Hull: 1000RU

  • Power: internal

  • +5% to learn or use force powers

 

Spice Mine

10000 Credits

Requires Roleplay to Purchase and Perception Check: Difficult (250)

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  • Hull: 500 RU

  • Max Purchasable: 1 per sector

The owner of a Spice Mine has an automatic bounty of 5,000 credits per mine placed on his head.
The owner of a Spice Mine may automatically buy that type of spice at the 200 PER check price with no check required.

When a spice mine is purchased its type will be randomly determined. The type of spice determines the profitability of the mine.

 

1-40

Andris

-250 to 1250 credits

41-70 Ryll -100 to 2000 credits
71-90 Carsunum 0 to 2750 credits
91-100 Glitterstim 100 to 3500 credits

 

 

Casino

13000 Credits, Rp required, Perception Check of 250

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  • Hull: 750ru

  • Max 1 per sector

  • -500 to 2500 weekly yield

 

Planetary Ion Cannon

3000 Credits

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A large and powerful ion cannon similar to the one used on Hoth.

  • Hull: 500ru

  • -2 Power

  • 30% chance to disable one system for the remainder of a battle