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Game Play
Galactic Map
Shop
|
Ground Facilities
Laser
Batteries
1080 Credits
Perception Check: None |
| Power:
-1 |
Hull:
150 |
| 3 Laser
Cannons |
|
Ion
Batteries
1680 Credits
Perception Check: None |
| Power:
-1 |
Hull:
250 |
| 3 Ion
Cannons |
|
Warhead
Launchers
1860 Credits
Perception Check: None |
| Power: -1 |
Hull:
350 |
| 3 Warhead Launchers |
|
Communication
Dish
2000 Credits
Perception Check: None |
| Powerful
communications equipment such as dishes enable communication for
incredible distances. |
| Power:
-2 |
Hull:
650 |
| Allows
communication between sectors for owner and authorized users |
Weapons Factory
2000 Credits + 4 times the cost of the weapon
Perception Check: none
|
| 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. |
| Power:
-2 |
Hull:
650 |
Produces -150 to 450
credits
Max: 3 per Sector |
Reduces cost of a specific
weapon by 20% for the factory owner.
Circumvents perception checks for that item.
|
Power
Generator
2000 Credits
Perception Check: None |
| Most
structures require a power supply. Power generators provide that
power. |
| Power:
+4 |
Hull:
450 |
Barracks
2400 Credits
Perception Check: none |
| Troops need bunks to sleep in and barracks
provide them. |
| Power:
-1 |
Hull:
650 |
| Extends
NPC Max by 5 |
Halves
the upkeep of up to 5 NPCs |
Outpost
3000 Credits
Perception Check: none |
| 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. |
| Power:
0 |
Hull:
500 |
| Extends
NPC Max by 3 |
+5%
Ally actions on Planet |
Planetary
Ion Cannon
3000 Credits
Perception Check: none |
| A large and powerful ion cannon similar
to the one used on Hoth. |
| Power: -2 |
Hull: 500 |
| 30% chance to disable one system for
the remainder of a battle |
Armor
Factory
3000 Credits + 2 times the
cost of the armor
Perception Check: None |
| Types
of armor not available: Microbe, Mandalorian, Orbalisk |
| Power:
-2 |
Hull:
650 |
Produces -150 to 450 credits
Max: 3 per Sector |
Reduces cost of a specific
armor by 20% for the factory owner.
Circumvents perception checks for that item. |
Droid
Factory
3000 Credits +3 times the
cost of the droid
Perception Check: None |
| Types
of droid factories not available: Waiter Droid, Mining Droid, Farming
Droid, Assasin Droid |
| Power: -2 |
Hull: 650 |
Produces -150 to 450 credits
Max: 3 per Sector |
Reduces cost of a specific droid
by 20% for the factory owner.
Circumvents perception checks for that item. |
Vehicle
Factory
3000 Credits + 2 times the
cost of the vehicle
Perception Check: None |
| Types
of vehicles not available: AT-AT, Ewok Glider, XP-2000 speeder,
XR-10 Speeder |
| Power: -2 |
Hull: 650 |
Produces -150 to 450 credits
Max: 3 per Sector |
Reduces cost of a specific vehicle
by 20% for the factory owner.
Circumvents perception checks for that item. |
Starfighter
Factory
3000 Credits + 2 times the
cost of the starfighter
Perception Check: None |
| Power: -2 |
Hull: 650 |
Produces -200 to 750 credits
Max: 3 per Sector |
Reduces cost of a specific starfighter
by 20% for the factory owner.
Circumvents perception checks for that item. |
Military
Academy
3000 Credits + 2 times the
cost of the npc
Perception Check: None |
| Power: -2 |
Hull: 650 |
Max
3 per Sector
Allows the replacement of killed
Imperial/Republic of one type (IE: Stormtrooper) by only paying
the cost of the NPC. If this NPC was originall issued as part
of your current rank, you do not pay the weekly upkeep for that
unit. |
Maintenance
Facility
4500 Credits
Perception Check: None |
|
Maintenance facilities
are buildings where techs maintain and repair vehicles, starfighters,
and light freighters. |
| Power: -2 |
Hull: 750 |
| 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% |
Hydroponic
Farm
4500 Credits
RP Required and Perception Check: Moderate (100) |
| Power: 0 |
Hull: 200 |
| Produces: -150 to 700 |
Max
3 Purchasable per Sector |
Cantina
4500 Credits
RP Required and Perception Check: Moderate (100) |
| Power: 0 |
Hull: 500 |
| Produces: -100 to 500 |
Max
3 Purchasable per Sector |
Shield
Generator
Type I: 5000, Type II: 10000,
Type III: 15000
Perception Check: None |
|
A shield generator
provides base shielding (Multiple generators may shield the same
area) |
| Power:
-4, -8, -12 |
Hull:
500,750,1000 |
| SBD: 1000,2000,3000 |
|
Command
Center
5000 Credits
Perception Check: none |
A
command center is a base of operations, a fortified building from
which a military base or other operation can be administered and
defended.
Includes 2 Laser Batteries
|
| Power:
0 |
Hull:
1000 |
| Extends NPC Max by
5 |
+5%
Ally actions on Planet |
Restaurant
5500 Credits
RP Required and Perception Check: Difficult (200) |
| Power:
0 |
Hull:
650 |
| Produces: -150 to 800 |
Max
3 Purchasable per Sector |
Mine
6000 Credits
RP Required and Perception Check: Difficult (200) |
| Power: 0 |
Hull: 500 |
|
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. |
|
Jedi/Sith
Temple
10000 Credits
2000 word RP Required and Master Status |
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 +10% bonus to learn and use Force
powers for those authorized to use it. |
| Power: 0 |
Hull: 1000 |
+10%
Ally learning checks (Power and Mastery Levels)
+5% to Ally Force Actions |
Casino
13000 Credits
RP Required and Perception Check: Difficult (250) |
| Max 1 Purchasable
per Sector |
Hull: 750 |
| Produces:
-500 to 2500 |
Spice
Mine
10000 Credits
RP Required and Perception Check: Difficult (250) |
| Power: 0 |
Hull: 500 |
Max
1 Purchasable 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 |
|
|