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Space Platforms


Platforms may be upgraded as starships.

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
1500 Comm Relay  
1500 Sensor Array  
2800 Turbolaser Battery  
3000 Asteroid Mining Unit Moderate: 100
3600 Warhead Platform  
4000 Processing Plant Moderate: 100
5000+ Shipyard  
10000 Deep Space Manufacturing Facility Difficult: 200
10000 Space Colony Difficult: 200
15000 Industrial Complex Difficult: 200
15000 Space Colony II Difficult: 200
20000 Space Colony III Very Difficult: 250
27000 Luxury Resort Station Very Difficult: 250
36000 Asteroid Hangar  
36000 Platform XQ1  

 

Asteroid Mining Unit

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

3000 Credits

Mining utility designed to extract minerals from asteroids and propel the material out away from the hazardous interior of an asteroid belt.

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Hull: 60 RU

Shield: 960 SBD

Max purchasable is 4 per sector

 

1-20

Quadrillium

-100 to 300 credits

This mineral is found in abundance in many asteroids, including the Tava Yagen field.
21-40 Larmalstone -50 to 400 credits
This milky, nonfabricant stone was quarried in the Roche Asteroid Field. It was used in the making of tiles and other flooring materials
41-55 Derillium 0 to 500 credits
A mineral mined at the Arah asteroid mines.
56-65 Hfredium 50 to 600 credits
One of the primary metals mined on Nkllon by the Nomad City Mining Company. Hfredium could also be found in certain asteroid belts, such as Tava Yagen.
66-75 Doonium 100 to 700 credits
A heavy metal used by the Empire in most of the construction of its war machines, doonium was mined from asteroids and other small planetoids by a variety of corporations. During the last decades of the Old Republic, the planet Atraken was also a source, but the ravages of the Clone Wars precluded any form of mining operation there. The mining and export of doonium was carefully monitored by the Mining Guild, due to the metal's value throughout the galaxy.
76-80 Durelium 150 to 800 credits
This ore, found in the Mestra and Tava Yagen asteroid fields, is an essential material used in the construction of hyperdrives.
81-85 Turminum 200 to 900 credits
This ore was mined from the asteroids of the Thrugii Belt, located around the star Sokor.
86-90 Oridium  250 to 1000 credits
A mineral mined in the Arah asteroid plant.
91-95 Lowickan Firegems 350 to 1250 credits
The mining, sale, and distribution of these precious minerals was monopolized by the Empire, following the blockade of the Pa'Lowick System. They were known to be found in only one place: the Lowick Asteroid Belt, near the planet Kessel. How or why these unusual gems form is unknown, but they are usually deep red in color and seem to glow from within. The molecular structure of the firegem vibrates constantly, creating a heat source that makes the gems feel warm to the touch. Criminal and terrorist organizations discovered that the vibration of the firegem has an adverse reaction when placed near a hyperdrive reactor, causing the reactor to explode when the ship enters hyperspace. For this reason, they were outlawed during the Old Republic as well as the New Order.
96-100 Life Crystals 500 to 1500 credits
The chief export of the Rafa System, the life crystal is a gem which has strange and wonderful properties. It has the ability to alter a human's normal life expectancy, sometimes multiplying it fourfold. A life crystal can also affect the holders dreams, and has been known to cure certain mental conditions. They are grown only on 11 planets and a few asteroids, all of which have environments which duplicate that of the Rafa System where the crystals originated. T. Lund Phuna wears a small life crystal around his neck. The true purpose of the life crystals was revealed when Lando Calrissian, Vuffi Raa, and Mohs discovered the Mindharp. When they learned of the incredible ruse maintained by the Sharu race, they learned that the life crystals were really a device used by the Sharu to collect the intelligence and knowledge from all subsequent generations of Sharu, keeping them effectively hidden from the threat they perceived so many eons ago. The life crystals drained the energy from the Sharu as well, adding to the image of a simple, old Toka and maintaining the Sharu deception. The reason life crystals don't have the same effect on off-worlders is that the life crystals are too far from the Sharu computer banks. Without the close linkage, the life crystal absorbs the intelligence and life energy from those near the crystal's holder, channeling it into the holder.

 

 


 

Deep Space Manufacturing Facility

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

10000 Credits

Standard modular design for manufacturing facilities in deep space. Typically used to produce high value products like specialized crystals.

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Hull: 1520 RU

Shield: 1920 SBD

Yields -375 to 2000 credits a week

Max purchasable is 2 per sector

 


 

Processing Plant

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

4000 Credits

Typical structure used for the processing of minerals extracted from asteroids. Often found near asteroid fields and mineral-rich moons.

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Hull: 368 RU

Shield: 640 SBD

Increases max output of Asteroid Mining Units permitted to use it by 100 in a sector

Max purchasable is 1 per sector

 


 

Industrial Complex

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

15000 Credits

One of the many types of manufacturing facilities found throughout the galaxy.

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Hull: 800 RU

Shield: 864 SBD

Yields -625 to 3000 a week

Max purchasable is 2 per sector

 


 

Sensor Array

1500 Credits

Common sector scanning unit and relay system.

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Hull: 150 RU

Shield: 300 SBD

Allows Owner to observe ships within, entering, or leaving the sector

Grants a +5% to hit for allied forces in space combat

Allows friendly units to retreat before battle, thus avoiding the 1 round retreat in generations

 


 

Comm Relay

1500 Credits

Common deep space communications relay station.

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Hull: 150 RU

Shield: 300 SBD

Allows communication between sectors for owner and authorized users

 


 

Asteroid Hangar

36000 Credits

Orbital base. An unusual and clever conversion of dormant or abandoned asteroid mines.

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Hull: 2272 RU

Shield: 2560 SBD

Squadron Capacity: 1

Monthly Crew Cost: 3500

Max purchasable is 2 per sector

 


 

Luxury Resort Station

Requires Roleplay to Purchase and Gaming Bargain Check: Very Difficult (250)

27000 Credits

Exclusive luxury pleasure resort these casinos are known for their variety of gambling facilities and parties.

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Hull: 1360 RU

Shield: 1600 SBD

Yields -1000 to 5000 credits a week

Max purchasable is 2 per sector

 


 

Space Colony

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

10000 Credits

This was the most common colony station until later models included improvements such as extended medical facilities and increased supply caches.

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Hull: 752 RU

Shield: 1280 SBD

Yields -250 to 2000 Credits a week

Max purchasable is 2 per sector

2 Facility Slots: 3000 credits to install a facility. Mines and such cannot be installed. No Power Generators Required.

 


 

Space Colony II

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

15000 Credits

An advancement over the SC/1 station. Medical facilities and expanded repair bays make this a desirable place to call home.

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Hull: 752 RU

Shield: 1120 SBD

Yields -350 to 2500 Credits a week

Functions as a Medical Droid for those onboard and halves repair time for docked ships

Max purchasable is 2 per sector

3 Facility Slots: 3000 credits to install a facility. Mines and such cannot be installed. No Power Generators Required.

 


 

Space Colony III

Requires Roleplay to Purchase and Gaming Bargain Check: Very Difficult (250)

20000 Credits

Becoming more popular throughout the galaxy, this colony station traded extended repair facilities for improved living quarters and entertainment facilities.

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Hull: 1056 RU

Shield: 1120 SBD

Yields -750 to 3750 Credits a week

Max purchasable is 2 per sector

4 Facility Slots: 3000 credits to install a facility. Mines and such cannot be installed. No Power Generators Required.

 


 

Platform XQ1

36000 Credits

Favorite advanced outpost of the Imperial Navy. One can be constructed within a matter of weeks.

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Hull: 1215 RU

Shield: 2560 SBD

Weapons: 10 Turbolasers

Capacity for 3 Starfighter Squadrons

Monthly Crew Cost: 4750

 


 

Turbolaser Battery

2800 Credits

Weapon platform. Turbolaser emplacement on a small asteroid. Typically used around mining outposts for defensive purposes.

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Hull: 95 RU

Shield: 200 SBD

Weapons: 5 Turbolasers

Monthly Crew Cost: 75 Credits

 


 

Warhead Platform

3600 Credits

Weapon platform. Warhead launcher emplacement on a small asteroid. Typically used around mining outposts for defensive purposes.

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Hull: 95 RU

Shield: 200 SBD

Weapons: 5 Warhead Launchers

Monthly Crew Cost: 100 Credits

 


 

Shipyard

5000 Credits + the starship cost

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  • Produces -300 to 950 credits

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

  • Circumvents perception checks for that item.

  • Types of starship shipyards not available: Luxury Liner

  • Hull: 650 RU

  • Max Purchasable: 3 per sector

  • Only one type of starship may be manufactured at a shipyard such as YT-1300s or Nebulon B cruisers.