Star Wars – EDF-MSV
Equipment Data File – Modification for Starships or Vehicles
Hydraulic Control Circuits
This may be applied to all non-fighter starships and vehicles.
See Age of Rebellion
Common on ships used by the Rebel Alliance, hydraulic control circuits are a throwback to an earlier era of shipbuilding. Instead of using traditional conductive material pressed into composite wafer boards to transfer electromagnetic energy, HCCs use countless, nearmicroscopic transparisteel tubes full of highly conductive liquid metal similar in its composition to mercury. Held under pressure and regulated by a series of valves, this metal controls the flow of energy.
See Edge of the Empire
Hydraulic control circuits are a throwback to an earlier era of shipbuilding. Instead of using traditional conductive material pressed into composite wafer boards to transfer electromagnetic energy, HCCs use countless, near-microscopic transparisteel tubes full of highly conductive liquid metal similar in its composition to mercury. Held under pressure and regulated by a series of valves, this metal controls the flow of energy. Bulky, antiquated, and difficult to work with, these circuits do have an incredible resistance to the effects of ion weapons, a fact that has not gone unnoticed among spacers.
Fantasy Flight Rules – Hydraulic Control Circuits
- Source: Age of Rebellion Core Rulebook (sw-ffg-ar-cr-287), Edge of the Empire Core Rulebook (sw-ffg-ee-cr-270)
- Hydraulic Control Circuits – Price: 1,000 credits, Rarity: 7, Hard Points Required: 2
- Base Modifiers: Ships equipped with these attachments suffer half damage from weapons possessing the Ion quality, after damage is reduced by armour. When installed, decrease handling by one, and decrease system strain threshold by one.
- Modification Options:
- 1 Defender chooses ship component affected by Ion Weapon quality, as opposed to the attacker mod
- 1 increase system strain threshold by one mod
- 2022-03-24 – Updated text and wording of base modifier.
- 2022-01-22 – Added in Age of Rebellion Core Rulebook.
Airspeeders: Civilian (3), T-16 Skyhopper (2), T-47 Airspeeder (3)
Cloud Car: Storm IV (5)
Groundcar: Personnel Carrier (2)
Landspeeders: X-34 (2)
Mobile Refinery: Digger Crawler (7)
Speeder Bike: 74-Z Military (4)
Speeder Truck: A-A5 (2)
Swoop: Flare-S (3)
Walkers: AT-AT (R5), AT-EST (5), AT-PT (7), AT-ST (R5)
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Corvette: CR90 (5), Marauder (R5), Vigil (R5)
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Freighters: Citadel (6), Starwind (6), Wayfarer (5), YT-1300 (4), YT-2400 (5)
Frigates: DP20 Gunship (6), Lancer (R7), Nebulon-B (R7)
Patrol Boats: Firespray (4), Imperial LPS (4), JumpMaster (5), Skipray Blastboat (6)
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Transports: Action VI (5), Gozanti (6), GR-75 (4), Space Master (4), Star Galleon (R7), YV-929 (6)
Yacht: Luxury 3000 (6)
Modifications: Advanced Targeting Array (4), Electronic Countermeasures Suite (6), Enhances Carbon-Durasteel Armour (3), High-Output Ion Turbine (5), Hydraulic Control Circuits (7), Hyperdrive Generator (4), Hyperdrive Sled, Reinforced Shield Generator (5), Retrofitted Hanger Bay (2), Smuggling Compartments (R1), Stabilizer Conversion Kit (4), Upgraded Comms Array (6), Upgraded Weapons (Auto-Blaster (3), Blaster Cannon (Light (2), Heavy (3)), Concussion Missile Launcher (R5), Ion Cannon (Light (5), Medium (6), Heavy (7), Battleship (8)), Laser Cannon (Light (4), Medium (4), Heavy (5), Quad (5)), Proton Torpedo Launcher (R7), Tractor Beam (Light (4), Medium (5), Heavy (6)), Turbolaser (Light (R7), Medium (R7), Heavy (R8)))
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