Star Wars Technology Frequently Asked Questions List Version
3.0
This is a compilation of the explanations of Star Wars technology
provided by West End Games (makers of Star Wars: The Roleplaying Game 2nd
Edition, Revised and Expanded), Bantam and Del Ray's Star Wars
publications, and Dark Horse Comics Star Wars graphic novels and comic
books. All passages are direct quotes from said publications, and as
such are property of their respective publishers and/or Lucasfilm,
Limited. Almost all grammatical and spelling errors are probably theirs.
This FAQ started back in the fall of 1995 or the winter of 1996
on the newsgroup rec.arts.sf.starwars.misc, as a reply to the Star Trek
Technical Manual. Trek and Wars fans often debated Star Wars vs. Star
Trek. The Trek Tech Manual gave them an advantage, since they could
look in one place for fairly consistent technical information.
Responding to the claim that Star Wars blasters were lasers of
the kind used on Earth today, I printed the lowdown on blasters from
Cracken's Rebel Field Guide (the first bit of info in the FAQ proper).
From there, I decided to keep it on file, and add to it as I found
descriptions of other technical aspects of the Star Wars universe...
thus was born the FAQ.
NOTE: This isn't done in the traditional FAQ format, but I'm not going down
this list and putting "What is hyperdrive?", so please don't complain.
This FAQ is maintained by Eric Lee Cline (elclin0@mik.uky.edu, elclin0@
pop.uky.edu, elclin0@sac.uky.edu). It was last updated on 02/24/97.
Table of Contents
A Note on the Canon, Spoilers, and Errors
1. Abbreviations
2. Blasters
-Cracken's Rebel Field Guide, 1st edition
-The Star Wars Sourcebook, 2nd edition
-The Black Fleet Crisis, Book 3: Tyrant's Test
-Dark Force Rising Sourcebook
3. Proton Torpedoes and Concussion Missiles
-The Star Wars Sourcebook, 2nd edition
4. Ion Cannons
-The Star Wars Sourcebook, 2nd edition
-Star Wars: The Roleplaying Game, 2nd edition
-The Last Command, Book Three of the Star Wars Cycle
-Dark Force Rising Sourcebook
5. Shields
-The Star Wars Sourcebook, 2nd edition
-The Last Command, Book Three of the Star Wars Cycle
-Dark Force Rising Sourcebook
6. Sensors
-The Star Wars Sourcebook, 2nd edition
7. Sublight
-Star Wars: The Roleplaying Game, 2nd edition
-The Star Wars Sourcebook, 2nd edition
-Star Wars: The Roleplaying Game, 2nd edition,
Revised and Expanded
-Han Solo and the Corporate Sector Sourcebook
8. Hyperdrives
-The Star Wars Sourcebook, 2nd edition
-Star Wars: The Roleplaying Game, 2nd edition,
Revised and Expanded
-Star Wars: The Essential Guide to Vehicles and
Vessels
-The Black Fleet Crisis, Book 3: Tyrant's Test
-The Last Command, Book Three of the Star Wars Cycle
9. Cloaking Devices
-The Star Wars Sourcebook, 2nd edition
-The Last Command Sourcebook
10. Repulsorlift
-The Star Wars Sourcebook, 2nd edition
-Star Wars: The Roleplaying Game, 2nd edition,
Revised and Expanded
-Star Wars: The Essential Guide to Vehicles and
Vessels
11. Communications
-Star Wars: The Roleplaying Game, 2nd edition,
Revised and Expanded
-The Black Fleet Crisis, Book 3: Tyrant's Test
-The Last Command, Book Three of the Star Wars Cycle
12. Computers
-Cracken's Rebel Field Guide, 1st edition
-Tales of the Bounty Hunters
-Galaxy Guide 9: Fragments from the Rim
13. The Size of the Galaxy
-Tales of the Bounty Hunters
14. Lightsabers
-Tales of the Jedi Companion
15. Pre-modern Technology
-Tales of the Jedi Companion
16. Cloning
-The Last Command, Book Three of the Star Wars Cycle
17. Holograms
-The Last Command, Book Three of the Star Wars Cycle
-Galaxy Guide 10: Bounty Hunters
18. Thermal Detonators
-The Last Command Sourcebook
19. Cyborging
-Cracken's Rebel Field Guide, 1st edition
20. Other
-Han Solo and the Corporate Sector Sourcebook
Revision History
A Note on the Canon, Spoliers, and Errors
CANON
Many debates have broken out over what is and is not canon
(i.e., official) in the Star Wars universe. The only definite fact
is that the movies are the essential canon of this universe, and are
the FINAL word on anything. My view on the rest of the Star Wars
material is thus: Everything in the following list marked CANON is
canon where it does not contradict the films, but the ones on the
NON-CANON list are not to be considered unless brought back into the
continuity at a later date. NOTE: These are MY views on the subject,
but feel free to ignore them.
ABSOLUTE CANON (Can be used in the FAQ)
Star Wars IV: A New Hope, Special Edition
Star Wars V: The Empire Strikes Back, Special Edition
Star Wars VI: Return of the Jedi, Special Edition
CANON (Can and will be used in the FAQ)
the Bantam/Spectra Star Wars novels
the Bantam/Spectra Young Jedi Knights series
the Bantam/Spectra Junior Jedi Knights series
the Han Solo Trilogy
the Lando Calrissian Trilogy
the Dark Horse Comics' Star Wars comics
(except where noted below)
Splinter of the Mind's Eye
West End Games Star Wars: The Roleplaying Game products
Star Wars: The Customizable Card Game
The Star Wars Encyclopedia, Second Edition
The Illustrated Star Wars Universe
The Essential Guides
CANON, SPECIAL CASE
the Ewoks made for TV movies
(generally not considered, but contain no glaring
continuity errors)
the Star Wars Technical Journals
(contains numerous inaccuracies, but will be used for
completeness' sake)
all Bantam/Spectra Star Wars children's novels
(contain several continuity errors, will not be used unless
they are the only reference for that thing)
NON-CANON
Marvel's Star Wars comics
(contain numerous errors, and though some attempt has
been made to bring them into the canon, the actual
comics cannot be considered)
Dark Horse Comic's Star Wars: Devilworlds
(not canon by their own admission)
Other Star Wars comics
The Star Wars Holiday Special
(from Lucas' own mouth)
the Droids and Ewoks cartoon series and comics
(made for children, and contain errors)
all other material not mentioned
SPOILERS
It should be noted that as this FAQ grows, some data that comes
from novels may contain spoilers, that is, relevant parts of
that novels plot. Consider yourself warned.
ERRORS
As in all large fictional creations (Star Trek in particular) inaccuracies
and continuity errors can slip in. Usually, I consider the most used
or best defined example as the correct one, but take your pick.
1. Abbreviations
West End Games Publications
SWRPG2 -Star Wars: The Roleplaying Game, 2nd edition
SWRPG2RE -Star Wars: The Roleplaying Game, 2nd edition,
Revised and Expanded
SWSB -The Star Wars Sourcebook, 2nd edition
CRFG -Cracken's Rebel Field Guide, 1st edition
GG9 -Galaxy Guide 9: Fragments from the Rim
GG10 -Galaxy Guide 10: Bounty Hunters
TOTJC -Tales of the Jedi Companion
TLCSB -The Last Command Sourcebook
DFRSB -Dark Force Rising Sourcebook
CSASB -Han Solo and the Corporate Sector Sourcebook
Del Ray Books
EGVV -Star Wars: The Essential Guide to Vehicles and
Vessels
Bantam/Spectra Books
TOTBH -Tales of the Bounty Hunters
BFC3 -The Black Fleet Crisis, Book 3: Tyrant's Test
TLC -The Last Command, Book Three of the Star Wars Cycle
2. Blasters
(CRFG, page 63)
Every blaster carries a small supply of excitable gasses which are
held in the Gas Chamber. Different gasses provide different power levels
and different colored bolts. On the DL-44, pulling the trigger opens the
Heter-Valve energy concerter valve. A small amount of gas flows into the
gas conversion enabler and is excited by the energy released from the power
pack. The excited gasses are moved to the Actuating Blaster Module and
then released as an intense beam of energy and light. The energy from the
released gas is focused, or galvenned, when it passes down the barrel of
the gun. The light is an unimportant by-product of the operation because
the energy is what gives a blaster bolt its punch.
Orveth, sig, prothium, eleton, tolium, and skevon are the six most
common gasses blasters, and normally cost 50 credits per large canister.
Other gasses, such as spin-sealed Tibanna gas from Cloud City, are just as
powerful but harder to find.
(SWSB, page 9)
While other technologies exist - nuclear warheads, particle beams,
nova generators, and other more primitive technologies - they are usually
found in common usage only in the frontier or isolated regions.
The terms "laser" and "blaster" are synonymous, except that
"blaster" usually implies a smaller, lighter weapon. Ship mounted lasers
and weapons vary greatly in power.
Heavy shipboard laser weapons require immense amounts of power to
cut through the shields and armor of large military craft and to penetrate
planetary defenses.
(BFC3, page 21)
The blaster bolt that had killed Captain Sreas had scooped out a
third of his upper chest, leaving behind a cauterized concavity into which
the burned edges of the hole in his blouse were fused.
(DFRSB, page 129)
Like all blaster technology, ship-mounted lasers fire coherent
packets of intense energy. Laser and blaster cannon are capable of
rapid fire, and are often used in conjunction with targeting and
fire control computers.
3. Proton Torpedoes and Concussion Missiles
(SWSB, page 9)
Proton torpedoes carry a proton-scattering energy warhead.
Concussion weapons (both missiles and bombs) carry an armor-piercing
warhead containing a compact energy pack. When they explode, such weapons
give off powerful concussive blasts which disrupt delicate instruments and
equipment, and cause shock and blast damage to more durable targets.
4. Ion Cannons
(SWSB, page 8)
High-energy ionized particles, when fired in sufficient strength,
can wreak havoc with the sophisticated electronics and controls of
starships.
(SWRPG2, page 110)
Shields cannot protect a ship from ion cannon damage.
(TLC, page 274)
"Fire negative ion beam," Drayson ordered. "Lowest intensity."
(DFRSB, page 129)
Ion cannons, on the other hand, do not cause direct damage. By
firing high-energy ionized particles at a target, the ion cannon wreaks
havoc on sophisticated electronics and starship control systems. The ion
cannon is meant to render an enemy ship harmless so that it can be
captured or more easily destroyed.
5. Shields
(SWRPG2RE, page 109)
Starship shields are electronic energy dampers which help defend a
ship from damage in combat.
(SWSB, page 9)
Particle shielding protects against missiles and space debris, but
it must be temporarily turned off if a vessel wished to fire missiles or
launch or retrieve shuttlecraft. Aside from these exceptions, the particle
shields are on at all times.
Ray/Energy shielding protects strictly against lasers or other
energy beams; it does not stop matter.
(TLC, page 4)
With planetary shields able to hold off all but the most massive
turbolaser and proton torpedo bombardment,...
(DFRSB, page 129)
Because ion particles do not interact with the same shield
frequency that stops laser packets, ships must either employ two types of
shields or rely on speed and manueverability to avoid ion cannon
discharges.
(DFRSB, page 111)
There are three types of shielding to protect ships and anything
else someone wants to defend.
Magnetic field shielding requires low power output and is the
weakest form of shielding available. It is most often used in space to
seal open hangar bays on space stations and capital ships. Magnetic
fields have the unique property of being able to hold the atmosphere in,
keeping space out, and allowing ships to pass through the field
unhindered.
Particle shielding can perform in two distinct modes: low power
and normal power. Normal power settings provide complete protection
from all types of matter... For a particle shield ship to fire its own
missile weapons or to lauch or receive shuttles or other vehicles ,it must
lower its shields to the low power setting. Particle shielding provides
no protection from energy weapons.
Low power settings provide much less protection to the ship, and
are used only when absolutely necessary. This setting does not have the
power to stop weapons or large space debris from damaging a ship, but it
does provide protection from very small meteorites, space dust, and even
small particles of matter. Except in combat situations or in an asteroid
belt, most ship sensors can detect any masses large enough to damage a
ship on low power setting,... the lower power setting absorbs particles
that are too small to be detected on time.
Ray shielding is a high-energy combat shield which is designed to
block and absorb blaster and turbolaser power. Ray shields do not stop
matter. Because ray shielding requires vast amounts of power, most
vessels refrain from using them prior to combat situations. Ray shields
are designed to take a greater pounding than particle shields because
they absorb rather than reflect the energy striking them.
Because of the unique nature of ion cannons,... ,they can
penetrate directly through all ray shields.
6. Sensors
(SWSB, pages 9 and 10)
Many sensors analyze a broad spectrum of data from several sensing
inputs, others focus on a particular type of energy, fields, or objects.
Sensors ranges vary from short (a few kilometers) to extremely long (up to
one million kilometers), with specialized sensors usually having greater
range. Because of size and computer limitations, smaller starfighters must
usually rely upon the broad-range sensors; larger ships have many different
specialized sensors.
Thousands of different sensors exist. Naturally, some are more
sensitive than others. None are perfect; even the best sensors can fail to
detect when they should, or can detect "ghost" images that don't really
exist. Solar radiation, hydrogen clouds, asteroids, strong gravity wells,
and other natural phenomena can interfere or even block sensors. Of
course, deliberate jamming or concealment can also hide things from
sensors. Below is a list of some of the more common sensor types.
Electro Photo Receptors (EPRs)
These are the simplest sensing devices. They combine data from
sophisticated normal light, ultraviolet (UV), and infrared (IR) telescopes
to form a composite holo or two-dimensional picture. Useful only at
shorter ranges. Most targeting sensors use EPRs.
Full-Spectrum Transceivers (FSTs)
FSTs are frequently call "universal sensors" because they use a
variety of scanners to detect all types of objects, energies and fields
- but they are not very sensitive. The size of the receptor determines
their effectiveness; receptor dishes must be quite large to detect
accurately or at long range. Most non-combat ships are equipped only
with FSTs.
Dedicated Energy Receptors (DERs)
DERs detect any electromagnetic emission within range of the sensor
array, including comlink transmissions, navigational beacons, heat, laser
light, and similar emissions. The DER's accuracy is determined by the
skill of the operator, whether person or computer: as DERs collect all
energy emissions, sorting out the important information from useless data
is crucial. A poor operator could mistakenly identify a stray cosmic ray
as a brief energy communication signal; an expert operator may filter
through a screen of static to uncover the signature of a ship trying to
sneak by. DERs are the primary passive sensor device in military sensor
arrays.
Crystal Gravfield Traps (CGTs)
These expensive sensors utilize a synthetic crystal grid to detect
gravitic fluctuations. High quality CGTs can detect and identify any
fluctuations in the gravity field for hundreds of thousands of kilometers
around. CGTs can be blocked by the presence of a mass. For example, a CGT
will strongly register a nearby planet's presence, but may miss a ship in
orbit on the other side of the planet.
Hyperwave Signal Interceptors (HSIs)
These sensors detect fluctuations in hyperspace. Whenever a ship
enters or exits hyperspace, the local hyperspace field is disturbed - the
mass and speed of the vessel determining the size of the disturbance. HSIs
cannot determine a ship's origin or destination, but they can record the
entry to or exit from hyperspace.
In addition to detecting ships moving into and out of hyperspace,
HSIs can detect and sometimes tap into hyperradio transmissions (such as
those sent by HoloNet or subspace radio). This is important since most
hyperradio communications are broadcast on very narrow bandwidths and are
normally very difficult to detect. Decoding such messages is another
matter entirely,
Life Form Indicators (LFIs)
LFIs aren't actually sensors; they are sophisticated computer
programs which examine the output of other sensors and determine if a life
form is present, and, if so, what the life form is. For example, an FST
sensor might determine that there is a mobile heat source (outputting heat
at 30 degrees Celsius) on that space ship, the source masses at 80
kilograms, the ship's atmosphere contains large amounts of sulfur and the
ship's gravity is set at .96 standard; an LFI program would examine the
data and decide that the ship probably contained a Sullustan.
The quality of a ship's LFI is determined by the sensitivity of
the ship's sensors and the intelligence of its computer.
(CSASB, page 56)
Inlcluded in the sensor array will be an extended range system
of extra-system satellites capable of detecting incoming starships
nearly a full system diameter away.
7. Sublight
(SWRPG2, page 104)
Starships move at speeds beyond belief in open space, going
thousands of kilometers per second. However, when they are near large mass
bodies, such as planets, or in areas where there is much debris, such as
asteroid belts, they must go much slower to maintain control.
(SWSB, pages 7 and 8)
Though many varieties of sublight drives exists throughout the
galaxy - solid chemical rockets, atomic drives, light sails, ramjets - by
far the most popular in the Empire is the Hoersch-Kessel ion engine.
The Hoersch-Kessel is extremely efficient and extremely powerful.
For most efficient use, the engine draws energy from power cells or
generators. However, it can be converted to draw power from uranium, heavy
metals, or virtually _any_ substance. Liquid reactants, energy conversion
cells, and even ion-collector pods are regularly employed for power.
Unlike hyperdrive engines, which move ships through hyperspace, the
H-K moves ships in realspace via a fusion reaction which breaks down fuel
into charged particles. The resulting energy hurls from the vessel,
providing thrust. The ship's direction is controlled by changing the
exhaust's direction with baffles or so-called "vectrals," or by smaller
H-K engines employed as lateral thrusters.
While the H-K's thrust is mildly radioactive and dangerous at
extremely close ranges, it is safe enough to use in an atmosphere.
(SWRPG2RE, page 116)
While starships move at relatively slow speeds in orbit, they can
achieve incredible velocities in open space. Here are some _very rough_
guidelines for sublight travel times.
Five minutes to fly from orbit to a safe hyperspace jump point.
Half an hour to fly from a planet to one of its moons.
Two to six hours to fly from one planet to the nearest planet in
the system. (Two hours for relatively close terrestrial worlds; the upper
limit is for flying between distant gas giants.
Anywhere from 10 to 48 hours to fly from a star to the outer
limits of the system, depending upon distance and the presence of any
hazards such as asteroid belts or gas clouds. (It takes about 15 hours to
reach the outer limits of a "representative" system composed of a single
yellow star and less than a dozen significant planetary bodies.
Often, pilots find that it's quicker to travel between planets by
making a "micro jump" in hyperspace. While very precise navigation
coordinates are necessary for this type of jump, such trips can be
completed within an hour, compared to sublight "intersystem" trips taking
many hours.
8. Hyperdrives
(SWSB, pages 6 and 7)
The hyperdrive is a miracle of technology. For over a thousand
generations, it has bound the galaxy together. Powered by incredibly
efficient fusion generators, hyperdrive engines hurl ships into
hyperspace, a dimension of space-time that allows faster than light travel.
The theories and realities of hyperspace travel are understood by few but
highly-trained hyperspace technicians in the astrophysics communities,
and even they admit that certain aspects remain a mystery.
Many droids and astrogation computers used on starfighters are
capable of containing data for only one hyperspace jump at a time; others,
such as the Rebel Alliance Y-wing, can hold up to ten jumps without being
reprogrammed.
Larger starships, such as Imperial Star Destroyers and similar
models, have large onboard astrogation computers capable of virtually
unlimited jump calculations and actually store jump coordinates for almost
every foreseeable destination the ship may wish to reach.
Millions of jumps are made daily - only a fraction fail.
(SWRPG2RE, pages 117 and 119)
Hyperspace is _coterminous_ with realspace - if you head north in
hyperspace, you are also heading north in realspace. Objects in realspace
have a _hyperspace shadow_ - a presence in hyperspace at the same location.
This means that there's an inherent danger in traveling through
hyperspace. Contact with an object's hyperspace shadow results in instant
destruction of the ship. (The object in realspace remains undisturbed.)
Starships have "mass shadow sensors" to detect hyperspace shadows and
avoid collision, although these systems are not entirely reliable. While
deep space collisions are rare, they also tend to be quite deadly.
"Hyperspace routes" are established paths through hyperspace
linking major planets, just as roads link major settlements on planets.
These roads are known to be safe, allowing ships to reach incredible
speeds.
As a route becomes well-known and its hazards are better
understood, hyperspace journeys can be plotted with more precision at faster
speeds: eventually, travel times between specific planets may actually
decrease. Travel time can increase, as well, if obstacles drift into the
hyperspace route.
Here are some rough guidelines you can use:
Within a sector A few hours to a few days
Within a region A few hours to a few days
Nearby region Several days to weeks
Across the galaxy Several weeks to
several months
(EGVV, pages XIV-XV)
Hyperdrives are rated by "classes"; the lower the class, the faster
the hyperdrive. Class Three and higher hyperdrives are common on civilian
ships. Most military ships have Class Two or Class One hyperdrives. Some
exceptional ships, such as the Millienium Falcon or Dash Rendar's Outrider,
have exceptionally fast Class 0.75 or Class 0.5 hyperdrives.
(BFC3, page 13)
"...but I don't think an Interdictor could cross ninety-one light
years in four hours - not on its best day."
"You are correct," Gant said,...
(BFC3, page 304)
Ordinarily, the most severe challenge to stealthiness was the
Cronau radiation from the entries and exits. But with the probes' zero
space velocity, the Cronau radiation collapsed into a narrow wave cone,
which was carefully directed away from enemy sensors.
(BFC3, pages 320-321)
..."We were trying to learn how to drop bombs from hyperspace.
We never learned how."
..."You see, it turns out that no matter which way you go through
the magic door, you need a hyperdrive to open it. Anything that we
released in hyperspace just stayed there. We even took a drone and blew
it up in hyperspace, to see if that might open the door. None of the
wreckage ever appeared again in realspace."
..."Because it turns out to be very easy to release an object
into hyperspace. One good shove will do it - like the ejection charge
of an escape pod, for example."
With a roar, the escape pod hurtled away into oblivion.
(TLC, pages 1 and 5)
...the Imperial Star Destroyer _Chimaera_ pointed its mighty
arrowhead shape towards the dim star of its target system, three-
thousandths of a light year away.
...,starting a mental countdown of the of the seventy-six
seconds it would take to reach the Ukio system...
9. Cloaking Devices
(SWSB, page 11)
...a cloaking device is an experimental shield which creates a
subtle warp in the fabric of space surrounding the vessel, causing all
forms of energy to slip around the ship as if it weren't there, making
the ship practically invisible.
Cloaking devices are extremely rare. They are among the most
sophisticated and complicated devices known; only a few highly skilled
engineers can operate and maintain them.
(TLCSB, pages 93 and 94)
The Techology Vaults
...in the middle levels of Mount Tantiss.
Very few items in the Tech Vaults survived,...
...the power of the blast destroyed or damaged most of these
documents and prototypes, so it is unlikely that they will lead to
viable techologies without extensive additional research:
- A proposed guidance system for cloaked starships.
10. Repulsorlift.
(SWSB, page 59)
Repulsorlifts levitate surface vehicles and lightweight atmospheric
craft via antigravitational emanations, called "repulsor fields," that
propel vehicles by forming a field of negative gravity that pushes against
the natural gravitational field of a planet.
(SWRPG2RE, page 194)
Repulsolift drives don't work in space - although they can be used
aboard starships by repelling against the ships artificial gravity field.
(EGVV, page XV)
Landspeeders, snowspeeders, sail barges, and cloud cars use
repulsorlifts. Most starships also have repulsorlift drives for planetary
landings and atmospheric flight.
The most powerful repulsorlift units can propel vehicles to speeds
over 1,000 kilometers per hour, although many vehicles use ion afterburners
to increase speeds.
11. Communications
(SWRPG2RE, page 192)
The HoloNet
Using specially-developed hyperspace technology to link all members
of the Republic in a real-time holographic communication network, the
HoloNet relied on a complex network of hundreds of thousands of transceiver
satellites to transfer messages through hyperspace.
Hypertransceivers
Hypertransceivers, also called "hyperradio," are a cheaper and
less-sophisticated form of instantaneous communication. Like the HoloNet,
the technology relies on a network of satellites to broadcast messages
through hyperspace. Many HoloNet transceivers carry hyperradio
transmissions, but dedicated hypertransceiver satellites are considerably
cheaper.
Hypertransceivers allow for instant, real-time communication with
any world on the galactic network (although not every system is serviced).
The medium is limited to audio and video transmission.
Subspace Transceivers
Subspace Transceivers allow faster-than-light audio, video, and
hologram communications, but their ranges are quite limited. Small
subspace transceivers may only reach a few light-years away, although
high-powered units reach a distance of well over 100 light-years. Most
starships have a subspace transceiver as a distress signal, and the
average citizen can normally afford to send a subspace message at a
relatively modest price.
Many sector governments maintain subspace satellite networks for
a sector-wide communications grid. In theory, messages can be relayed
across the galaxy by skipping them across several subspace networks, but
it can take several days (or even weeks) for a message to be delivered.
(Private citizens often send messages aboard NewsNet drone ships
or starship couriers, which deliver messages, packages, and news on a
regular schedule to various systems.)
Comms, Intercoms and Comlinks
Comms, intercoms and comlinks all essentially use the same
technology: cheap, speed-of-light communication systems, similar to
old-style radionics and broadcast systems.
(BFC3, pages 184-185)
"Looks like General Calrissian went for _all_ the options when
he bought this yacht. The system's giving me an on-the-fly translation
- ha!"
(TLC, pages 286 and 287)
"Any pressure on the ch'hala tree's trunk - including the
pressure created by sound waves - sets off small chemical changes in the
inner layers of the bark."
"Anyway, those implanted tubes running up in the trunk
continuously sample the chemicals and shunt the information back down to
the module in the taproot. The model takes the chemical data, turns it
back into pressure data, and from there back into speech. Some other
module - maybe farther down the taproot - sorts out the conversations
and gets the whole thing ready for encrypting and transmission."
12. Computers
(CRFG, pages 5 and 6)
In our world, a piece of information is either in a computer file
or it isn't. The computer technology of the _Star Wars_ universe is very
different, thanks to the development of Artificial Intelligence (AI)
brains for Droids. By working with Droids, programmers and computer
linguists created what they called Holistic Data Transfers, or HDTs.
HDTs are a means of writing data files in a kind of "information
shorthand." HDT languages are so sophisticated they take up very little
memory, but they allow a datafile to give a computer user more data about
a topic than it actually has.
HDTs build an element of artificial intelligence directly into
datafiles. In effect, it makes a "guess" about the information requested
based on the data it possesses. The more data it possesses, the more
accurate the deductions and the broader the scope of the deductions.
The larger the file, the less the chance the computer will have to
guess. Large files can be broken down into smaller files if neccessary.
The Death Star technical readout of 10D (such as the one carried by
R2-D2 in _A New Hope_) will have just about any information the user is
looking for. The file could be broken down into two 4D files and a 2D
file. Each one of these smaller files would have less chance of
providing the necessary information.
Current limits of technology do not allow files greater than 13D.
Computers have a limitation on the amount of information they can
store. Common pocket computers can store 5D at most (although many store
less), while portables can store up to 20D. Computers on capital starships
can store up to 30D, while planetary computer systems store up to 100D of
information.
(CRFG, pages 5 and 6)
...The mem-stik will hold 14 Bz of data.
Each mem-stik contains 1D of data.
(TOTBH, pages 1-5)
Internal chronometer activated. BEGIN.
Electricity flooded through circuits, a power surge racing through
a billion neural pathways. Sensors awakened, producing a flood of data-and
with it came questions.
Who am I?
His internal programming finished the tedious two second-long
initialization procedures...
A microsecond later, images from his exterior sensors snapped into
focus.
Three seconds had already passed.
IG-88 immediately began a search, scouring at hyperspeed through
file after file, searching for anything that referenced his model number
or the code name of the assassin droid project. He gulped it all into
his empty circuits...
He selected one file for immediate perusal, a summary/PR tape...
IG-88 closed the file.
By now, five seconds had passed since his awakening.
(TOTBH, page 161)
"About time," it scolded in a high, feminine voice. "I've been
ready for-"
Chen closed one paw around the tiny positronic processor, too small
to properly call a droid and too personable to call anything else.
(GG9, page 94)
Sound Slugs
The data storage capacity of memory cells almost defy description,
and with the data compression techniques commonly available, a single
storage unit the size of a blaster power pack can contain the complete
library of even the most prolific bands. Consequently, the data units
are also packed with other information to fill up the spare capacity.
This commonly includes music holovids, reviews, interviews with group
members, words to the songs, remixes, technical analyses of the sound
profiles, and so on. All of these different filetypes are stored to
standard formats, and as a result, the same data cartridge can be read
on a number of different media, including conventional computers,
datapads, holovid machines and audio stacks.
13. The Size of the Galaxy
(TOTBH, page 301)
In a galaxy with over four hundred billion stars, over twenty
million intelligent species...
14. Lightsabers
(TOTJC, page 142)
A lightsaber must have the following parts: a power cell, a
handgrip, an activation plate, a safety, a belt ring (optional), a blade-
length adjuster, an emitter matrix, a recharge socket, a lens assembly, a
focusing crystal, and a power conduit. Most handgrips have a length of 24
to 30 centimeters, with the blades themselves extending up to 1.5 meters.
The type of crystal used to focus the energy from the power cell
determines the harmonic resonance and lethality of the weapon. Jedi
Knights use Adegan crystals almost exclusively, as they have done for
millenia. The Adegan family inlcludes the following crystals in order of
rarity (the die code in parentheses represents the blade's base damage
when using that crystal): kathracite (3D+2), relacite (4D), danite (4D+2),
mephite (5D), and pontite (5D+2).
15. Pre-modern Technology
Weapons: Pulse-waves, Lasers, and Wave-weapons.
(TOTJC, page 125)
The two main types of energy weapons used throughout the galaxy
rely on either pulse-waves or lasers. Pulse-wave weapons fire spherical
spatial distortions that disperse as they as they are propelled forward.
Blast-rifles, the latest in armament technology, shoot short beams of
concentrated light (lasers) that cause severe heat damage.
Wave-weapons, specifically developed for use against the beast-
riders of Onderon and their warbeast mounts, fire streams of radiation
that turn their targets into nothing more than smoking ash. This type of
weapon has been outlawed on all other Republic member worlds.
Vehicle and Starship Weapons, Shields, Sensors, and Communications
(TOTJC, page 112)
Vehicles may incorporate any variety of mounted weapons, from
high-acceleration slug-throwers, mass-drivers and railguns to advanced
pulse-wave cannons. Most starships bear turbolaser cannons, heavy
pulse-wave cannons, or concussion projectiles...
Many vehicles and starships,... carry one or two types of shield
generators. Concussion shields protect vehicles against collisions with
high-speed particles, from motes of dust and debris to concussion
projectiles launched by other vehicles or ships. Energy shields, the most
recent of protective technologies defend against any type of high-intensity
energy streams (like lasers) or spatial distortions (like pulse-waves).
...In the era of the empire, concussion (particle) shields operate
automatically along all fire arcs, but in this era an individual must
manipulate concussion shield concentration to protect against large
projectiles (like small asteroids and launched missiles) as is the norm for
energy shields.
Sensor technology has developed slowly over the millenia. At
this point, most ships have the ability to detect dangerous levels of
radiation, the presence of other starships in the immediate vicinity,
pressures surrounding the vessel, temperatures of nearby objects, and
large concentrations of life forms on planets or other celestial phenomena.
Unlike future incarnations, current sensors cannot be
manipulated to focus or search modes, remaining in passive reception
most of the time, unless an operator purposely seeks out information, in
which case the sensors go into scan mode.
Communication between (or among) individuals, vehicles, and
starships may occur via one of two methods. Direct contact requires a
clear line of sight between the two parties. Any spatial phenomena of
large proportion and therefore the ability to cause gravitational
distortion (planets, moons, stars, black holes, and the like) disrupting
the line of sight prevent communication. Even when functioning without
interference, however, this form of contact has a limited distance, usually
within a star system (or even shorter for less powerful arrays).
The second method of communication commonly used
throughout the galaxy utilizes the hyperspace jump beacons strategically
situated in thousands of systems from the Core to the Frontier. Messages
(sound wave and data files only) are digitally addressed and encoded and
sent through the jump beacons at hyperspace speeds.
Astrogation
(TOTJC, page 111)
Starships attempting travel at lightspeed must fly along certain
established hyperspace routes demarcated by jump beacons. These
beacons contain information about spatial phenomena, galactic drift, and
destination coordinates that enable it to calculate a current (and
hopefully safe) spacelane between its location and the desired end point.
Droids
(TOTJC, page 97)
The droids of this era need constant recharging and maintenance to remain
functioning. Once per week a technician must perform a "tune-up" on the
droid.
16. Cloning
(TLC, pages 30 and 31)
"Clones can only be grown so quickly if you want them mentally
stable enough to trust with your warships. One year minimum per clone,
as I recall the old rule of thumb."
"At the absolute minimum," Kardde said. "The pre-Clone Wars
documents I've seen suggest three to five years would be a more
appropriate period."
"What would you say if I told you the clones who attacked us on
the Katana were grown in less than a year?"
"The full cycle was fifteen to twenty days."
17. Holograms
(TLC, page 416)
Floating there in the darkness, a blaze of light twenty feet
across, was the galaxy.
Not the standard galaxy hologram any school or shipping business
might own. Not even the more precise versions that could be found only
in the war rooms of select sector military headquarters. This hologram
was sculpted in exquisite and absolutely unique detail, with a single
accurately positioned point of light for each of the galaxy's hundred
billion stars. Political regions were delineated by subtle
encirclements of color: the Core systems, the Outer Rim Territories,
Wild Space, the Unknown Regions. From his throne room the Emperor
could manipulate the image, highlighting a chosen sector, locating a
single system, or tracking a military campaign.
It was as much a work of art as it was a tool.
(GG10, page 88)
Double Suit
A miniaturized version of a portable, three-dimensional
holovid recorder with a directed projector, the double suit creates a
life-size, holographic image of the hunter.
Indistiguishable from the original at long range (50+ meters)...
18. Thermal Detonators
(TLCSB, page 124)
Thermal Detonators are small grenade-sized explosives that
generate a powerful explosion.
Thermal detonators contain baradium, an extremely unstable
synthetic explosive. The thermal detonator's power source, usually no
more powerful than a blaster power pack, activates the baradium, which
generates a particle field when exposed to a power source. The particle
field controls the expanding "explosion." At the end of the reaction,
the sphere collapses in on itself. Anything outside the sphere is
undamaged, but anything within the sphere is exposed to the heat damage
of the baradium detonation.
Generally, thermal detonators contain enough baradium for a five
meter sphere. Recently, modified black market detonators that can
allegedly create 100 meter blast spheres have been confiscated by
Republic authorities. Baradium is extremely unstable, and improper
handling of a thermal detonator can trigger an accidental detonation.
19. Cyborging
Prosthetics
(CRFG, page 29)
BioTech's Repli-Limb line of prothstetics is one of the most
dependable in the industry. ...,they have a nearly spotless record
for host tissue accpetance due to hyberflesh construction.
The prosthetic's synth-net neural interface allows full control
of the limb, with the complete range of tactile sensations the
prosthetic's recipient experienced with his original limb.
Hand... Arm... Leg... Eye... Ear... Heart... Lungs...
Cyborg Brains
(CRFG, pages 31)
Utilizing BioTech's latest neurothread technology, the system
provides a clean connection between the cyborg's mind and the computer
data...
The system provides a direct link to computer systems...
...it is now possible to add data knowledge cartridges into
the system.
(CRFG, page 33)
All cyborgs can link directly with Droid units,...
(CRFG, page 34)
Cyborg knowledge cartridges...
...a novice in _demolitions_ can become and expert by slapping
in a _demolitions_ cartridge.
Because of the complexity of the cartridges, the cyborg
construct cannot link to any other computers, Droids or perform other
functions while using a cartridge, although the person may manipulate
tools by conventional means.
Cartridges are available only for knowledge and technical
skills.
Enhancements
(CRFG, page 35)
Neuro-Saav Corporation Cardio-Muscular Package
This package enhances the cyborg's lungs, and provides muscle
reinforcements. The rybcoarse-based enhancements allow muscles to do
more work with less effort.
(CRFG, page 36)
'Geneering Response iMprOVEMENT Package (RiMPack)
While this package package dramatically improves one's
coordination, it is very expensive and dangerous to implant.
Utilizing the finest Neural-web reflex threads (...), this bio-impulse
interface allows quicker responses in combat situations.
The threads must be sewn into the recipient's body, and traced
out in the bollen pattern (...) so that every muscle is connected to
the wires. This entire network of threads is then tied into the brain
of the recipient.
...the surgeon must essentially recreate a new nervous system
without damaging the original one.
(CRFG, page 38)
The package comes complete with enhanced ears and eyes...
...integrates the ear and eye prosthetics into an interconnected
unit.
(CRFG, page 39)
...Hi-Sense prosthetic eyes come complete with limited IR and
UV sensory systems and high resolution color-bit break-down
coordination.
A person with Hi-Sense eyes sees everything with greater
clarity and detail - heat dispersion, heightened colors, and
illuminated shadows.
20. Other
Disruptors
(CSASB, page 118)
An energy weapon, a disruptor works by breaking down objects at the
molecular level. Any matter subjected to a disruptor is quickly and
violently disintegrated.
They have a short range and quickly drain their power cells.
Revision History
3.0 Comments from The Last Command, The Last Command Sourcebook,
the Dark Force Rising Sorcebook, the Han Solo and the Corporate Sector
Sourcebook, Galaxy Guide 9: Fragments from the Rim, Galaxy Guide 10:
Bounty Hunters, more from Cracken's Rebel Field Guide, a note on canon,
spoilers, and errors, cloning, thermal detonators, and holograms added.
Revision history moved to end of document, and introduction modified.
2.9 Comments from Tyrant's Test added, "Lasers" changed to
"Blasters" to halt nitpicking.
2.8 HTML-adapted!
2.7 Comments from Tales of the Jedi Companion, lightsabers, and pre-
modern technology added.
2.6 Comments from Tales of the Bounty Hunters, galactic size added.
2.5 Spelling errors corrected, comments added from Cracken's Rebel Field
Guide.
2.4 Several spelling errors corrected, modified to work on my homepage.
2.3 NOTE added.
2.2 Comments from the Essential Guide to Vehicles and Vessels added.
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