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Ops & Tactics Advanced Arms

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3 MOLLE9 Ops & Tactics created by Sweet Soul Bro !!H5XdMKmBv5G This document made by an anonymous editor, edited by 4 Specialty Kits9 Sweet Soul Bro !!H5XdMKmBv5G 5 Computers and Consumer Electronics9 v6.08 Final Edit | Compiled 2018/05/15 08:04:26pm 5.1 Augmentation Modules...... 9

6 Survival, Security, and Professional Gear 10 6.1 Med Sprayer...... 10 Contents 6.2 Health Analyzer...... 10 6.3 Magic Calculator...... 11 6.4 Neuralizer ...... 11 I Advanced Arms1 6.5 Smartwatch ...... 11 6.6 VitalBand...... 11 1 Advanced Arms and the Core Rulebook1 6.7 Cloaking Belt...... 11 1.1 Equipment Cost...... 1 6.8 Rebreather...... 11 1.2 Occupations...... 1 6.9 Chill Collar...... 11 1.2.1 Investigate and Law Enforcement.. 1 6.10 Sonicball...... 11 1.3 Feats...... 1 6.11 Handheld Grappler...... 11 1.4 Gunsmithing...... 1 6.12 Shokstrips ...... 11 1.5 Linguistic Skill ...... 1 6.13 Emergency Air Mask...... 11 1.5.1 Synthetic Language Group...... 1 6.14 Condenser-Diluter...... 11 6.15 Plastool...... 12 6.16 Spiderbots and Beebots...... 12 II New Races2 7 Meds & Narcotics 14 1 Humans2 1.1 Polarans...... 2 8 Trade Goods 15 1.1.1 Physical Description...... 2 8.1 Containers...... 15 1.1.2 Language...... 2 1.1.3 Names...... 2 9 Augmentations 18 1.1.4 Polaran Racial Traits...... 2 9.1 Skull...... 18 1.2 Kandari...... 2 9.2 Arms ...... 19 1.2.1 Physical Description...... 2 9.3 Legs...... 19 1.2.2 Language...... 2 9.4 Cyberlimb Upgrades ...... 19 1.2.3 Names...... 2 9.5 Core ...... 21 1.2.4 Kandari Racial Traits...... 2 10 Accessories 22 2 Synthetics2 10.1 Coolant Packs...... 22 2.1 Positronic Brain...... 2 10.2 Coolant Pack Chiller...... 22 2.2 Shell...... 3 2.3 Personality and Culture...... 3 11 Food, Drink, and Recreational Equipment 22 2.4 Language...... 3 12 Armor 22 2.5 Names ...... 3 12.1 Light Armor ...... 23 2.6 Racial Traits...... 3 12.2 Medium Armor ...... 23 2.6.1 Standard Shell...... 3 12.3 Heavy Armor ...... 23 2.6.2 Armored Shell...... 3 12.4 Armor Plates...... 24 2.6.3 Agile Shell...... 4 12.5 Helmets...... 24 3 Hybrid Races4 12.6 Armor Upgrades...... 24 13 24 III New Feats5 13.1 Simple Melee Weapons...... 24 13.2 ‘‘Archaic’’ Melee Weapons...... 25 1 Proficiency Feats5 13.3 Exotic Melee Weapons...... 25 13.4 Plasma Blades...... 27 13.5 Non Standard Ranged Weapons...... 27 IV New Equipment8 13.6 Caseless ...... 29 13.7 Plasma Arms...... 31 1 Bags and Boxes8 13.8 Laser Arms...... 33 13.9 Electric Arms...... 35 2 Clothing8 13.10 Non-ballistic Ranged Weapons...... 37 2.1 Augmentative Vision ...... 8 13.11 Thrown Weapons...... 37

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14 Ammunition 40 6.2 Space Stations and Outposts...... 67 14.1 Bolt and Arrowheads...... 40 6.3 Other Man-made objects...... 67 14.2 Caseless Ammunition Types...... 40 14.3 Railgun Ammunition...... 40 7 Government and Politics 67 14.4 Cased Ammunition Types ...... 41 7.1 Sovereign States...... 67 14.5 Grenade Ammunition Types...... 42 7.2 Governmental Power Source...... 68 7.3 Law Levels...... 69 15 Weapon Upgrades 43 15.1 Melee Weapon Upgrades...... 43 15.2 Plasma Blade Upgrades ...... 43 VII Plasmasmithing 70 15.3 Upgrades...... 44 15.4 New Vehicle Upgrades...... 46 1 Crafting a Brand New Plasarm, Lasarm or Elarm 70 2 Building a Plasma Blade 70 V New Actions 47 2.1 Personalized Plasma Blade...... 70 2.2 Performing Upgrades...... 70 1 Attack Actions 47 2.3 Extra Upgrade Slots and Built-in Upgrades . . . 71 1.1 Plasarm and Lasarm Attacks...... 47 1.2 Plasma Blade ...... 48 3 Building Laser, Plasma, and Electric Weapons 71 1.3 Reaction ...... 48 3.1 Laser Handguns...... 71 3.2 Plasma Handguns...... 72 3.3 Electric Handguns...... 72 VI Sub-Atmospheric and Deep Space Vehi- 3.4 Plasma Sub-machine Guns...... 73 cles 49 3.5 Plasma Rifles...... 73 3.6 Electric Rifles...... 74 1 Spacecraft Components 49 3.7 Beamcasters...... 74 1.1 Hull...... 49 3.8 Plasma Sniper Rifles...... 74 1.2 Engine ...... 49 3.9 Explosive Lased Media Guns...... 75 1.3 Power Core ...... 49 1.4 Life Support ...... 49 List of Tables

2 Spacecraft Sizes 49 1 Bags and Boxes...... 8 2 Outerwear...... 8 3 Spacecraft 50 3 Augmentative Eyewear...... 9 3.1 Spacecraft Classifications...... 50 4 MOLLE...... 9 3.2 Spacecraft Weapons ...... 54 5 Specialty Kits...... 9 3.3 Spacecraft Upgrades...... 58 6 Augmentation Modules...... 10 4 Spacecraft Movement and Combat 62 7 Plastool Ratings and Heat...... 12 4.1 Characters in Spacecraft...... 62 8 Survival, Security, and Professional Gear . . . . . 12 4.2 Spacecraft Sizes...... 62 9 Bots and Bot Upgrades...... 14 4.3 Facing and Firing Arcs ...... 62 10 Equipment, Narcotics...... 15 4.4 Getting Started...... 62 11 Containers...... 16 4.5 Movement Phase ...... 62 12 Spirits, Brews, & Wines...... 16 4.6 Attack Phase...... 62 13 Water and Ice...... 16 4.7 Movement Phase ...... 63 14 Dry Consumables...... 16 4.8 Simple Maneuvers...... 63 15 Processed Consumables...... 17 4.9 Stunts...... 63 16 Produce & Perishables ...... 17 4.10 Collisions and Ramming ...... 64 17 Textiles & Furs...... 17 4.11 Losing Control...... 64 18 Live Animals...... 17 4.12 Crew Quality...... 64 19 Raw Materials...... 17 4.13 Damaging Spacecraft...... 64 20 Technology ...... 17 4.14 Environments ...... 65 21 Fuel...... 17 22 Consumer Goods...... 17 5 Planets 65 23 Skull Augmentations...... 19 5.1 Star Classes ...... 65 25 Leg Augmentations...... 19 5.2 Planet Size...... 65 24 Arm Augmentations...... 20 5.3 Planet Atmosphere ...... 65 26 Cyberarm Hidden Melee Weapons ...... 20 5.4 Planet Hydrosphere...... 66 27 Cyberarm Hidden Ranged Weapons ...... 21 5.5 Population...... 66 28 Cyberlimb Upgrades ...... 21 29 Core Augmentations ...... 21 6 Man-made Celestial Bodies 67 30 Weapon Accessories ...... 22 6.1 Gates...... 67 31 Food ...... 22 ii iii

33 Armor Plates...... 24 71 Grenades...... 42 34 Equipment, Armor, Helmets ...... 24 72 Melee Weapon Upgrade...... 43 35 Armor Upgrades...... 24 73 Plasma Blade Upgrades ...... 44 32 Armor...... 25 74 Ranged Weapon Upgrades...... 45 36 Simple Melee Weapons...... 25 75 Equipment, Vehicle Upgrades ...... 46 37 ‘‘Archaic’’ Melee Weapons...... 26 76 Combat Actions...... 47 38 Exotic Melee Weapons...... 26 77 Engine Ratings...... 49 39 Melee Weapon Crafting...... 26 78 Power Core Ratings...... 49 40 Plasma Blades...... 28 79 spacecraft Size Categories...... 49 41 Full Size Handguns ...... 29 80 Equipment, Spacecraft ...... 53 42 Anti-Materiel Rifles ...... 29 81 Equipment, Spacecraft Weapons...... 57 44 Caseless Ammunition Damage...... 29 82 Equipment, Spacecraft Upgrades ...... 61 45 Caseless Magazines...... 29 83 Spacecraft Sizes...... 62 43 Other Weapons...... 30 84 Stunt TNs...... 64 46 Caseless Handguns...... 30 85 Collision Damage...... 64 47 Caseless SMGs...... 30 86 Collision Direction...... 64 48 Caseless Assault Rifles ...... 30 87 Spacecraft Crew Quality...... 64 49 Caseless Battle Rifles ...... 32 88 Star Classes ...... 65 50 Caseless Sniper Rifles...... 32 89 Planet Sizes ...... 65 51 Caseless Light Machine Guns...... 32 90 Planet Atmospheres...... 66 52 Damage by Wattage ...... 33 91 Planet Hydrosphere...... 66 53 Plasma Handguns...... 34 92 Population...... 67 54 Plasma SMGs ...... 34 93 Sovereign States...... 67 55 Plasma Rifles...... 34 94 Governmental Power Source...... 68 56 Plasma Sniper Rifles...... 34 95 Oligarchy Table...... 68 57 Laser Handguns...... 36 96 Republicanism Table ...... 68 58 Beamcasters...... 36 97 Democracy Table...... 69 59 ELM Guns...... 36 98 Panocracy Table ...... 69 60 Electric Handguns...... 36 99 Law Level Table...... 69 61 Electric Rifles...... 38 100 Damage and Category by Wattage ...... 70 62 Non-ballistic Ranged Weapons...... 38 101 Plasmasmithing, Laser Handguns...... 71 63 Glave...... 38 102 Plasmasmithing, Plasma Handguns ...... 72 64 Razorpuck...... 38 103 Plasmasmithing, Electric Handguns ...... 72 65 Home-made Ranged Weapons...... 38 104 Plasmasmithing, Plasma SMGs...... 73 66 Pellets...... 40 105 Plasmasmithing, Plasma Rifles...... 73 67 Grenades...... 40 106 Plasmasmithing, Electric Rifles...... 74 68 Bolts and Arrowheads ...... 40 107 Plasmasmithing, Beamcasters...... 74 69 Caseless Ammunition Types...... 40 108 Plasmasmithing, Plasma Sniper Rifles ...... 74 70 Railgun Ammunition...... 40 109 Plasmasmithing, ELM Guns...... 75 1

Chapter I or Law Enforcement Character chooses both Personal Proficiency and Personal Plasmas Proficiency, they may have Advanced Arms their choice between the PEP-25 Plasma Pistol, an Type 14 LP Laser Pistol, or the same handgun choice they would have if they Advanced Arms is a supplemental book for the Ops and chose Personal Firearms Proficiency. They may only choose one. Tactics roleplaying game, focused around elements of science fiction and high technology. It makes synthetic beings and two 1.3 Feats offshoots of humanity available to create characters from, and introduces high-tech computers, energy weapons and cybernetic Any feat that has Personal Firearms Proficiency as a implants along with rules for space travel and games that span prerequisite may use Personal Plasmas Proficiency in its place. between stars. Plasma and laser weapons are advanced electrical weapons that can through conventional armors like butter Favored Caliber Plasma may be selected as a caliber for the and can be upgraded with exotic firing modes, but require heat purposes of this feat. management to continue functioning. Cybernetics can make a character more than human, granting them capabilities far above Far Shot Plasarms and Lasarms can take the benefits that this and beyond what flesh and blood could grant. The space travel feat gives. Elarms may not take the benefits that this feat gives rules provide a system for designing spacefaring vessels and unless otherwise specifically noted. combat between them, as well as guidelines to help design the worlds that they may visit. Advanced Arms can be used to run Handgun Reloader Reloading a coolant pack into a Plasma, games ranging from the near future all the way to something Laser or Electric Pistol costs 2 CP. approaching space opera. Rifle Reloader Reloading a coolant pack into a Plasma SMG, 1 Advanced Arms and the Core Rulebook Plasma Rifle or Plasma Sniper Rifle costs 2 CP.

In Ops and Tactics, equipment is priced at its regular Shotgun Reloader Reloading a coolant pack into a Beamcaster modern cost. The future brings on new, exciting things which costs 2 CP. causes older equipment to decrease in price. When using Advanced Arms, use these rules to ensure proper compatibility 1.4 Gunsmithing with the core rulebook. .28 Caseless is in the 5th category, .40 Caseless is in the 8th 1.1 Equipment Cost category, and .20 Hi-Velo Caseless is in the 10th category. A character must use a pre-existing magazine when crafting a • All firearms cost 10% less. caseless firearm.

• All computers/consumer electronics cost 35% less. 1.5 Linguistic Skill • Ranged Weapon Upgrade, Day/Night Sight costs 50% less. Polaran is a language group which contains the Polar language. • Ranged Weapon Upgrade, Thermal Sight costs 45% less. Kandari is a language group which contains the Kandari language. • Ranged Weapon Upgrade, Night Vision Sight costs, 40% less. 1.5.1 Synthetic Language Group Synthetics have a language group that only they can learn. 1.2 Occupations The languages in the group are Glass, Penguin, Fruit, Beep, and Any occupation that can select Personal Firearms Proficiency Open Source Language (OSL). It cost 1 WP for a synthetic to learn as one of their occupational feats may select Personal Plasmas how to read, write and speak one of these languages, in addition Proficiency. to the necessary skill point. Only synthetics may learn Glass, Penguin, Fruit, or Beep. It is advised that when playing a game using synthetics that the GM grant OSL as a free language to all 1.2.1 Investigate and Law Enforcement non-synthetic PCs. The GM can represent this language group in An Investigative or Law Enforcement character may select any manner they see fit, but lines of programming code, rapid Personal Plasmas Proficiency and if they do, they receive a PEP- beeps and blips, flashes of various colored lights, and binary code 25 Plasma Pistol or a Type 14 LP Laser Pistol. If the Investigative are all good ways of doing that. 2

Chapter II eyebrows. The average kandari lifespan is 140 years, reaching physical adulthood between the ages of 24-28. New Races 1.2.2 Language 1 Humans The native language of a kandar is Kandari, but because of their ability to understand structure, and systems, they pick up 1.1 Polarans any language easily. English is an often taught language, for trade. A kandar is capable of speaking any language of their 1.1.1 Physical Description home location, which will transcend the typical language spoken A healthy polaran typically stands between 5-6½’, and weighs in their area or origin. between 130-180 lbs. The men and women are generally the same height. Polaran skin tone ranges from a pale flesh tone 1.2.3 Names all the way to a snow white, and their hair ranges from a faint Kandari usually have one long, complicated name, that spells grey to bright white, with some possessing naturally blue hair, out their personal name, family name, and job title, in one neat with silver and white being more common, almost exclusively package. Because of the cultural exchange, the first few syllables straight and long. Eye color is also unique, ranging from a deep of their name is used by other races to denote them. teal all the way to a deep dark blue, to assist in the snow. The average polaran lifespan is 110 years, reaching physical adulthood between the ages of 17-22. 1.2.4 Kandari Racial Traits • Kandari are Medium sized creatures. 1.1.2 Language • ◊When Kandari Release a Spell, Recite an Incantation, or The native language of a Polaran is Polar, but Trade Bant is an use◊ Psionics, the CP cost is 1 less. often taught language, for trade. • Kandari possess Darkvision, which allows them to see in ◊total darkness, out to 50 feet. This vision is black-and-white 1.1.3 Names only. Polarans have two names, The first name being a given name, • Kandari receive a −4 Racial Recoil Penalty to recoil when and is used to refer to the particular polar, the second name ◊using any weapon that has recoil. being their family name, that denotes their immediate family. • Kandari have a Mental Limit equal to ((6+WIS Mod)×CL) 1.1.4 Polaran Racial Traits +◊ 60. • Polarans are Medium sized creatures. • ♦Kandari have a base Combat Point Score of 15. ◊ • Kandari receive Kandari as their native language for • Polarans are immune to Cold environments. They do not ♦ free, and can chose 4 languages as a native languages in have to make a saving against cold environments. ◊ addition. • Polarans are weak to Hot Environments. The fortitude • ♦Kandari CHP formula is CON+1. ◊saving throw to resist hot environments is doubled. • Polarans have a Natural Energy Resistance to Cold. They gain 5/Cold DR. 2 Synthetics Synthetics are beings created through science and technology, • ♦Polarans have a base Combat Point Score of 16. rather than natural means. They are often called silicones, • ♦Polarans CHP formula is CON+1. androids, robots (a derogatory label, as they can think and feel), and synths. • ♦When a Polaran is not in an extremely cold, very cold, or Synthetics are comprised of two parts: a positronic brain and cold climate, and is not wearing a chill collar, their base a shell. Combat Point Score drops to 10.

• ♦Polarans have Polar as their native language. 2.1 Positronic Brain The positronic brain is the mental aspect of a synthetic, housing 1.2 Kandari all of their mental abilities and statistics. The positronic brain houses the Intelligence, Wisdom, and Charisma for the synthetic. 1.2.1 Physical Description Due to the nature of synthetics, their brain can be removed A healthy kandari typically stands between 5½-6½’, and weighs from the shell and placed in another. All positronic brains have between 150-200 pounds. Kandar skin tone ranges from a light a wireless receiver and broadcaster that can interact with any flesh tone to a pale yellow, and their hair is almost exclusively interfaceable object. black, and almost exclusively straight and long. Eye color is Unlike AI units, synthetics have actual intelligence. They can extremely unique, as they have the possibility to have any color learn, think, reason, have feelings, emotions, wants, desires, hopes of pupil. Kandari also have two black dots above each of their and dreams. 3

2.2 Shell • Synthetics are immune to all Spellschool (Conjuration) and Spellschool (Necromancy) spells. The shell is the physical aspect of a synthetic, housing all of their physical abilities and statistics. The shell houses the • Synthetics are immune to all Incantion (Hex) Incantations. Strength, Dexterity, and Constitution for the synthetic. The physical appearance of the shell varies greatly due to the personality and • Synthetics are considered Huge objects for the purpose of wealth of the synthetic, with some having a decidedly artificial spells. appearance while others looking and even feeling natural in all aspects. Shells usually take a sentient-like appearance with • Synthetics are considered Huge steel ingots for the purpose a torso, two arms, and two legs. This is primarily done to be of Spellschool (Transmutation) spells. compatible with the various augmentations and equipment, and secondarily out of the unconscious narcissistic habit of their • Synthetics are immune to the effects and benefits of all creators to design what is familiar. They can feasibly look like poisons, diseases, narcotics, drugs, and pharmaceuticals. any race. Due to the mechanical, structural, and electrical nature of the shell, it does not heal or recover damage like natural creatures. A synth can change their shell for 100 WP, and it takes • Synthetics do not have to consume food, water or air, and 1 day for the change to be completed. can not starve, become dehydrated, or suffocate. • Synthetics can not be sickened, inebriated, or nauseated. 2.3 Personality and Culture Synthetic creatures, due to their mimicry of true life, have a • Synthetics do not take bleed damage. large span of possible personalities. Synthetic culture is only vaguely recognizable to non-synths, revolving around electronics, 2.6.1 Standard Shell software, programs and other digital nuances. Synthetics also often take and assimilate themselves into whatever culture that is • Standard Shells have a base Combat Point score of 15. around them. • A Standard Shell’s CHP formula is CON−1. 2.4 Language • The Standard Shells are vulnerable to electrical attacks, and The native language of a Synthetic is dependent on what kind of take twice as much damage from all electrical attacks and language they were given at creation. All Synthetics know Open all effects with electrical damage are doubled in duration. Source Language, and can choose Glass, Penguin, Fruit, or Beep as a secondary language for free. • All augmentations cost 50% less for a Standard Shell.

2.5 Names • Standard Shells gain −2 XHP first level and −1 XHP per level.

Synthetics usually have a long set of names. The First name is • A Standard Shell gains a +3 bonus on all Knowledge skills. usually a chosen personal name, the middle name usually denotes their design, use, or model, though this is optional, and the last • AStandard Shell gains a +6 bonus on the Computer Use skill, name is given, either by a creator, family, user, or randomly and does not require any kind of equipment to perform generated. any action under it.

2.6 Racial Traits • The Standard Shells have built-in augmentative vision with 1 RAM and 2 HDD. The Racial Traits of a Synth are dependent on what kind of shell they choose. All Synthetics have the following traits 2.6.2 Armored Shell

• Synthetics receive OSL as their native language for free, • Armored Shells have a base Combat Point score of 12. and can chose any language in the Synthetic Language Group as a secondary native language. • An Armored Shell’s CHP formula is CON+1. • Synthetics can not use magic, psionics, or incantations. • Armored Shells have a natural 1/Bludgeoning, Slashing and • Synthetics have a Mental Limit equal to 0. 2/Concussive damage reduction.

• Synthetics heal HP through the Craft (Structural) skill • Armored Shells have a +4 Strength for the purposes of repairing action. Carrying Capacity. • Synthetics are immune to Pepper Spray, Bear Fogger, Tear gas, Pepperballs and Pava balls. • All augmentations cost 25% less for an Armored Shell.

• Synthetics are immune to all Psionic (Telepathy) attacks, • The Armored Shells have built-in augmentative vision with effects, and benefits. 1 RAM and 2 HDD. 4

2.6.3 Agile Shell 3 Hybrid Races

• Agile Shells have a base Combat Point score of 18. It is quite common that a character will have parents of • An Agile Shell’s CHP formula is CON-2. different races as time, location, and culture have integrated people of different races into the same community. • Agile Shells have a natural +1 dodge bonus to Defense. When having a character with two racial backgrounds, • Agile Shells are vulnerable to electrical, fire and cold attacks, choose which race is dominant, and which one is recessive. The and take twice as much damage from all electrical, fire Dominant trait is the one that will be most visible, and will have and cold attacks and all effects with electrical damage are the effect on appearance, while the recessive trait is the one that doubled in duration. will have the effect on the racial ability benefits and penalties. A ♦ symbol next to a racial trait indicates that it is a dominant • All augmentations cost 65% less for an Agile Shell. trait. A symbol indicates that it is a recessive trait. • Agile Shells have built in augmentative vision with 2 RAM ◊ and 5 HDD. 5

Chapter III 2.3 Basic Deflect Form Prerequisite Psiblade Proficiency or Plasma Blade Proficiency New Feats Benefit When attempting the Deflect reaction, the character can attempt to deflect any plasarm shots that they meet the 1 Proficiency Feats prerequisites to deflect, and they may also attempt to deflect any thrown weapons, crossbow bolts, arrows, fired , paintballs, 1.1 Personal Plasmas Proficiency 18mm less lethal rounds, slingshot projectiles, any caseless rounds, any black powder rounds, any cased rounds, or any slug shelled Benefit The character can fire any personal plasarm, lasarm, rounds that are fired or thrown at them through a single ranged or elarm without penalty. attack, single shot attack, or potshot attack. The character may not Normal Characters without this feat take a −4 penalty on attack attempt to deflect any fired grenades, thrown grenades, rockets, rolls made with personal plasarms, lasarms and elarms, and can missiles, mortars, or any shell round that is not a slug. not reload plasarms, lasarms, or elarms. Normal The character can only deflect a single attack once per round, and may not attempt to deflect other types of objects Tutoring besides plasarm fire. Time 1 day Benefit Can reload plasarms, lasarms and elarms and 2.4 Basic Offensive Form attack penalty is reduced to −3 Prerequisite Psiblade Proficiency or Plasma Blade Proficiency Benefit When engaged in melee combat against a character using a psiblade or plasblade, the character gains a +3 bonus 1.2 Advanced Plasmas Proficiency to all attacks made with their own psiblade or plasblade. When engaged in melee combat otherwise, the character gains a +2 Prerequisites Personal Plasmas Proficiency bonus to all attacks made with their own psiblade or plasblade. Benefit The character can perform waveshot, gridshot, bounceshot, pulseshot, and focusshot attacks without penalty. Normal Characters without this feat take a −4 attack penalty 2.5 Basic Precision Form when attempting a gridshot, pulseshot, or focusshot attack, and a Prerequisite Psiblade Proficiency or Plasma Blade Proficiency −6 attack penalty when attempting a bounceshot attack. Waveshot Benefit A character gains a +4 attack bonus to all called attacks have a TN penalty of 9 without this feat. shot attacks against arms and legs made when attacking with a psiblade or plasblade. Special This feat may only be used when the character 2 Plasma Blade Feats is wearing light or no armor or is not medium or heavily encumbered. The character may also use thrust attacks when 2.1 Plasma Blade Proficiency attacking with a psiblade or plasblade. Benefit The character can use any standard hilt or curved hilt plasma blade without penalty. 2.6 Basic Reaction Form Normal Characters without this feat take a −4 penalty on attack rolls made with standard and curved hilt plasma blades. Prerequisite Psiblade Proficiency or Plasma Blade Proficiency Special A character with Archaic Weapon Proficiency (Combat Benefit When using a psiblade or plasblade, a character gains a or Fencing Swords) only takes a −2 penalty on attack rolls +3 bonus to their Will Saving Throw when performing the Predict when using a plasma blades. reaction and a +3 bonus to their Reflex Saving Throw when performing the Parry reaction. Tutoring Normal This feat may only be used when the character is wearing light or no armor or is not medium or heavily Time 3 days encumbered. Benefit Attack penalty when using a plasma blade is reduced to −2. If the character has Archiac Weapon Proficiency (Combat Swords or Fencing Swords) feat, the 2.7 Intermediate Defensive Form penalty is reduced to −1 Prerequisites Psiblade Proficiency or Plasma Blade Proficiency, Basic Defensive Form Benefit When attempting to disarm a target, the character gains 2.2 Basic Defensive Form a +4 bonus to disarm when wielding a psiblade or plasblade. Also, when attempting a parry reaction against a target with a psiblade Prerequisite Psiblade Proficiency or Plasma Blade Proficiency or plasblade, the character gains an additional +4 to their DEF Benefit When engaged in melee combat against a character increase from the Parry, on a successful Parry, when wielding a using a psiblade or plasblade, the character gains a +4 dodge psiblade or plasblade. This increase lasts as long as the original bonus to DEF. bonus from successfully parrying against a target. 6

2.8 Intermediate Deflect Form 2.13 Expert Deflect Form Prerequisites Psiblade Proficiency or Plasma Blade Proficiency, Prerequisites Psiblade Proficiency or Plasma Blade Proficiency, Basic Deflect Form Basic Deflect Form, Intermediate Deflect Form Benefit When attempting the Deflect Reaction, the character Benefit When attempting the Deflect reaction against plasarms, receives a +2 Reflex Saving Throw bonus, and may attempt to a character may aim the deflection at a specific target. If the deflect pulsefire, double tap, and burst fire attacks. character is successful at deflecting the attack, they may rolls Normal A character may not attempt to deflect pulsefire, double their Ranged Attack Bonus with a −4 penalty against any target tap, or burst fire attacks. that is within their line of sight. If this attack is successful, the attack is directed at this target instead. The character may also 2.9 Intermediate Offensive Form attempt to deflect sprayfire and sweepfire attacks. Normal A character may not attempt to deflect sprayfire or Prerequisites Psiblade Proficiency or Plasma Blade Proficiency, sweepfire attacks. Basic Offensive Form Benefit A character receives an AoO with a −3 attack penalty 2.14 Expert Offensive Form for the every attack with a psiblade or plasblade that misses them, and receives an AoO with a −5 attack penalty for the every melee Prerequisites Psiblade Proficiency or Plasma Blade Proficiency, attack that misses them that isn’t a psiblade or plasblade. The Basic Offensive Form, Intermediate Offensive Form AoO must be against the creature that originally attacked them. Benefit The character suffers no attack penalty when Special This feat may only be used when the character Aggressive attacking with a psiblade or plasblade, the Combat is wearing light or no armor or is not medium or heavily Point Cost to Heavy attack is reduced by 1 and the cost to Full encumbered. This feat only applies to regular attacks, not attacks attack is reduced by 3 when using a psiblade or plasblade. The of opportunity. character can also throw their psiblade or plasblade, which has the same damage, a range of 15’, and is considered a Small 2.10 Intermediate Precision Form thrown weapon when used in this manner. Special This feat may only be used when the character Prerequisites Psiblade Proficiency or Plasma Blade Proficiency, is wearing light or no armor or is not medium or heavily Basic Precision Form encumbered. Benefit A character gains a +6 attack bonus to all called shot attacks against arms and legs and a +4 attack bonus to all called 2.15 Expert Precision Form shot attacks against hands and feet when attacking with a psiblade or plasblade. The character may also make non-lethal attacks Prerequisites Psiblade Proficiency or Plasma Blade Proficiency, with the psiblade or plasblade. Basic Precision Form, Intermediate Precision Form Special This feat may only be used when the character Benefit A character gains a +8 attack bonus to all called shot is wearing light or no armor or is not medium or heavily attacks against arms and legs, a +6 attack bonus to all called shot encumbered. attacks against hands and feet, and a +4 attack bonus against all called shot attacks made against the head when attacking with 2.11 Intermediate Reaction Form a psiblade or plasblade. When Thrust attacking with a psiblade or plasblade, the damage penalty is reduced to −1 and there is Prerequisites Psiblade Proficiency or Plasma Blade Proficiency, no additional Combat Point cost. When Light attacking with a Basic Reaction Form psiblade or plasblade the damage penalty is reduced to −2. When Benefit When using a psiblade or plasblade, a character gains a aggressive attacking with a psiblade or plasblade, there is no +6 bonus to their Will Saving Throw when performing the Predict additional Combat Point cost. reaction and a +6 bonus to their Reflex Saving Throw when Special This feat may only be used when the character performing the Parry reaction. is wearing light or no armor or is not medium or heavily Special This feat may only be used when the character encumbered. is wearing light or no armor or is not medium or heavily encumbered. 2.16 Expert Reaction Form 2.12 Expert Defensive Form Prerequisites Psiblade Proficiency or Plasma Blade Proficiency, Basic Reaction Form, Intermediate Reaction Form Prerequisites Psiblade Proficiency or Plasma Blade Proficiency, Benefit When using a psiblade or plasblade, a character may Basic Defensive Form, Intermediate Defensive Form use the Stumble reaction against any character using a psiblade Benefit When any hostile creature moves adjacent to the or plasblade and may perform any reaction for −3 Combat Point character, the character immediately receives an AoO when cost. wielding a psiblade or plasblade. This is limited to one attack Normal Psiblades or plasblades may not be used to Stumble. per hostile creature. When fighting defensively with a psiblade or Special This feat may only be used when the character plasblade, there is no additional Combat Point cost and the attack is wearing light or no armor or is not medium or heavily penalty is reduced to −2. encumbered. 7

3 Spacecraft Feats 3.1 Spacecraft Operation Prerequisites Pilot 1 Rank Benefit The character may fly any size of spacecraft. Normal Characters can only fly small or smaller size spacecraft. 8

Chapter IV lining of the jacket, keeping the wearer cool, while appearing like a normal jacket. For the purpose of polarans, it works as a New Equipment Chill collar, and grants +2 to Fortitude Saving Throws made to resist the effects of hot weather. For anyone else, it will reduce the effects of hot weather as if the wearer were in a single lower 1 Bags and Boxes weather of temperature. This jacket requires a coolant pack to stay cool. The coolant pack lasts indefinitely. Hardpack A hardpack is a backpack with a smooth plastic outer shell, used to protect whatever inside from rough handling, falls, slips, and general rough wear. When worn it grants Chamelocloak This long cloak is littered with tiny LEDs and DR1/Bludgeoning against all rear attacks and can hold 240 ounces sensors that adapt to whatever is nearby. When a character of gear, fitting comfortably over both shoulders. wearing this cloak stops moving for 1 round, the cloak shifts and turns into colors that not only mirror the surrounding area, but compliment it as well. When this happens, the character wearing Bio Sensor Travel Case This travel case is very much like the the cloak gains an immediate +15 bonus on all Stealth checks plain aluminum travel case, with two major differences. The first to avoid being seen. The cloak can also be used to blend in is a biometric lock that will only open when the owner, or an in the open, causing a slight optical illusion and an appearance authorized person, presses their thumb against the lock, and of invisibility. When the cloak is worn normally, it grants a 15% a ruggedization, to against unauthorized entry through Concealment bonus against all ranged attacks. bypassing the lock; Disable Device check [TN35], Technology Use check [TN25]; break [TN30]. Object Sz Wt Cost Restr Cryocase This case bears a very similar look to the Interface Jacket M 32 10 None Aluminum cases, only scaled up more so. Inside, however, Chill Jacket M 36 5 None it is very different. The cryocase is a hermetically sealed, Chamelocloak M 30 35 R cryogenic case that has an adjustable, built-in life support system. Table 2: Outerwear Commonly used for foods with a very short shelf life, it has the fortunate ability to transport people, but not their gear, safely over long distances with no perceived time in between. The cryocase 2.1 Augmentative Vision has 10 hours worth of life support when fully charged, before its contents begin to die. Any creature that is in the sealed cryocase Augmentative vision is eyewear that superimposes information when its life support ends immediately begins to suffocate. A large over the user’s field of vision. This can be anything from directions cryocase can fit a small creature or 1600 ounces of material, for cooking to a HUD tracking health, status conditions, and targets. a huge cryocase can fit a medium creature or 3200 ounces of The features available to the set of eyewear is dependent on material. what kind of modules are installed in the eyewear and what is currently activated. AV hardware has two major areas of module slot storage: RAM and HDD. All AV hardware is controlled through Object Sz Wt Cost Restr voice commands or through an interfaced device. Hardpack S 32 4 None The RAM represents how many module slots can be used at Bio Sensor Travel Case, 10 lb. cap M 75 4 None the same time. RAM is measured in module slots, and the module Bio Sensor Travel Case, 40 lb. cap L 165 8 None uses the same amount of module slots of RAM as it does of hard Bio Sensor Travel Case, 75 lb. cap L 245 15 None drive space. When a module is activated, it uses RAM slots equal Large Cryocase L 128 18 None to how many HDD slots it takes up, in RAM. When it is deactivated, Huge Cryocase H 320 24 None it no longer takes up that spot in ram, but is still located on the HD. Table 1: Bags and Boxes The HDD represents how many modules can be Stored on the AV hardware at one time. HDD space is measured in Module slots. A module is installed onto the HDD, and is activated at will. 2 Clothing The module will always sit in the HDD unless it is uninstalled.

Interface Jacket An interface jacket is a jacket that has a small built in computer that can be programmed to display a set AugGogs Augmentation Goggles, or AugGogs as they’re more of data, pictures, or text via a matrix of display diodes. It can well known, are a simple set of rugged augmentation goggles also be interfaced with any other technology that has the ability that are secured with a thick spandex band. They are usually to output its data. Interface jackets vary wildly in their style, and used by adventurers because of their rugged nature, and their display type. Some are simply built into an existing jacket, with a resistance to shock, heat, cold, and general wear. set of displaying diodes on the sleeve, while others are covered in display diodes, allowing for scrolling text, flashing colors, and Smart Glasses Smart glasses are augmentation hardware that videos. has been sleekly concealed in a pair of normal looking eye- glasses. They superimpose all of the information on the glasses, Chill Jacket A chill jacket is a jacket worn by any creature allowing the user to use these glasses in everyday wear, but are that needs to stay cold, with small cold diffusers built within the not as rugged for rough use. 9

Scouter A scouter is a piece of augmentation hardware that Object Sz Wt Cost Restr hooks over the ear and covers one eye. It is made to be there Microloader Kit M 80 13 None when you need it, and folds up for easy storage when isn’t needed. Table 5: Specialty Kits Augmentation Lenses These are contact lenses that are placed directly on the eye, and can be worn and used without any kind of equipment. Because of this, they lack the speakers that other 5 Computers and Consumer Electronics augmentation hardware have, but are otherwise fully functional. They can not be worn in conjunction with any other augmentation vision hardware, and doing so causes a character to immediately 5.1 Augmentation Modules become Sickened and Nauseous for 1d3 hours, but they can be worn with other forms of eye wear, and are completely Modules are programs installed that give the user of undetectable. the augmentative vision eyewear a bonus to various things, dependent on what they are programmed to do. Modules come Object Sz Wt Cost RAM HDD Restr in three varieties: AugGogs S 16 10 1 4 None Smart Glasses T 8 25 2 3 None • Lite A lite module has the bare essentials necessary for use Scouter T 6 35 3 5 None and has a lighter footprint to take up less space. This module Aug. Lenses F 1 60 1 3 None provides a +1 to all bonuses listed in the module description unless specified otherwise and takes up 1 module slot. Table 3: Augmentative Eyewear • Standard A standard module contains most of the core features that most would find useful, leaving out only a 3 MOLLE few specialized programs. This module provides a +3 to all bonuses listed in the module description unless specified Single Coolant Pouch (1 slot) This pouch can hold a single otherwise and takes up 2 module slots. coolant pack.

Dual Coolant Pouch (1 slot) This pouch can hold two coolant • Full-featured Contains all of the features that anyone could packs. ever need or use, sparing no expense. Because of this, they take up a significant amount of space. This module provides a +4 to all bonuses listed in the module description unless Quad Coolant Pouch (3 slots) This pouch can hold four coolant specified otherwise and takes up 3 module slots. packs.

Sextuple Coolant Pouch (4 slots) This pouch can hold six Base This module is the OS for all augmentative vision coolant packs. hardware. It contains the software necessary to load additional modules, as well as a web browser, camera with both normal and Coolant Chill Pouch (3 slots) This pouch is a portable chiller UV filters (still and video recording), microphone, bone conduction that can chill up to four coolant packs at one time. transducer to play audio to the wearer, an audio and video player, clock, local weather, and a GPS navigation system. All Pellet Pouch (1 slot) This pouch holds 6 pellets, keeping them augmentation vision hardware is preloaded with this software, it safe from impact. takes up no module slots and is always active.

Object Sz Wt Cost Restr Single Coolant Pouch S 8 1 None Data This module is a quick look up resource, consisting of Dual Coolant Pouch S 10 2 None volumes of information about specific subjects, that can be called upon in an instant. This module provides a bonus to any one Quad Coolant Pouch S 12 3 None Knowledge skill that it is programmed for and must be active to Sextuple Coolant Pouch S 16 3 None receive the bonus. Coolant Chill Pouch S 20 4 None Pellet Pouch S 4 1 None

Table 4: MOLLE Photography and Videography This module is an upgrade to the base camera software, allowing for advanced focusing, active noise cleaning up, real-time cropping, color filtering, as 4 Specialty Kits well as a 2,000× digital zoom, that functions as a microscope and a telescope. This module has also been programmed to provide Microloader Kit The microloader kit is a portable version of its wearer’s eyes with UV ray protection, providing a +1 to all Will the reloading kit, containing a portable press, digital scale, dies, Saving Throw bonus against blindness as long as the module is pocket manual, and powder measures, that all fit into a toolbox active. This module also provides a bonus to Perception and Craft sized box. It allows a character to reload ammunition. (Visual Art) as long as the module is active. 10

Music This module provides assistance when playing a musical Object Cost Restr instrument, singing, or performing stand-up, by relaying Data, Lite 3 None information such as pitch, octave, tone, and harmonies, as well as Data, Standard 12 None a wide database of free and public domain sheet music that can Data, Full 20 None be played. The module also can be used by beginners for hand Photography/Videography, Lite 2 None placement, and instruction when learning an instrument. This Photography/Videography, Standard 8 None module also features musical detection software, than will listen Photography/Videography, Full 12 None to songs, and produce information on the song such as composer, Music, Lite 2 None key, and if available, sheet music. This module provides a bonus Music, Standard 8 None to any one Perform check that it is programmed for, and must Music, Full 12 None be active to receive the bonus. Medical, Lite 6 None Medical, Standard 14 None Medical This module contains various schematics for bandages, Medical, Full 22 None tourniquets, anatomy and physiology, as well as instructions on Lockpick, Lite 2 None how to give first aid. This module provides a bonus to all Treat Lockpick, Standard 8 L Injury checks as long as the module is active. Lockpick, Full 12 L EOD, Lite 10 R Lockpick This module provides schematics for various types EOD, Standard 18 M&P of locks, dials, safes, and combinations, as well as a real time EOD, Full 40 M&P database consisting of compiled notes on specific models to aid Magical Calculator, Lite 5 None in the disabling of various locks, and area denial objects. This Magical Calculator, Standard 16 L module provides a bonus to all Disable Device checks as long as Magical Calculator, Full 25 R the module is active. Translator, Standard 10 None Spiderbot Management, Lite 3 None EOD This module provides common bomb schematics, a wire Spiderbot Management, Standard 7 None connection follower and indicator, timer, and suggestions for Spiderbot Management, Full 14 None diffusion and disassembly for bombs, IEDs, and other explosive AI, Standard 16 None devices, as well as construction advice and instructions, as well as planting suggestions based on the target to be detonated. This Table 6: Augmentation Modules module provides a bonus to all Demolitions checks as long as the module is active.

Magical Calculator This module contains a magical calculator, 6 Survival, Security, and Professional as well as a beginner’s guide to magic. It grants a bonus to any Gear one Spellschool skill that it is programmed for, and reduces the time it takes to craft a spell by ¼. This module must be active to 6.1 Med Sprayer receive the bonus. A med sprayer is a device that takes in med cartridges and Translator This module contains a full, real time translator, that converts them to a vapor that can be quickly sprayed on an allows a character to understand and read, but not speak or write, injury in the middle of a conflict to keep an injured individual from any one language that it is programmed for. The module must expiring, greatly increasing their survivability. A med cartridge be active in order to be of benefit. is one time use and is usually thrown away after it is used. The med sprayer comes with one cartridge of health spray and one Bot Management Module This module allows the manage- cartridge of clot spray. ment of spiderbots and beebots, to control them, as well as interact with any built in hardware that they possess, such as cameras, microphones, or other sensory hardware pieces. This Health Spray This spray instantly heals 2d10+2 XHP immedi- module grants the user the ability to send the bot to a specific ately as long as character has at least 1 CHP left. This spray does geolocation using the GPS, or to a reference point using the bot’s not stop bleeding. camera. The lite module allows for the control of 2 bots, the standard module allows for the control of 4 bots, and the Full Featured Module allows for the control of 8 bots. Clot Spray This spray instantly stops up to 10 points of bleed damage as long as the character still has at least 1 CHP left. AI Module This module allows the upload of any level artificial intelligence presence into the augmentative vision wear. Unlike other modules, the AI is always turned on and can not be turned 6.2 Health Analyzer off. The AI can access, use, and manipulate any technology the augmentative vision is linked to, as well as activate or deactivate A health analyzer is a device that is used to quickly assess and any other module that is loaded onto the augmentative vision. A aid a medical professional. It reduces the time taken to perform level 1 AI can be purchased with this module for +5 WP. all treat injury actions by ¾. 11

6.3 Magic Calculator 6.9 Chill Collar

A Magic calculator is a calculator created to assist a new mage A chill collar is a collar that diffuses cold into the bloodstream in creating new spells at an increased rate. Magic calculators and cools the core temperature of the creature. Any creature that come in two forms. needs to be cooled will benefit from wearing this collar. The collar can also be purchased in the form of a bracelet or watch for Basic Model This model reduces the time it takes to write magic the same price, while high fashion models can cost exponentially spells by ½. more.

Deluxe Model This model reduces the time it takes to write spells by ¾, and grants a +2 bonus to all Spellschools when used. 6.10 Sonicball

6.4 Neuralizer A sonicball is a small device that looks like an ordinary ball about the size of a fist. When thrown into a room, it releases A neuralizer is an ingenious device that targets specific neurons an ultrasonic frequency that bounces off all things in the room, dedicated for memory, and erases them. The neuralizer doesn’t followed by an infrared of the room, displaying its contents wipe out all memory up until that time, rather has to be set to in an easy to view manner on any technology device with a screen. a specific time to erase. It will erase up to 24 hours before and It can be interfaced with any device that has a screen, such as after the time selected. The neuralizer looks like a small metal a tablet, laptop, or augmentative vision. It can scan within a tube with a red light and a flash beacon on one side, and the 60’ radius of itself, and will determine and display live objects, dials to control the specific time to erase. barriers, and possible hiding spots.

6.5 Smartwatch A Smartwatch is an all in one watch that has a number of uses. 6.11 Handheld Grappler It can interface with various pieces of technology to manipulate and control them, display the local time and weather, as well as A handheld grappler is a device that has a 60’ spool of braided, perform simple calculations, display messages, translate singular coated steel wire that is attached to a hook-claw, used to swing, words (not powerful enough to be considered fluent in a language), pull, or wrap around objects. It can also be fired in any object play music and video, and display any vital signs if interfaced with 2 or less hardness, securing itself to that object. It has a with a device that can read as such. powerful motor that will wind the spool back up at the rate of 15’ per turn. The wire can hold up to 400 lbs indefinitely, or up to 500 lbs for 5 turns. It uses 9x19mm blanks to fire the hook-claw, 6.6 VitalBand and has an internal magazine of 3. It costs 4 Combat Points to A VitalBand is a piece of medical equipment usually given to fire the grappler, and when fired at a creature, deals 1d6 slashing hospital patients, but has seen considerable use in the combat damage. field. The VitalBand displays the health of the character, including heart rate, any possible infections, diseases, or affects that the character is currently experiencing. The VitalBand also possesses 6.12 Shokstrips two autoinjectors, that can be programmed to inject the wearer with any injectable substance when specific conditions are met. Shokstrips are a wire mesh strip with a battery that rolls out The standard conditions are when a character hits 50% of their to a 5’ by 10’ rectangle. When activated, either remotely or on XHP for the first, and when a character completely runs out of the battery case, the shock strip electrifies the area it’s laid in. XHP for the second. Any creature that steps in or is caught in the rectangle when it is activated takes 1d6 electricity damage and must make a Fortitude 6.7 Cloaking Belt Saving Throw [TN18] or be paralyzed for 1d3 rounds. A cloaking belt is a belt that, when activated, bends the light around the wearer, rendering them mostly invisible. When activated, it gives a character 45% concealment, but only through 6.13 Emergency Air Mask normal vision; thermal, True Vision, and any other kind of visions that don’t rely on the standard spectrum are not effected. This belt This air mask is an all-in-one mask that provides 6 hours of has enough uses to be used for 10 turns in total before it requires breathable oxygen in environments where no breathable oxygen recharging. It takes 1 hour for this belt to be fully recharged. is available. It can be recharged in environments with enough breathable air, and takes 12 hours to recharge. 6.8 Rebreather A rebreather is a small device that is held in the mouth, that 6.14 Condenser-Diluter allows a creature to breathe underwater for 10 minutes at a time by recycling and scrubbing CO2. After this time, the rebreather This mask takes thin atmospheres and condenses the air into a stops functioning until it has time to recharge its cells with fresh breathable mixture, where the breathable air is thin. This device oxygen, which takes 15 minutes. also thins out dense air and makes it easier to breathe. 12

6.15 Plastool 6.16 Spiderbots and Beebots

A tool-like device with a low powered emitter and plasma core. Spiderbots and Beebots are small, semi-sentient robots that can Unlike plasarms, these are specially built tools that are primarily perform a variety of simple tasks. Spiderbots and Beebots have made for repairs, rapid fabrication in remote locations, and to two modes; Deployed and Storage. In Storage mode, a Spiderbot weld and fuse metal objects, make quick repairs on ships, and a looks like a metal puck, about the size of a large hockey puck, host of other benefits. while a beebot looks like a round ball, about the size of a softball. Plastools use tool emitters, which are special emitters that will When deployed, Spiderbots take on the appearance of a little not fit on a plasarm. These emitters are interchangeable and metal spider, complete with 8 wire legs and a single, glowing LED can be swapped for 4 CP. Plastools also use coolant packs like eye, and Beebots take on the appearance of a large bee, complete plasarms and can take all of the benefits that coolant packs can with clear translucent wings, 6 wire legs, and a single glowing LED give. Plastools come with both Flame and Tool Emitters. eye. They are usually black, but a spiderbot or beebot can be Plastools have different wattage ratings, which can be increased purchased in any color configuration. All spiderbots and beebots and decreased by the user. This affects the heat rating. are equipped with a basic camera right under the eye and a Decreasing or increasing the wattage rating takes 1 minute. A microphone, and can respond to verbal commands in a single Plastool must be completely cooled from full Heat in order to language that is selected when the bot is purchased. Spiderbots change wattage. and Beebots can respond to commands as if they were an animal • Flame Emitter This resembles a fusion-powered scramjet under the Animal Handing skill, but Animal Handling skill is not with a small hollow tank for heating fuel air. Turns the required to command and manage a spiderbot or a beebot. A plastool into a cutting tool suitable for destroying locks, spiderbot or beebot can respond to Attack (If it possesses an carving holes in metal, and a host of other uses. The upgrade that allows it to attack) Come, Defend (If it posses an plastool may also be used as a simple melee weapon in upgrade that allows it to attack), Guard (if it possesses an upgrade this fashion. The flame emitter runs on heat, and uses 1 Heat that allows it to attack), Heel, Stay and Seek. Spiderbots have every 6 seconds of use. When using this emitter against an 8 CP per turn, can walk and adhere to walls and ceilings, while object, the emitter ignores 5 points of hardness, and rolls Beebots have 7 CP per turn and can walk and fly(Good) up to the damage for the wattage rating. 25’ from the ground. Spiderbots and beebots can have upgrades installed on them, that can enhance their utility. Basic spiderbots • Repair Emitter A specialized emitter that will emulate a and beebots can have one upgrade installed on them at one vast number of tools. This turns the Plastool into a Variable time, Standard model spiderbots and beebots can have two, and Mechanical Toolkit. Make a Repair check. The Plastool Deluxe models can have three. Spiderbots have 3 HP, a DEF of 14, gains a bonus to all Craft (Mechanical) and Craft (Structural) and 8 CP. Beebots have 1 HP, a DEF of 15, and 7 CP. A spiderbot or checks equal to the result, for 1 hour per Heat. beebot can function for 8 hours before it needs to be recharged. Repair Wattage Heat Spiderbots and beebots can be interfaced. It takes 5 minutes for upgrades to be replaced, installed or uninstalled. 1d4−1 10kW 10 1d4 15kW 8 1d4+1 25kW 6 Speaker Upgrade This upgrade gives the bot speakers, that 2d4 35kW 4 allow it to play music, as well as give it a voice that can speak 2d4+1 40kW 2 the same language that it has installed. The type of voice is determined by the purchaser. Table 7: Plastool Ratings and Heat

Object Sz Wt Cost Restr Language Upgrade This upgrade gives the bot the ability to Med Sprayer S 22 16 None understand two additional languages, and if it has the speaker Health Spray (2) D 6 4 None upgrade, to speak those languages as well. Clot Spray (2) D 6 2 None Health Analyzer S 8 10 None Plasma Stinger Upgrade This upgrade gives the bot the ability Magic Calculator, Basic S 8 6 L to fire a bolt of plasma at a target. This upgrade uses coolant Magic Calculator, Deluxe S 16 24 L packs, and must be reloaded by the owner. The bot cannot reload Neuralizer T 6 30 M&P its coolant pack. The bot has a +2 attack bonus, and using this Smartwatch T 5 16 None attack cost 5 CP and has a range of 25’, a heat rating of 10, and VitalBand T 12 18 None a wattage of 10 kW (1d8-2). The bot can take advantage of any Cloaking Belt S 32 40 R effects coolant packs may give. Rebreather T 4 12 None Chill Collar T 4 1 None Sonicball S 18 20 None Laser Stinger Upgrade This upgrade gives the bot the ability Shokstrips S 12 4 None to fire a laser at a target. This upgrade uses coolant packs, and Emergency Air Mask T 9 3 None must be reloaded by the owner. The bot cannot reload its coolant Condenser-Diluter T 3 2 None pack. The bot has a +2 attack bonus, and using this attack cost 5 Plastool S 20 25 None CP and has a range of 15’, a heat rating of 6, and a wattage of 25 kW (1d8+1). The bot can take advantage of any effects coolant Table 8: Survival, Security, and Professional Gear packs may give. 13

Electric Stinger Upgrade This upgrade gives the bot the ability Extra Battery Upgrade This upgrade gives the bot an to fire a bolt of electricity at a target. This upgrade uses coolant additional battery, giving it 16 additional hours of runtime before packs, and must be reloaded by the owner. The bot cannot reload it needs to be recharged. its coolant pack. The bot has a +2 attack bonus, and using this attack cost 5 CP and has a range of 10’, a heat rating of 2, and a Self Destruct Upgrade This upgrade arms the bot with a store wattage of 40 kW (2d8+1). The bot can take advantage of any of C4. The bot can be instructed to destruct on command, or effects coolant packs may give. on the trigger of a specific act (similar to how readied action performs) such as its tripwire being hit, or on the sense of motion Taser Stinger Upgrade This upgrade gives the bot the ability within its field of view. When triggered the bot explodes, causing to fire a taser stinger at a target. This upgrade uses standard 3d10 concussion damage within a 10’ radius of itself. taser cartridges, and must be reloaded by the owner. The bot cannot reload its taser cartridge. The bot has a +2 attack bonus, and using this attack cost 5 CP and has a range of 10’. On a Wire Upgrade This upgrade gives the bot 20’ of thin wire in successful hit, the target must make a Fortitude Saving Throw its abdomen, that allows it to hang itself from the ceiling, walls, [TN15] or be paralyzed for 1d6 rounds. or suspend an object of its weight or less from itself, as well as make tripwires. Only Spiderbots may take this upgrade. Tranquilizer Dart Stinger Upgrade This upgrade gives the bot a launchable tranquilizer dart launcher, that can be loaded with a Sticky Goo Sprayer This upgrade gives the bot a canister of pre-filled tranquilizer dart. The bot cannot reload its tranquilizer sticky goo that can be used to coat a 5’ square in front of it with a dart. The bot has a +2 attack bonus, and using this attack cost 5 super sticky clear contact adhesive. Any creature (except the bot CP and has a range of 10’. On a successful hit, the effects of the who placed it) that steps into the square stops their movement contents of the dart begin to take effect. immediately and cannot move. The creature can spend 10 CP to make an Athletics check [TN15] or an Acrobatics check [TN20] Stun Bite Upgrade This upgrade gives the bot a pair of stun to break free of the adhesive. The canister has enough shots fangs, that it can use to attack any adjacent target. The bot has a for 4 applications before needing to be reloaded by its owner. +2 attack bonus, and using this attack cost 4 CP. On a successful Replacement canisters cost 1 WP. hit, the attack deals 1d3 electricity damage and the target must make a Fortitude Saving Throw [TN15] or be paralyzed for 1d6 Radio Upgrade This upgrade gives the bot a multi-channel rounds. Only Spiderbots may take this upgrade. radio receiver and broadcaster, allowing it to tap into FM, AM, CB, and private police channels, to both broadcast and receive radio Injector Bite/Sting Upgrade This upgrade gives the bot a pair signals. It also adds the ability to connect to Bluetooth devices to of injector fangs, or a injector stinger, that can be used to carry be used as a remote radio, as long as it is within a 25’ radius of one dose of any injected medicine, poison, or any liquid, and can the Bluetooth headset. be used to attack any adjacent target. The bot has a +2 attack bonus, and using this attack costs 4 CP. If the bot possesses the Liquid Tank Upgrade This upgrade gives the bot an airtight, Liquid Tank upgrade, it can draw from this as a reservoir for pressurizable tank that can hold 8 ounces of any liquid. The tank additional doses. has a glass lining, that allows it to hold corrosive liquids as well. It also equips the bot with a variety of sprayers, allowing it to spew Spines Upgrade This upgrade gives the bot a set of needle- the liquid from its front in a variety of ways, as well as a suction like spines in its abdomen, that can be extended and retracted, tube that allows it to draw liquid within itself for later use. allowing it to function like a caltrop. Any creature that steps into the square the bot is occupying immediately receives 1d4 Piercing Storage Tank Upgrade This upgrade gives the bot a small damage. The bot can retract and extend the spines for no CP storage compartment in its abdomen. It can hold 8 ounces worth cost. Only Spiderbots may take this upgrade. of equipment that is Tiny or smaller.

Sawblade Upgrade This upgrade gives the bot a spinning saw that it can extend from it’s abdomen, allowing it to cut objects Waterproofing Upgrade This upgrade outfits the bot in a such as rope or wood, or use it for attacking. The bot has a +2 rubberized, airtight seal that lets it be completely submerged attack bonus, and using this attack cost 3 CP. On a successful hit, in liquids without being damaged. It also grants the bot an air- the attack deals 1d6 slashing damage. Only Beebots may take bladder in its abdomen that can be used to regulate its height in this upgrade. the water and cause it to float or sink at will.

Advanced Camera Upgrade This upgrade gives the bot an Burrow Upgrade This upgrade outfits the bot’s legs with advanced camera, that includes lenses for infrared and ultraviolet that grant it the ability to burrow up to 10’ deep in any soft, modes, as well as a night vision camera, allowing it to see in near moveable terrain, such as dirt, snow or small rocks. Only and complete darkness. Spiderbots may take this upgrade.

Advanced Sensors Upgrade This upgrade gives the bot a Parachute Upgrade This upgrade gives the bot a small barometer, a thermometer, a Geiger counter, an altimeter, a parachute that it can deploy to slow its decent to the ground, speedometer, and a hydrometer. then retract for reuse. 14

Flashlight Upgrade This upgrade replaces the bot’s lone LED 7 Meds & Narcotics eye with an array of superbright color LEDs, that can be used to illuminate a 20’ cone in front of the spider in a variety of colors Biofoam Originally invented as as a biodegradable insulation and flash in a strobe or pattern. and binding agent, Biofoam has evolved to be used to fill in lacerations, pad broken bones, and hold tissues together before slowly being consumed by the body itself, harmlessly. Using Armor Upgrade This upgrade outfits the bot with a heavier, biofoam requires a Treat Injury check [TN5] that costs 8 CP. If more armored chassis that grants it +10 HP. the check is successful the target stops bleeding and for every 5 points the roll exceeds the TN the target heals 1d4 XHP. You can take 10 on this check, but not 16/18. Biofoam is packaged in a single use canister. Spool Upgrade This upgrade outfits the bot with a spooler in its abdomen, that allows it to disperse spools of line, such as fishing line, string, thin rope (20 pounds before breaking), or det cord Boost A thick grey liquid that is used by soldiers, adventurers, and cut it. It can carry 30’ of cord or line. Only Spiderbots may and criminals to increase their combat effectiveness for a short take this upgrade. amount of time. It is a diluted version of Juice that is marketed as a safer alternative. A character may inject themselves or be injected with one dose of Boost to gain 1d3 additional CP every round for 1 minute. The character may inject subsequent doses Grenade Harness Upgrade This upgrade outfits the bot with to lengthen the time this bonus lasts by 1 minute, but it does not a grenade harness on its abdomen. The bot can be instructed to grant any additional Combat Points. After each dose is injected, a pull the pin on the grenade on command or on the trigger of a character immediately makes a Fortitude Saving Throw [TN5]. If specific act (similar to how a readied action performs) such as a character fails this Saving Throw they take CHP damage equal its tripwire being hit, or on the sense of motion within its field of to the Combat Point bonus they received. The TN increases by 5 view. When the pin is pulled the grenade immediately falls to the for each dose of Boost or Juice taken within 3 weeks of the first ground, breaking free from the harness. dose. Boost is packaged in single dose ampoules.

Object Sz Wt Cost Restr Day-glo DGBX (more commonly known as Day-glo) is an Basic Spiderbot or Beebot S 40 4 None optical drug that is one of the byproducts of making Moonbeam, Standard Spiderbot or Beebot S 36 6 None that is taken by dropping the liquid directly into the eyes. A character may use one eyedropper, granting darkvision for 1d4+1 Deluxe Spiderbot or Beebot S 32 13 None minutes. During this effect, the character is blinded in normal Bot Upgrades light if they are not wearing welding goggles, sunglasses, or Speaker — 5 1 None any other type of equipment that dims lighting until they are no Language — — 2 None longer in normal light. A character that is hit by a stun grenade, Taser Stinger — 4 12 L illusionary effect, or anything that would require a roll to resist Laser Stinger — 4 18 L blindnessor cause blindness is immediately blinded, regardless Plasma Stinger — 4 18 L of any protective equipment. After 1 use a character must make Electric Stinger — 4 18 L a Fortitude Saving Throw [TN5] or go blind. This TN increases by Tranquilizer Dart Stinger — 8 7 None 5 for each dose of Day-glo taken within 3 weeks of the first dose. Stun Bite — 4 8 L Day-glo is packaged in single-use eyedropper bottles. Injector Bite — 3 3 None Spines — 8 2 None Moonbeam A glowing blue lotion-like substance that is rubbed Sawblade — 6 2 None directly into the skin to cause a euphoric feeling and a mental Advanced Camera — 2 5 None and physical fortification. A character may apply one dose of Advanced Sensors — 8 8 None Moonbeam to their skin, granting them a +4 bonus to Will and Extra Battery — 16 6 None Fortitude Saving Throws for 1d4 hours. The character many Self Destruct — 5 3 M&P also apply more, which will add one hour to the duration and Wire — 6 3 None a +1 bonus to both Saving Throws. When the effect wears off, Sticky Goo — 8 2 None the character makes a Will Saving Throw [TN10] and a Fortitude Radio — 10 4 None Saving Throw [TN10], that has an increase of the TN by 1 for Liquid Tank — 3 3 None every previous application within 3 weeks of the last use, and Storage Tank — 3 3 None by 2 for every previous application while the character was still Waterproofing — 8 9 None under the effects of the drug. If a character fails the Will Saving Burrow — 6 2 None Throw, they take temporary WIS damage equal to the bonus Parachute — 2 2 None they received. If the character fails the Fortitude Saving Throw, Flashlight — 1 1 None they take temporary CON damage equal to the bonus received. Armor — 16 5 None The character can rest for 4 hours per point of damage taken to Spool — 10 3 None recuperate or receive long term care from a character who must Grenade Harness — 6 6 None make a Treat Injury check on them to reduce the time needed to rest by half. Moonbeam is packaged in a 4 ounce tube, enough Table 9: Bots and Bot Upgrades for 10 doses. 15

Jazz A thick blue liquid used by academics, engineers, and Object Sz Wt Cost Restr mages as a study aid and performance enhancer. A character Biofoam S 8 2 None may inject or be injected with one dose of Jazz to halve the Boost D 1 3 L time it takes to complete any Craft, Disable Device, Technology Day-glo D 1 3 I Use, or Demolitions check. This effect last for 12 hours per dose. Jazz D 1 5 I After each injection, a character makes a Fortitude Saving Throw Juice D 1 7 R [TN17] to avoid taking a −4 penalty to all Craft, Disable Device, Moonbeam T 4 3 R or Demolitions checks. This penalty lasts for 1 week after Jazz StikStick (4) T 8 2 None was taken, and each dose before that time resets the time and NanoMed D 1 15 None increases the penalty by −4. Jazz is packaged in single dose Stim D 1 2 L ampules. Table 10: Equipment, Narcotics Juice A thick white liquid used by only the most disciplined of soldiers and adventurers to push themselves to the upper limits of their combat effectiveness or fools who believe they 8 Trade Goods are disciplined and strong enough to handle it. A character may inject themselves or be injected with one dose of Juice to gain Trade goods are any goods that can be traded for money and 2d3 additional Combat Points every round for 2 minutes. The are usually in good demand in most locations. Due to their size, character may inject subsequent doses to lengthen the time this they require transportation in order to be taken advantage of. bonus last by 1 minute, but does not grant any additional Combat When purchasing trade goods, they must also be purchased in a Points. After each dose is injected, a character immediately makes container or one must be furnished to store them. When storing a Fortitude Saving Throw [TN15]. If a character fails this Saving trade goods, calculate to the closest whole good that can fit in the Throw, they take CHP damage equal to the Combat Point bonus container. Goods uncommon to the area are double the worth, they received. The TN increases by 5 for each dose of Juice or and goods rare to the area are triple the worth. Boost taken within 6 weeks of the first dose. Juice is packaged in single dose ampules. 8.1 Containers Trade good containers are containers that are used to store trade StikStick A StikStick is a one-time use pen that contains a single goods in such a manner that they can be handled, sold, and dose of any liquid drug or poison. It costs 4 CP to use. Each transported without damage or spoilage of the trade good. StikStick is a single-use vacuum-sealed injection unit, much like an epinephrine pen used for severe allergies, that is filled with any drug that can be injected. Injecting one’s self or another cost 4 8.1.1 Jars CP. Injecting an unwilling target additionally requires a successful A rigid, approximately round cylinder with a wide mouth. Typically melee attack roll with the StikStick. StikSticks are packaged in made of glass, plastic, or ceramic. sterile packs that hold 4 individually packaged StikSticks.

8.1.2 Bottles NanoMed NanoMed is a clear liquid with glints of tiny nanobots suspended within it. It is used as a stave off against possible future A rigid container with a body that is wider than its mouth. Typically damage, by having nanobots repair internal injuries. A character made of glass, plastic, or metal. may inject or be injected with one dose of NanoMed. When they receive any piercing, slashing, or ballistic damage to their CHP, 8.1.3 Cask they immediately heal 1 damage per turn, until they no longer have any injuries. After they have healed a total of 10 HP, the A medium-sized cylindrical container with a stopper. Typically nanobots have exhausted their supply of medicine and are no made of wood, but metal ones are not uncommon. longer effective. Taking more Nanomed before the first dose is complete refreshes the clock and the total HP healed count back to 0. NanoMed lasts for 3 hours, before the nanobots are flushed 8.1.4 Kegs completely from an individual’s system. NanoMed is packaged in A large cylindrical container with a stopper. Typically made of single dose ampules. wood or metal.

Stim A thick red liquid used by both field medics, paramedics, 8.1.5 Barrel and street healers to quickly Saving Throw a character from the clutches of death or poison. A character may inject or be A huge cylindrical container with a stopper. Almost exclusively injected with one dose of Stim to regain 1d4 CHP. If that character made of wood, metal, or plastic. is dying, they are immediately stabilized with 1 point of CHP. If a character is poisoned, the effects of the poison are suspended for 8.1.6 Tank 1d3 minutes. After each injection, a character makes a Fortitude Saving Throw [TN15]. If the character fails this Saving Throw, they An airtight tank used to hold various liquids. They are made of take 1 WIS damage. Stim is packaged in single dose ampules. plastic. 16

8.1.7 Fuel Tank Water and Ice The life sustaining liquid that nearly all creatures need to survive. Ice is the frozen version of water, containing An airtight tank used to hold various fuels, both liquid and gas. the same amount of volume, but stored in cryocrates instead They are made of metal and are usually rather hearty. of liquid containers. Water is extremely important to life, and is essential to locations that are dry or artificial locations such as 8.1.8 Crates space stations and outposts. The quality of water or ice denotes how much it has been filtered. Water may only be stored in jars, A robust container with a lid, usually made of wood or plastic. bottles, casks, kegs, tanks, or barrels. Ice may only be stored in cryocrates. Cryocrate A crate with a cryogenic storage system built into it. Preserves any trade goods that are placed in it through freezing. • Poor water is taken directly from the source with no When using this crate for transportation, all trade goods last 4 filtration. times as long as they would normally.

Safetycrate A crate that has been reinforced to survive both • Mediocre water has had some simple purification, such as external and internal explosions and damage. Used to transport being strained through rocks to remove sediment. dangerous equipment, such as dangerous animals or explosives. • Good water has been strained and boiled. Object Sz Wt Holds Cost Restr Jar (2) S 4 16 oz. 1 None • Great water has been strained, boiled, and passed through Bottle S 8 32 oz. 1 None a carbon filter. Cask M 192 128 oz. 3 None Keg L 240 640 oz. 8 None • Exquisite water has gone through reverse osmosis to make Barrel H 480 5,632 oz. 15 None it more palatable and as safe as physically possible. Small Tank L 40 6,400 oz. 7 None Medium Tank H 70 10,800 oz. 11 None Large Tank G 100 19,200 oz. 15 None • Perfect water is exquisite water that has also been passed Small Fuel Tank L 160 6,400 oz. 10 None through an ionizer, as well as UV and IR filters resulting in Medium Fuel Tank H 280 10,880 oz. 15 None some of the best water available. Large Fuel Tank G 400 19,200 oz. 25 None Small Crate L 16 80 oz. 3 None Medium Crate H 128 320 oz. 8 None Object Wt Cost Restr Large Crate G 320 800 oz. 10 None Poor Quality 1,280 1 None Small Cryocrate L 32 80 oz. 10 None Mediocre Quality 640 1 None Medium Cryocrate H 256 320 oz. 15 None Good Quality 384 1 None Large Cryocrate G 640 800 oz. 25 None Great Quality 128 1 None Small Safetycrate L 32 80 oz. 10 None Exquisite Quality 128 5 None Medium Safetycrate H 256 320 oz. 15 None Perfect Quality 128 20 None Large Safetycrate G 640 800 oz. 25 None Table 13: Water and Ice Table 11: Containers

Spirits, Brews, and Wines Spirits are liquids with a high Dry Consumables Dry consumables include dry staples such alcoholic content, such as whiskey, rum, vodka, brandy, tequila, as wheat and corn, nuts, sugar, coffee, and spices as well as or gin. Brews include ales, lagers and other brewed drinks, such dried fruits and vegetables. Tobacco and some candies are also as mead. Wines are drinks made from fermented fruits, such as included in this. grapes, cherries, or other fruits with a high sugar content. Spirits, brews, and wines may only be stored in jars, bottles, casks, kegs, or barrels. Object Wt Cost Restr Poor Quality 8 1 None Object Wt Cost Restr Mediocre Quality 8 3 None Poor Quality 16 1 None Good Quality 8 8 None Mediocre Quality 16 3 None Great Quality 8 10 None Good Quality 16 8 None Exquisite Quality 8 20 None Great Quality 16 10 None Perfect Quality 8 50 None Exquisite Quality 16 20 None Perfect Quality 16 50 None Table 14: Dry Consumables

Table 12: Spirits, Brews, & Wines 17

Processed Consumables Processed consumables includes Raw Materials Raw materials include goods such as lumber, smoked, cured, or preserved meats created from various animals, various types of stone, and metal ores that are used for as well as canned, preserved, or vacuum sealed vegetables and processing, manufacturing, and the creation of goods. fruits. Object Wt Cost Restr Object Wt Cost Restr Poor Quality 16 1 None Poor Quality 16 2 None Mediocre Quality 16 2 None Mediocre Quality 16 5 None Good Quality 16 4 None Good Quality 16 10 None Great Quality 16 10 None Great Quality 16 16 None Exquisite Quality 16 16 None Exquisite Quality 16 25 None Perfect Quality 16 30 None Perfect Quality 16 45 None Table 19: Raw Materials Table 15: Processed Consumables Technology Technology includes various complete circuit Produce and Perishables Produce and perishables includes boards, as well as key components for technology, including various fresh vegetables, fruits, cheeses, and some candies such semiconductors, displays, antennas, power sources such as as chocolate. Unlike other trade goods, produce will spoil if fuel cells and batteries, transistors, resistors, switches, buttons, not used. Produce and perishables can last two weeks from it’s transformers, motors and other types of electronic components. purchase date before it is spoiled and becomes worthless. Candy Object Wt Cost Restr is an exception to this, in that it can last 1 month before it spoils. Poor Quality 2 3 None Object Wt Cost Restr Mediocre Quality 2 7 None Poor Quality 16 1 None Good Quality 2 15 None Mediocre Quality 16 2 None Great Quality 2 31 None Good Quality 16 4 None Exquisite Quality 2 70 None Great Quality 16 8 None Perfect Quality 2 120 None Exquisite Quality 16 16 None Table 20: Technology Perfect Quality 16 32 None

Table 16: Produce & Perishables Fuel Fuel includes both liquid fuels such as petrol, kerosene, diesel and natural gas, and gaseous fuels such as propane, Textiles and Furs Textiles and furs include all soft goods such methane, hydrogen and natural gas. By nature, fuel is naturally as linens, leathers, scales, silks, animal furs and other cloths. They explosive, and sustained damage to the holding tanks can cause are packaged in lengths of 3 yards of cloth or one fur pelt. an explosion that can destroy the vehicle carrying it. Fuel may only be stored in fuel tanks. Object Wt Cost Restr Object Wt Cost Restr Poor Quality 16 1 None Poor Quality 16 1 None Mediocre Quality 16 3 None Mediocre Quality 16 2 None Good Quality 16 5 None Good Quality 16 4 None Great Quality 16 11 None Great Quality 16 10 None Exquisite Quality 16 18 None Exquisite Quality 16 16 None Perfect Quality 16 25 None Perfect Quality 16 30 None Table 17: Textiles & Furs Table 21: Fuel

Live Animals Live animals include animals used as beast of Consumer Goods Objects such as books, movies, toys and burden, common and exotic pets, and domesticated animals for gadgets, simple tools, finished clothing, and any other goods that food and food production. The weight of the animal varies, but a consumer would want to purchase for everyday life. The higher the smallest singular animal’s weight is listed. Live animals may the rating, the more fine the goods. only be stored in crates or cryocrates. Object Wt Cost Restr Object Wt Cost Restr Poor Quality 16 1 None Poor Quality 18 1 None Mediocre Quality 16 3 None Mediocre Quality 18 2 None Good Quality 16 5 None Good Quality 18 6 None Great Quality 16 11 None Great Quality 18 20 None Exquisite Quality 16 18 None Exquisite Quality 18 45 None Perfect Quality 16 25 None Perfect Quality 18 95 None Table 22: Consumer Goods Table 18: Live Animals 18

Weapons, Ammunition, and Explosives Weapons and Cyberlimbs and Extremity Damage ammunition include weapons of all types, everything from swords and shields to plasarms and lasarms. Ammunition includes When organic limbs are exchanged for mechanical ones, cased and shelled rounds, caseless full magazines, coolant packs, the way one recovers from damage differs. Instead of and various other non-ballistic ammunition. Explosives include spending weeks in recovery, a character with a cyberlimb both raw material explosives, premade charges, and explosive can have it repaired or repair it themselves if they possess ammunition such as grenades and grenade ammunition. When two working hands. The TNs for repairing a damaged limb purchasing weapons as a trade good, there is a 5% discount per are Craft (Mechanical) [TN25], Craft (Electronics) [TN25], weapon. Cased and shelled ammunition has a minimum purchase and Craft (Structural) [TN20]. All three checks must be of 5,000 rounds, caseless magazines have a minimum purchase completed in order for the limb to become functional of 50 magazines, and non-ballistic ammunition has a minimum again. purchase of 4,000 units of the selected ammunition. Explosives have a minimum unit purchase of 20 units. Coolant packs have a minimum purchase of 250 units. Weapons and ammunition may only be stored in crates, cryocrates, or safetycrates. Explosives may only be stored in safetycrates. The restriction rating on weapons, ammunition and explosives varies greatly due to where 9.1 Skull the weapons are coming from, and where they are going to. Refer to the law level of a planet for the restriction rating and The skull is the bony structure that supports the structures of possible modifiers for the purchase and sale cost. the face and forms a cavity for the brain. This augmentation point can support one augmentation at a time.

Neural Computer This augmentation implants a computer Medicines and Narcotics Medicines and narcotics include inside of the skull that can be accessed using only the user’s various pharmaceuticals for medical services, as well as illicit mind. This computer is considered to have a +3 upgrade that drugs for recreational use. When purchasing medicines and grants a +3 equipment bonus to all Technology Use checks, and narcotics as trade goods, there is a 40% discount on the total when this computer is used for Technology Use checks, the time purchase cost, but there is a minimum of 500 units of medicine taken to do all actions is quartered. This computer can not be or narcotics that must be purchased. upgraded.

Internal Augmentative Vision This augmentation implants two cybernetic eyeballs into the user’s eye sockets, that can accept augmentation modules, just as regular augmentative vision 9 Augmentations equipment can. The power, capacity, and Mental Limit reduction is dependent on what kind of augmentation is taken. A character can also take only one eye, and effectively halve all values and the cost, rounded down. Augmentations, or Augs, are replacement body parts that can be upgraded or equipped with different upgrades, as well as enhance a character’s strength and speed but can affect and interfere with a character’s attunement to Magic, Psionics, or Tactical Application Vision This augmentation implants a Invoking. When an augmentation is taken, the Mental Limit cybernetic eyeball that has built in night and thermal vision, of a character is reduced, based on what augmentation is allowing them the benefits and penalties this equipment would give taken, and how many are taken. The formula is (Aug ML as if it were worn. This augmentation also has a 1.5× magnifier, Reduction)×CL, which is subtracted from the character’s Mental allowing all weapons without magnified sights to be used as if they Limit. A character’s mental limit can be reduced below zero using were. Any weapon that can not use the benefit of 1.5× telescopic this method. sights instead takes the highest benefit granted to them. Certain augmentations, because of their replacement, also interfere with tattooing spells on one’s body. A character that receives an arm or leg augmentation loses space for a tattoo, but gains space for an engraving. Each arm removes 12 SP worth of Backscatter Vision This upgrade grants the character the space for tattooing, and each leg removes 18 SP worth of space ability to see through light materials such as clothing, light cloth, for tattooing. This space instead may have spells engraved on it. paper, and thin plastics to detect weapons and explosives. It can not see through flesh (allowing a character to close their eyes Augmentations exist for a few select body parts, these include without issue), metals, brick, or walls. It has a range of 30’ and the Skull, Arms, Legs, and Core, and all augmentations can be any object beyond that is immediately invisible to the character interfaced. while this upgrade is active. A character can also take only one eye and halve the ML reduction and the cost, rounded down. 19

Standard Cyberleg A cyberlimb is a replacement limb for a Augmentation RAM HDD ML Cost Restr limb that has been lost or otherwise amputated. They come Neural Computer — — −15 90 None in various stylings and brands, but the standard composition Int. Aug Vision, Basic 2 4 −6 50 None of a cyberlimb is a steel body that protects the sensitive inner Int. Aug Vision, Standard 2 6 −8 80 None servo motors, cyberfluid and the tendons inside that cause the Int. Aug Vision, Professional 2 8 −10 125 None flexing and moving of the cyberlimb. A standard cyberleg usually Int. Aug Vision, Custom 3 5 −12 140 None replaces the leg from the thigh all the way down to the foot and Tactical Application Vision — — −10 140 L has the same range of motion as a standard limb and can accept Backscatter Vision — — −16 150 R three upgrades.

Table 23: Skull Augmentations Sport Cyberlegs Sport cyberlegs are cyberlimbs that are focused on making a character more flexible, jump higher, carry 9.2 Arms more, and perform better. These cyberlimbs increase the leg strength for a character, allowing them to jump higher and put The arms are the upper appendages on sentient creatures more strength into their movements, as well as be more delicate used for holding tools, weapons, communicating and a host of and purposeful with their movements. This upgrade provides other utilitarian and pleasure activities. Arm augmentations can bonuses to all Athletics checks and all Acrobatics checks, as well be taken one arm at a time, and unless otherwise noted, and the as Carrying Capacity. arm taken, off hand or main hand, can be selected. A character can have no more than two types of cyberarms at one time, one per arm. A character can also take only one arm and effectively Speed Cyberlegs Speed cyberlegs are focused solely on halve all values and the cost, rounded down. making a character faster. When a character uses these cyberlegs, they can move at the speed of 10’ per CP.

Standard Cyberarm A cyberlimb is a replacement limb for a Augmentation Bonus ML Upg Cost Restr limb that has been lost or otherwise amputated. They come in Standard Cyberleg — −1 3 10 None various stylings and brands, but the standard composition of a Speed Cyberleg — −4 1 40 None cyberlimb is a steel body that protects the sensitive, inner servo Sport Cyberleg, +3 −4 2 20 None motors, cyberfluid, and the tendons inside that cause the flexing Basic and moving of the cyberlimb. A standard cyberarm usually Sport Cyberleg, Std +5 −7 2 35 None replaces an arm from the shoulder all the way down to the hand Sport Cyberleg, +7 −10 1 40 None and has the same range of motion as a standard limb and can Professional accept three upgrades per limb. Sport Cyberleg, +10 −16 1 55 None Custom Strength Servo Cyberlimb This cyberlimb has upgraded servos and tendons, that enhance its torque output. This grants Table 25: Leg Augmentations a bonus to the character’s STR score, for all attack and damage rolls but causes a deficiency in DEX due to the lack of fine motor 9.4 Cyberlimb Upgrades control. The amount of increase and deficiency and the amount of upgrade slots depends on the level of the cyberlimb. These upgrades can be installed on a cyberlimb to change its use or enhance features. Dexterity Servo Cyberlimb This cyberlimb has upgraded servos, tendons and controller computers, that enhance its Skincover Treatment Skincover is an organic paste that a sensitivity and calibration to allow for finer control of the limbs. cyberlimb is dipped in that will cause sudden growth of skin This grants a bonus to the character’s DEX score, for all attack and nails as well as a merging of the flesh on the shoulder to give and damage rolls, but causes a deficiency in STR due to the lack the cyberlimb a realistic look and feel. Skincover treatment makes of torque output. This cyberlimb can accept one upgrade to the a cyberlimb visually indistinguishable from a real, natural limb, limb. The amount of increase and deficiency depends on the level but touching will reveal its real nature, due to the temperature of the cyberlimb. and composition of the cyberarm underneath. This upgrade also regains tattoo space lost when receiving a cyberleg, but casting spells tattooed on skincover treatment do not cause damage to the person tattoed. 9.3 Legs Skeletal Reconstruction This upgrade is a complete rebuild The legs are the lower appendages on sentient creatures, used of the cyberlimb, replacing the tendons, servos, and structure for locomotion. In order to receive any bonuses or benefits, leg with skeletal and muscle simulate, that gives a realistic feel to augmentations must be taken by both legs, and unless otherwise the cyberlimb. This upgrade can only be taken if the Skincover noted a character can have no more than one type of cyberlegs Treatment upgrade has been taken, and prevents the installation at one time. of any other upgrade. 20

Augmentation STR DEX ML Upg Cost Restr Standard Cyberarm — — −2 3 10 None Strength Servo Cyberarm, Basic +2 −1 −4 2 20 None Strength Servo Cyberarm, Standard +3 −1 −8 2 35 None Strength Servo Cyberarm, Professional +4 −2 −10 1 40 None Strength Servo Cyberarm, Custom +6 −3 −14 1 55 None Dexterity Servo Cyberarm, Basic −1 +2 −4 2 20 None Dexterity Servo Cyberarm, Standard −1 +3 −8 2 35 None Dexterity Servo Cyberarm, Professional −2 +4 −10 1 40 None Dexterity Servo Cyberarm, Custom −3 +6 −14 1 55 None

Table 24: Arm Augmentations

EMP Hardening This upgrade strengthens and protects the not provoke a critical . Reloading a tranquilizer gun cyberlimb from electromagnetic pulse that would otherwise costs 9 Combat Points and provokes AoO. disable the cyberlimb. • Paintball Marker A marker that is used to mark targets from a long range. Damage is determined by the Hidden Melee Weapon This upgrade installs a melee weapon ammunition it is firing. Reloading a paintball marker costs into the cyberlimb and can be deployed and used. This upgrade 4 Combat points and provokes AoO. has to be deployed or prepared for use, which costs 1 CP. It can also be retracted for 1 CP. These melee weapons are considered • Firearm This is a single shot firearm built into the housing natural weapons, and can take the benefits from all feats that of the arm. Players can select any caliber in the Hidden would give benefits to unarmed strikes. Firearms Calibers, with the cost of the upgrade determined by the category of the chosen caliber. • Spines This is a singular pointed spine that shoots out of the forearm for use. • Plasarm, Lasarm, or Elarms This is a plasarm, lasarm, or elarms built into the housing of the arm. Players can select • Claws These are razor sharp claws that can either be from the 1st to 7th category for the wattage of the plasarm, placed where the fingernails are, or can be released from or 2st to 9th category for the wattage of the lasarm or in-between the knuckles. elarm, with the cost of the upgrade determined by the category of the chosen wattage. This weapon requires a • Impact This upgrade is a weighted metal sheath that goes coolant pack to function. over the impact points of the cyberarm, allowing a character to hit harder without damaging themselves.

• Shokpads Small pads that, when revealed, electrocute a Ceramic Upgrade This upgrade is a complete rebuild of the target when struck. cyberlimb replacing all metal parts with a high impact ceramics Type Damage Type Cost Restr and plastics to allow a cyberlimb to pass undetected through metal detectors. Spine 2d6 Piercing 20 None Claws 2d6 Slashing 20 None Hidden Compartments This upgrade installs a hidden compart- Impact 2d6 Bludgeoning 20 None ment. This upgrade can be taken multiple times. In a cyberarm, Shokpads 1d8 Electric 18 None it can hold one Tiny object or smaller, that weighs 10 ounces or less. In a cyberleg, it can hold one Small object or smaller, that Table 26: Cyberarm Hidden Melee Weapons weighs 30 ounces or less. Hidden Ranged Weapon This upgrade installs a single shot Vitals Sensor This upgrade installs a sensor within the firearm, tranquilizer dart shooter, paintball gun or plasarm into cyberlimb that will display the health of the character, including the cyberlimb, that can be used by the user. When using this, heart rate, any possible infections, diseases, or effects that the the wrist usually flips up to reveal the barrel, but some versions character is currently experiencing. It can be output on a digital have the firing housing rise out of the forearm. Both versions device, such as augmentative vision. require that the user’s arm is unusable while this is deployed. Deploying this arm for use or retracting it cost 1 CP and reloading this weapon costs the same amount of Combat Points it would Overdriver This upgrade, installed on servo cyberarms or sport take to reload the stand alone version. cyberlegs, will allow a user to push their limbs to the absolute limit and possibly damaging the unit. When this upgrade is used, • Tranquilizer Dart Gun This is an airgun that fires a the limb gains a +6 in the applicable ability score or skill score hypodermic needle-like dart that injects a target with one and carrying capacity for one turn. When used the player rolls a dose of tranquilizer agent. Tranquilizer guns do no damage d%. On a result of 01-50, the arm breaks at the end of their turn. on their own, but rather the damage is derived from the It must be repaired with a Craft (Mechanical) check [TN(15+5 per poison in the dart. A tranquilizer dart can house one dose use)]. Each use of this upgrade adds 10 to the break chance, until of any ingested or injected poison. Tranquilizer guns can the limb is repaired, resetting the break chance. 21

Type Caliber Damage Mag/Heat Rng RoF Cost Restr Tranquilizer Dart Gun — Special 1 30’ Single 20 None Paintball Marker .68 PB Special 10 30’ Semi 35 None Firearm See text Ballistic 1 50’ Single 10/category R Plasarm or Lasarm See text Plasma 10 20’ Semi 15/category R

Table 27: Cyberarm Hidden Ranged Weapons

Augmentation Upgrade For ML Cost Restr. Skincover Treatment Any Cyberlimb +0 22 None Skeletal Reconstruction Any Cyberlimb +0 40 None EMP Hardening Any Cyberlimb −3 28 None Hidden Melee Weapon Any Cyberarm −10 See text None Hidden Ranged Weapon Any Cyberarm −12 See text See text Ceramics Any Cyberlimb +0 25 None Hidden Compartment Any Cyberlimb −3 12 None Vitals Sensor Any Cyberarm −2 11 None Overdriver Servo Cyberarms −8 20 L Sport Cyberlegs

Table 28: Cyberlimb Upgrades

character must then resurface or breathe oxygen for at least 30 seconds to clear the scrubber. Cyberlimbs and Transmutation

Due to their composition, cyberlimbs are transmutable, even while using them, allowing for a multitude of creative interactions. Below are the values for cyberlimbs, if a character chose to make weapons out of cyberlimbs. By default, the cyberlimbs are made of steel, and the ingot Spinal Lancing This augmentation is a layer of flexible used will be a steel ingot, but various upgrades will change smartbone laid over a user’s spine, that injects and links itself with the composition. the user’s spine and brain, enhancing their movements, increasing Cyberarm One small steel ingot, and two medium steel the defense of the character. Also, if the character fails a Reflex ingots. Saving Throw, they only take half damage, instead of the full Cyberleg One medium steel ingot, and two large steel damage. The defense granted to the character is dodge defense, ingots. and any action that would cause a character to become flat-footed Ceramic Upgrade Changes all of the ingots to plastic. would cause them to lose that defense as well. Professional spinal Skeletal Reconstruction Upgrade Changes all of the lancing counts as two augmentations and custom spinal lancing ingots to plastic. counts as three augmentations.

9.5 Core The core is the abdomen of a sentient creature, encompassing the chest, stomach, and the back. The core is where most of the Augmentation Bonus ML Cost Restr organs reside. The core can have up three augmentations. Lung Enhancement — −20 80 None Subdermal Implants — −10 28 None Subdermal Implants These implants are flexible plasteel plates, Spinal Lancing, Basic +1 −7 32 None planted under the skin. They protect against all forms of melee Spinal Lancing, Standard +2 −10 45 None damage, granting a DR of 3/Bludgeoning, Slashing, and Piercing Spinal Lancing, Professional +3 −14 67 None naturally. The DR is only for attacks toward the user’s chest. Spinal Lancing, Custom +4 −21 79 None

Lung Enhancement This augmentation grants a character a Table 29: Core Augmentations multitude of abilities. It doubles the lung capacity, allowing a character to hold their breath when needed for twice as long. This upgrade also grants a character an internal O2 scrubber, allowing a character breathe under water for 5 minutes. The 22

10 Weapon Accessories 11 Food, Drink, and Recreational Equip- ment 10.1 Coolant Packs Coolant packs are the primary means of plasarms, elarms, and Food Pod A portable, durable package of food, that can be lasarms to remove heat and keep firing without overheating. If a reconstituted with the addition of water. Similar to MREs, but plasarm, elarm, or lasarm does not have a coolant pack inserted taste much better and come in a wide variety of previously into it, it will not fire. Coolant packs come in various types and unachievable flavors, such as lobster, steak, or pork chops. various efficiencies, but all coolant packs fit all plasarms, elarms, Object Sz Wt Cost Restr lasarms, and plasma systems. Unless otherwise noted, it takes a coolant pack 24 hours to cool once it has been used. Food Pod S 10 2 None Table 31: Food Standard Made by multiple manufacturers, this pack is made with a refrigerant gel surrounding a liquid nitrogen core. It provides standard coolant rules. 12 Armor

Armor comes in three different types: QuickCool Built with a sensor and an automatic valve that Impromptu armor includes items that provide protection even allows for better coolant times for the coolant pack. This pack though they were not designed for that purpose, such as leather takes 12 hours to cool on it’s own, or 2 hours if placed in a chiller. biker’s jackets and football pads. Concealable armor is modern body armor designed to fit High Efficiency Made from a very efficient refrigerant gel, that underneath regular clothing. It can be worn for extended periods allows it to displace heat at all times. It grants +10 Heat when used of time without fatiguing the wearer. Concealable armor can also in any plasarm, lasarm, or elarm and can soak an additional 10 be worn under Impromptu or Tactical armor. points of plasma or electrical damage in any armor that uses Tactical armor is modern body armor that fits over clothing coolant packs. and can’t be easily concealed. Its weight and bulk make it impractical to wear all the time and is generally only donned when a specific dangerous confrontation is likely. Because it Extended Armor Coolant Pack Designed primarily around its is worn over clothing in tactical situations, tactical armor often use in armor, granting +2 DR/Plasma and can soak an additional has pockets, clips, and MOLLE attachment points for carrying 20 points of plasma or electrical damage in any armor that uses weapons, grenades, ammunition, flashlights, first aid kits, and coolant packs, but provides half the normal heat when used in other items. any plasarm, lasarm, or elarms. • Equipment Bonus The equipment bonus is the bonus to Quik Armor Coolant Pack Designed primarily around DEF a character gets if they are proficient in the armor, and its use in armor, it reduces the time it takes for plasma shielding it has not run out of AP. The equipment bonus only applies to recharge to 2 rounds, but reduces the total amount of plasma to areas it protects. damage the armor can soak by half, rounded up. When used in • Maximum AGL Bonus The maximum AGL Bonus you can plasarms, lasarms, or elarms it provides half the normal Heat. apply toward your defense, when wearing the armor.

10.2 Coolant Pack Chiller • Armor Penalty This penalty applies to the following skills if the character isn’t proficient in the worn armor: Acrobatics, This is a powered, non-portable chiller that will chill coolant Athletics, Craft (All), Demolitions, Disable Device, Drive, packs, ensuring that they are in a ready to use state, as well as Perform, Pilot, Ride, and Stealth. If a character is proficient in coolant down hot packs at an increased rate. Any hot pack placed the armor, the penalty only applies to Athletics, Acrobatics, in this chiller will take no more than 4 hours to be completely and Stealth. chilled and ready for use. A small chiller can store 6 packs, a • CP Loss How much the armor slows a character down medium sized one can store 10, and a large chiller can store 30 when worn. The character has to spend this amount of packs at one time. Combat Points from their Combat Point pool before they can move. Object Sz Wt Cost Restr Coolant Pack, Standard T 4 1 None • Damage Reduction This is represented on how much Coolant Pack, QuickCool T 4 3 None damage the armor negates, and what type of damage Coolant Pack, High Efficiency T 5 4 None is reduced. Any slashing, piercing, ballistic or concussive Coolant Pack, EXArmorCool T 3 3 None damage that exceeds the damage reduction of the armor is Coolant Pack, QCArmorCool T 3 3 None considered bludgeoning damage. Unless otherwise noted, Coolant Pack Chiller, Small S 32 6 None armors that protect against plasma or eletric damage Coolant Pack Chiller, Medium M 46 10 None protect the entire body. Coolant Pack Chiller, Large L 72 16 None – Sl Slashing | Pi Piercing | Bl Bludgeoning | Ba Ballistic Table 30: Weapon Accessories –F Fire | C Concussion | Pl Plasma | El Electric 23

• AP Armor points are a representation of how much damage Special Notes If a character takes any damage wearing a armor can take. When armor protects a character from lightsuit, it is depressurized and can no longer protect it’s wearer damage using its damage reduction, it subtracts the damage from the environment. done from its AP score. Armor points are only subtracted to applicable damage. Armor can be repaired at 1 WP per 12.2 Medium Armor armor point. Armor only protects against certain types of damage. If a character is attacked and his armor does not Light Powered Plasma Vest The Light Powered Plasma Vest cover the certain type of damage, the damage reduction is an armor system that derives its protection ability from the for the armor does not apply, and the character take the same source that plasarms do, and as such, require coolant just full damage to their hit points. When an armor has run out as plasarms do. This system is a vest that has built in plasma of AP, it also stops providing an equipment bonus to DEF. emitters, that neutralize incoming plasma or electrical attacks, but has diminished protection against other forms of damage, in order to save on weight. This armor can soak 40 points of 12.1 Light Armor plasma or electric damage before it requires a new coolant pack. Microfiber Shirt This is a shirt woven from extremely tough, It takes 5 rounds for the plasma shields to recharge after a new strong fibers that protect against gunfire and sharp instruments coolant pack has been inserted. while being light and completely unnoticeable. The downside is that it is notoriously weak to sustained abuse and will often break Charged Tactical Vest The new standard body armor for and tear after only a few hits. police tactical units, this vest has been upgraded with a plasma defense system, allowing it to defend against plasma or electric Emergency Plasma System The EPS is a light, last ditch attacks as well. This tactical gear is covered in MOLLE, which alternative to standard plasma armor worn by detectives and allows different accessories to be mounted on to the user’s those that need protection against plasma weapons, but not need specifications. This armor has 6 MOLLE slots and can soak 30 to be visibly known. Whenever the wearer is attacked successfully points of plasma or electric damage before it requires a new with a plasma attack, the EPS deploys a one time use shield coolant pack. It takes 5 rounds for the plasma shields to recharge that blocks a single plasma or electrical attack regardless of the after a new coolant pack has been inserted. amount of damage the attack dealt. The downside to this is that the EPS only can be used once before the coolant pack has to be HEM Tactical Vest This is the new standard in body armor replaced. for the military, given both a plasma defense system and a Health and Environment Monitoring system that monitors the wearer’s current health as well as their environmental location Brawler’s Jacket This stylish leather jacket is worn by street and possible dangers. The HEM tactical vest also possesses three fighters, and other individuals who may have to engage in combat auto-injectors that can be programmed to inject the wearer with and fight. The jacket has small, light metal plates sewn into the any injectable substance when specific conditions are met. The arms of the jacket (to protect against slashing weapons) which are standard conditions are when a character hits 75% of their total then lined with a non-newtonian fluid to help absorb the shock HP for the first, 50% of their total HP for the second and when of bludgeoning weapons. It is further reinforced to take more a character is reduced to 2 CHP for the third. This armor has 12 damage than a standard leather jacket. It grants the wearer a MOLLE slots and can soak 20 points of plasma or electric damage +1 to Fortitude Saving Throws made to resist the effects of cold before it requires a new coolant pack. It takes 5 rounds for the weather. plasma shields to recharge after a new coolant pack has been Special Notes This armor protects the arms of the wearer, inserted. providing DR and Defense to all listed areas.

Standard Spacesuit This spacesuit is a full body spacesuit that Stealthsuit A stealthsuit is a full bodysuit that is littered with protects a single person from the harmful radiation and vacuum tiny LEDs and sensors that adapt to whatever is nearby. When a of space. It has its own life support system that negates any character wearing this armor stops moving for 1 round, the armor temperature effects, as well as an emergency 48 hour air tank, shifts it’s colors that not only mirror the surrounding area, but a full sun visor, and a communication radio. Due to its bulk, any compliment it as well. When this happens, the character wearing character wearing this suit is unable to use any kind of firearm, the armor gains an immediate +18 bonus on all Stealth checks plasarm, lasarm or elarm. This armor can soak 5 points of plasma to avoild being seen. The armor can also be used to blend in or electric damage before it requires a new coolant pack. It takes in the open, causing a slight optical illusion and an appearance 5 rounds for the plasma shields to recharge after a new coolant of invisibility. When the armor is worn normally, it grants a 15% pack has been inserted. Concealment bonus against all ranged attacks. Special Notes This armor protects the head, arms, legs, feet Special Notes This armor protects the head, arms, legs, feet and hands of the wearer, providing DR and Defense to all listed and hands of the wearer, providing DR and Defense to all listed areas. If a standard spacesuit loses all of it’s AP, it is depressurized areas. and can no longer protect it’s wearer from the environment.

Lightsuit This spacesuit is comprised of a thin, flexible light 12.3 Heavy Armor material that protects against the vacuum and radiation of space, while still allowing for freedom of movement. It is fully sealed and Juggernaut This armor is a reconfiguring of the Forced Entry has a tank that can hold up to 12 hours of breathable oxygen. Unit, for a primary threat of plasarms being the focus, instead of 24 firearms. This tactical gear is covered in MOLLE, which allows provide decent protection against plasma and electric damage. different accessories to be mounted on to the user’s specifications. They can soak 20 points of plasma or electric damage before This armor has 8 MOLLE slots and can soak 50 points of plasma requiring a coolant pack change. It takes 5 rounds for the plasma or electric damage before it requires a new coolant pack. It takes shields to recharge after a new coolant pack has been inserted. 5 rounds for the plasma shields to recharge after a new coolant pack has been inserted. Plate Type CP Loss DR AP Wt Cost Special Notes This armor protects the arms and hands of the Carbon Nanotube 0 10/Ba 50 16 30 wearer, providing DR and Defense to all listed areas. This armor Fluid 0 40 20 10 can accept a single set of armor plates. 12/Bl Plasma 1 5/Pl * 32 15

Mobile Tank Unit The Mobile Tank Unit is a set of armor with Table 33: Armor Plates built in servo motors that augment the strength of the user at the cost of mobility. This unit is heavily armored and used primarily to provide support to other units, accomplish amazing 12.5 Helmets feats of strength, and even provide cover. This armor, when Helmets keep the most important part of most creature’s body worn, increases the character’s effective STR score to 26 with all safe: the head. When calculating the damage for a called shot to of the Ability Focus in Strength placed in POW. This armor has 8 the head, use the damage reduction (if any) for the hat or helmet. MOLLE slots and requires two coolant packs every four hours of operation it performs. Special Notes This armor protects the head, arms, legs, feet Plasma Combat Helmet The standard helmet usually issued and hands of the wearer, providing DR and Defense to all listed to combat forces in the military that protects against shrapnel areas. and glancing shots. This helmet exchanges the ballistic protection for plasma protection. Plasma helmets require cooling packs. Marine Spacesuit This spacesuit is an upgraded version of the standard spacesuit, built for military and police use. It protects the user from the harmful radiation and vacuum of space. It is Helmet Type Type DR Wt Cost AP a full body suit that has its own life support system that negates Combat, Plasma T 5/Pl, Bl, Sl 1/Ba 32 10 20 any temperature effects, as well as an emergency 72 hour air tank, a full sun visor, and a communication radio. Due to it’s Table 34: Equipment, Armor, Helmets bulk, any character wearing this suit is only able to use Large or larger firearms, taking a penalty on the attack roll equal to the armor penalty. It also has mounts to mount and use any plasarm, 12.6 Armor Upgrades lasarm, elarm, or caseless firearm, taking a penalty to the attack Strength Servos This upgrade fits the armor with servos that equal to the Armor Penalty. This suit also has servos built into it, augment the wearer’s physical strength. Increases the armor’s allowing it to stand on its own with no force or strength required to weight by 96 ounces and provides a +4 bonus to the wearer’s wear this armor. If a character has the Heavy Armor Proficiency STR score. Any increase to the ability modifier is treated as going feat, the CP loss is reduced to 3. This armor has 12 MOLLE slots, towards POW. Uses one coolant pack every six hours of operation. and can soak 60 points of plasma or electric damage before it Only medium or heavy tactical armor may use this upgrade. requires a new coolant pack. It takes 5 rounds for the plasma shields to recharge after a new coolant pack has been inserted. Special Notes This armor protects the head, arms, legs, feet Chill Integration This upgrade adds a chill diffuser to the armor. and hands of the wearer, providing DR and Defense to all listed When the armor is worn it has the effect of a chill collar, and areas. If a marine spacesuit loses all of it’s AP, it is depressurized grants a +2 to Fortitude Saving Throws made to resist the effects and can no longer protect it’s wearer from the environment. of hot weather.

Plate Type Cost Strength Servos 40 12.4 Armor Plates Chill Integration 2 Carbon Nanotube Plates These plates are made from an Table 35: Armor Upgrades extremely strong, extremely lightweight material and can be used to provide lightweight, long lasting protection against some ballistic threats. 13 Weapons Fluid Plates These are not plates in the truest sense, rather a semi-solid non-Newtonian fluid in a formed shape that absorbs 13.1 Simple Melee Weapons shock, providing very good protection against blunt force trauma. Microwire A knife that consists of a simple flat piece of metal that is lined on the edge with a thin, tightly drawn Plasma Plates These plates consist of a plasma array that is microwire making this knife extremely sharp and unable to be used to defend against plasma and electric damage. They, like dulled. Microwire can not accept any upgrade on their all plasma technology, require coolant packs in order to use, but contact. 25

Armor Type Equipment Max AGL Armor CP Damage AP Wt Cost Bonus Bonus Penalty Loss Reduction Microfiber Shirt Lt.C +0 +8 +0 0 6/Ba, S 6 8 20 EPS Lt.C +0 +7 −1 0 All/Pl, El * 12 16 Brawler’s Jacket Lt.I +1 +8 −1 0 4/Bl 2/S 28 32 6 Stealthsuit Lt.T +2 +9 -1 0 2/S 2/BL 20 19 50 1/P Lightsuit Lt.T +0 +8 −1 0 0/None 0 60 40 Light Powered Plasma Vest Md.T +2 +8 −2 1 8/Pl 4/Bl 32 120 35 Charged Tactical Vest Md.T +3 +2 −3 2 12/Pl, El 42* 150 44 6/Ba HEM Tactical Vest Md.T +3 +2 −3 2 12/Pl, El, 45* 150 44 Ba Standard Spacesuit Md.T +0 +0 −6 7 12/Bl, Sl, 40* 3,200 100 Pi 6/Ba 5/F 1/Pl, El Juggernaut Armor Hv.T +5 +0 −6 4 12/Pl, El 20* 280 65 4/Ba, S Mobile Tank Armor Hv.T +3 +0 −9 5 25/Ba, Pi, 120 640 130 S, Bl Marine Spacesuit Hv.T +5 +0 −8 6* 30/Ba 24/Bl, 100* 5,600 150 Sl, Pi 10/Pl, El *See description for details

Table 32: Armor

ShokStick A with the added ability of shocking whatever 13.2 ‘‘Archaic’’ Melee Weapons is struck. On a successful hit the ShokStick deals 1d3 points of electricity damage (do not add the character’s POW bonus for Proficiency Groups the electric damage) and the target must make a Fortitude Saving Throw [TN10] or be Paralyzed for 1d2 rounds. This weapon has Microwire battle-, broadaxe, and hand axe the retractable melee weapon upgrade. Combat Swords Microwire shortsword, bastard , broadsword, and longsword

Microwire Axe & Sword These bear a strong resemblance to their medieval counterparts, but have been upgraded with futuristic improvements, such as improved grip handles with a soft rubber coating and the addition of a microwire to the edge SickStick A baton that, when struck against a creature, sends of the blade, increasing their effectiveness. Microwire axes and vibrations to upset their GI tract causing nausea. On a successful swords can not accept any upgrade on their contact. Microwire hit the target must make a Fortitude Saving Throw [TN20] or be swords come with a tactical sheath. Sickened for 1d4+1 rounds. This weapon has the retractable melee weapon upgrade.

13.3 Exotic Melee Weapons

13.3.1 Whip Sword

A sword that is connected with a wire that runs through various links that make up the sword, which can be retracted and extended at will. A character may switch a whip sword’s form for 1 CP. Weapon Damage Critical Type Sz Wt Cost Whip swords come with a tactical sheath. Microwire Knife 1d4+6 14-18 S S 20 12 ShokStick 1d6 16-18 Bl S 24 6 SickStick 1d6 16-18 Bl S 23 5 Sword Form When the whip sword is in this mode, it is considered a shortsword and gains any benefits that a shortsword Table 36: Simple Melee Weapons would gain from feats and abilities. 26

Weapon Damage Critical Type Sz Wt Cost Microwire Battle-axe 1d10+8 15-18 Slashing L 128 16 Microwire Broadaxe 1d8+7 15-18 Slashing L 80 18 Microwire Hand Axe 1d6+6 15-18 Slashing M 48 20 Microwire Shortsword 1d6+6 15-18 Slashing M 32 123 Microwire Bastard Sword 2d6+6 15-18 Slashing L 80 21 Microwire Broadsword 1d6+6 13-18 Slashing M 96 21 Microwire Longsword 1d8+7 15-18 Slashing L 50 25

Table 37: ‘‘Archaic’’ Melee Weapons

Weapon Damage Critical Type Rng Sz Wt Cost Whip Sword 1d6 16-18 Slashing 15’ S 52 13 Microwire 2d6+8 16-18 Slashing — S 24 15

Table 38: Exotic Melee Weapons

Whip Form When a whip sword is in this mode, it is considered a whip and gains any benefits that a whip would gain from feats and abilities.

13.3.2 Microwire Chainsaw

This weapon is a shrunken down version of a chainsaw exchanging the large, loud gasoline engine and big hooked teeth for a small electric motor with a microwire blade. This blade may also be used as a on any weapon with a bayonet lug.

Weapon Craft TN Mat Cost Time Microwire Knife 18 9 3 days ShokStick 9 (Mech) 5 4 days 12 (Elec) SickStick 9 (Mech) 4 5 days 15 (Elec) Microwire Battle-axe 24 9 1 week Microwire Broadaxe 22 8 6 days Microwire Hand Axe 20 7 5 days Microwire Shortsword 19 5 10 days Microwire Bastard Sword 22 7 11 days Microwire Broadsword 26 8 12 days Microwire Longsword 30 10 2 weeks Whip Sword 25 13 1 week Microwire Chainsaw 32 10 3 weeks Glave 18 2 3 days

Table 39: Melee Weapon Crafting 27

13.4 Plasma Blades 13.4.2 Curved Hilt

The plasma blade is a weapon that consists of a hilt, usually A curved hilt plasma blade is a plasma blade with a case that between 12-18’’ in length, that projects a blade between 24-30’’ in has a slight curve to it, that allows for a more precise strike at length. They are very close related to the psion’s psiblade, even the cost of being harder to use to defend. A curved hilt plasma going so far as to use most of the external parts, but internally blade grants a +3 attack bonus, all attack actions are increased they are completely different weapons. The blade has no weight, by +1 Combat Point, and all reactions, and fighting defensively making the entire weapon bottom heavy, and quite odd to use actions are increased by +2 Combat Points. by someone not used to it. When the plasma blade is inactive, it looks like a simple tube. 13.5 Non Standard Ranged Weapons When activated, the glowing blade springs forth from the emitter area, giving off a soft hum. 13.5.1 Full Sized Handguns Plasma blades have four major components: The case, the Lawgiver Mk II A voice and interface activated handgun emitter, the plasma energy core, and the coolant system. normally given to elite SWAT and field units who have to work The case is the largest part of the weapon, and is the piece that asymmetrically against crime and gang units. If anyone not houses all of the other components. It is usually made of a durable coded into its system tries to use a Lawgiver, it will first shock the metal, such as aluminum, steel, or titanium. It is ill advised to use unauthorized user (3d4 electricity damage) and a second attempt anything but a resilient metal, due to the heat the plasma blade within five minutes will cause the weapon to self-destruct (10d6 generates. The case holds the activation mechanism, which is concussion damage, 5’ blast radius, and the hand is considered usually a button or toggle, but can be a sliding plate, or sequence to have extremity damage). The Lawgiver also has special firing of buttons (often incorporating a password for activation). The modes and replenishes its powder stores when the magazine is case also holds all of the upgrades performed on the plasma replaced. The special firing modes will only function with FMJ/Lead blade. ammunition. The emitter is where the plasma energy is emitted. The plasma • Incendiary The bullet is coated with an incendiary powder blade draws from the power of the plasma energy core, focusing that ignites on contact, granting +1 damage die of fire the energy into a blade made of plasma. When the plasma blade damage. The Lawgiver has ten uses before the internal is activated, it possesses a blade of plasma that glows a warm storage is depleted. blue, green, red, yellow, orange, or violet. The color of the emitter is entirely dependent on the manufacturer. • Hi-EX The bullet is coated with an explosive powder The plasma energy core is the power source of the plasma that detonates on contact, granting +3 damage dice of blade, generating massive amounts of energy in a small space. concussion damage. May only be in semi-automatic mode. This is where the plasma blade draws its energy. Because of the The Lawgiver has three uses before the internal storage is heat, the plasma blade must have a fresh coolant pack installed depleted. in order to be used. If a plasma blade does not have a fresh • AP The bullet is coated with an extremely dense powder, coolant pack, it will not function. The damage of a plasma blade increasing the weight and penetrating power. When is determined by the wattage of the plasma energy core. attacking targets that are armored or have natural armor The coolant system is the system that cools down the plasma to ballistic damage, provides +1 damage die of piercing core, keeping the plasma blade’s plasma core cool enough while damage. it’s being used. A plasma blade uses heat at a rate of 1 Heat per round (6 seconds), which is how much heat it can transfer into Comes with a tactical flashlight and three 18 round magazines. its coolant pack before it becomes too hot to use. Any plasma blade that generates enough Heat to meet or exceed its Heat, LAPD 2019 Blaster A revolver that was issued to LAPD officers immediately shuts down unless a fresh coolant pack is put into after complaints about criminals wearing new body armor that the plasma blade. The coolant cores are interchangeable with seemed to stop any handgun round. Because of its unpopularity any plasma weapon. (mostly due to it being built from a revolver), it was quickly Plasma blades are special weapons themselves, and require the replaced, though any officer who did like it could keep it with the Plasma Blade Proficiency feat in order to use without a −4 attack rest being unceremoniously dumped on the surplus market. The penalty. Any character that has Archaic Weapon Proficiency gun has two triggers, a forward one to control the 5.56 pistol and (Combat Swords or Fencing Swords) can use a plasma blade at a a rear trigger for normal double action pull. −2 penalty instead. Plasma blades can not be used to trip. Comes with one 3 round magazine Plasma blades may be interfaced with various technologies. This weapon receives a +2 to all Stealth checks made to hide All plasma blades deal plasma damage. the weapon. This weapon is not affected by the error range that comes from using alternate forms of ammunition.

Samaritan A giant revolving hand-cannon chambered in 12 13.4.1 Standard Hilt Gauge, constructed specifically for large creatures to be used against large creatures. The standard hilt plasma blade is a blade that has a completely This weapon is not affected by the error range that comes straight hilt. Because of its weight, all attack actions are increased from using alternate forms of ammunition. by +2 Combat Points. This weapon can take shotgun barrel upgrades. 28

Weapon Wattage Critical Type Heat Sz Wt Cost Standard Hilt 25 kW 11-18 Plasma 35 S 45 15 Curved Hilt 25 kW 12-18 Plasma 35 S 52 18

Table 40: Plasma Blades

Helsing Arms .454 A large handgun created to dispatch even 8 Combat Points, and can not be charged beyond two charges. the most hearty of vampires or otherworldly beasts. It is a firearm The coolant pack is non-removable. After 24 hours of non-use, built in a 1911 style, but heavily beefed up with a redesigned the coolant pack will refresh. Due to it’s awkward handling and magazine to allow for the loading of its large cartridge, the .454 aiming, it has a permanent -3 attack penalty. Casull. Because of this, it must be used nearly two handed, as it is entirely too large to be wielded by most people. Comes with one 7 round magazine.

13.5.2 Anti-material Rifles Railgun A railgun is a an electromagnetic projectile launcher, that uses magnets to fire a metal projectile accurately, at a long distance. Railguns are powered by a plasma core, and as such require a coolant pack to function. They use solid steel slugs fired at an extreme speed, causing them to have devastating effects against targets. A rail gun can fire one shot per heat. A railgun is equipped with a fixed stock, a 30x telescopic sight, a bipod, and a single standard coolant pack. Railguns can be disabled by EMP.

13.5.3 Other Weapons These weapons do not fit into any kind of current medium or category, because of their unique nature.

Gas Operated Automatic Crossbow This crossbow is a copy of the crossbow that has allegedly been passed down in the Helsing family, updated for more modern use. It is a fully automatic crossbow that can fire in both semi-automatic, and fully automatic modes, by using a 25 round replaceable drum that has a CO2 canister within the center. Despite being a crossbow, it uses the firearm rules for attacking and reloading, and can execute all attacks that a semi-automatic and fully automatic firearm can, but requires the Archaic Weapons Proficiency (Bows) in order to use without penalty. Comes with three full 25 round bolt drums and a fixed stock.

Zat’nik’tel The Zat’nik’tel, or Zat, as it’s more commonly called, is a snake-like electric weapon that fires a bolt of electricity to disable and kill any those who it hits. On a successful hit, the darts deal electricity damage and the target must make a Fortitude Saving Throw [TN12] or be Paralyzed for 2d3 rounds. All subsequent hits, while Paralyzed, will continue the paralysis by 1d3 rounds. It runs on electricity, and must be charged after it’s battery is expended.

Ma’tok Staff The Ma’tok or staff weapon is a 6 foot long metal staff with a charge plasma emitter on one end and the rugged coolant housing on the other. This weapon can be wielded like a if the user has Archaic Weapons Proficiency (Staffs). The staff has both a standard emitter and a charge emitter. The charge emitter on this weapon is locked to a level two charge for 29

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Restr Lawgiver Mk II 9x19mm Box:18:4 F B 1T 35’ PA/3RB S 32 75 0% M&P LAPD 2019 Blaster .44 Magnum Cyl:6 FB 40’ DA M 38 32 0% L 5.56x45mm Box:3:2 25’ Bolt Samaritan 12 Gauge Cyl:4 F B 30’ DA L 60 50 0% L Helsing Arms .454 .454 Casull Box:7:5 FB 45’ SA M 130 70 0% L

Table 41: Full Size Handguns

Weapon Damage Heat Magazine Upg Rng RoF Sz Wt Cost Err Restr Railgun 15d10 5 Box:5:5 F B O 4T 1800’ SL H 480 600 0% M&P

Table 42: Anti-Materiel Rifles

13.6 Caseless Firearms Caliber Size Compatible Cost Wt Firearms .28 Caseless 12 M6 Series 1 WP for 4 7 Caseless ammunition is a type of small arms ammunition that M7 Series eliminates the cartridge case that typically holds the primer, .28 Caseless 18 M6 Series 1 9 propellant, and projectile together as a unit. Caseless ammunition M7 Series is an attempt to reduce the weight and cost of ammunition by .28 Caseless 35 M7 Series 1 WP for 2 11 dispensing with the case, which is typically precision made of .40 Caseless 40 MB5 Series 1 WP for 2 12 brass or steel, as well as simplify the operation of repeating .40 Caseless 60 MA5 Series 1 12 firearms by eliminating the need to extract and eject the empty MB5 Series case after firing. MG10 Series .40 Caseless 120 MA5 Series 2 18 Modern caseless ammunition consists of a solid mass of MG10 Series propellant, cast into shape to form the body of the cartridge, .40 Caseless 300 MG10 Series 3 26 with cavities to accept the bullet and a primer which are glued .20 HV Caseless 5 MS9 Series 1 WP for 2 12 into place. The completed cartridge might also contain a booster charge of powdered propellant, to, help ignite the body and Table 45: Caseless Magazines provide initial thrust to the bullet.

Caseless rounds are limited by the fact that the cartridge body 13.6.1 M6 Series is primarily a propellant, and structural properties are secondary to the combustion properties. Because of this, caseless rounds are prepackaged in magazines instead of sold in boxes, and come The M6 series of handgun is a double stack, semi-automatic packaged ready to use. Because of this, the magazines are made handgun. The A and B series have black and satin stainless steel of low cost plastic, and made to be used once and then discarded. finishes, respectfully. The M6C is a magnum style handgun with an extended barrel for more range out of the .28 Caseless round. Caseless firearms come in three calibers, with their own The M6I has a slot for a detachable stock, and the M6S has a damages. Magazine size is dependent on what kind of firearm is built-in suppressor. All M6 series handguns can be interfaced with using it, and is noted in the chart below. various technologies. Other series exist, including a pistol carbine variant, an integrally suppressed variant, and even a select fire Caseless weapons are considered personal firearms and take variant with a detachable stock. All M6 variants are considered all the benefits and penalties that personal firearms would take. handguns unless noted otherwise.

All firearms are ballistic damage weapons and have a critical threat range of 16-18, unless otherwise noted.

13.6.2 M7 Series

The M7 series of submachine guns is a double stack, automatic Damage Recoil Mod. Caliber firearms. The only exception to this is the M7C, which is the civilian 1d12+3 -4 .28 Caseless version built for civilian markets. Chambered for .28 Caseless, 2d12+6 -5 .40 Caseless it shares the same caliber ammunition and magazines with the 4d12+4 -8 .20 Hi-Velo Caseless M6 series of handguns, depending on the magazine size. All M7 series SMGs can be interfaced with various technologies. All M7 Table 44: Caseless Ammunition Damage variants are considered SMGs, unless noted otherwise. 30

Weapon Damage Magazine Upg Rng RoF Sz Wt Cost Err Restr Gas Operated Crossbow 3d3 Pi Drum:25:10 O 45’ SL/Auto L 132 65 0% None Zat’nik’tel 2d6 Elec Int:20 — 35’ Semi S 24 100 0% M&P Ma’tok Staff 100kW/ Heat:120 — 25’ Semi/Charge L 90 265 0% M&P 4d8+2

Table 43: Other Weapons

Weapon Caliber Upg Rng RoF Sz Wt Cost Err Restr. M6A/M6B .28 Caseless F B 1T 30’ PA S 32 25 0% L Permanent tactical flashlight. M6C .28 Caseless F B 1T 40’ PA S 40 30 0% L Permanent tactical flashlight. M6I .28 Caseless F B 1T 30’ PA/3RB S 45 35 0% R Detachable stock and a permanent tactical flashlight. M6S .28 Caseless F 1T 30’ PA S 42 32 0% R Permanent tactical flashlight and a permanent lvl. 2 Suppressor.

Table 46: Caseless Handguns

Weapon Caliber Upg Rng RoF Sz W Cost Err Restr M7A .28 Caseless F B O 2T 30’ CB: SL/Auto(M) L 48 38 0% M&P Fixed stock, vertical foregrip, and a permanent tactical flashlight. M7B .28 Caseless F B O 2T 30’ CB: SL/Auto(M) M/L 48 38 0% M&P Integral stock, vertical foregrip, and a permanent tactical flashlight. M7C .28 Caseless F B O 3T 30’ CB: SL L 48 28 0% L Fixed stock, vertical foregrip, and a permanent tactical flashlight. M7K .28 Caseless FBO 30’ CB: SL/Auto(F) M 40 42 0% M&P Vertical foregrip and a permanent tactical flashlight. M7S .28 Caseless F O 2T 30’ CB: SL/Auto(M) M/L 48 38 0% M&P Fixed stock, vertical foregrip, integral lvl. 2 suppressor, and a permanent tactical flashlight.

Table 47: Caseless SMGs

Weapon Caliber Upg Rng RoF Sz Wt Cost Err Restr MA5A .40 Caseless F B O 3T 60’ SL/Auto(M) L 130 50 0% M&P Fixed stock and a permanent tactical flashlight. MA5C .40 Caseless F B O 3T 60’ SL L 130 30 0% L Fixed stock and a permanent tactical flashlight. MA5G .40 Caseless F B O 2T 60’ SL/Auto(M) L 170 80 0% M&P Fixed stock, permanent 40x46mm grenade launcher (40’ range, Int:1), and a permanent tactical flashlight. MA5K .40 Caseless F B O 3T 45’ SL/Auto(F) L 80 55 0% M&P Fixed stock, short barrel rifle upgrade, and a permanent tactical flashlight. MA5S .40 Caseless F O 3T 60’ SL/Auto(M) L 140 65 0% M&P Fixed stock, a permanent lvl. 3 suppressor, and a permanent tactical flashlight. MA5T .40 Caseless F B O 2T 60’ SL L 164 60 0% M&P Fixed stock, permanent 12 Gauge shotgun (25’ range, Int:3, SL action), and a permanent tactical flashlight.

Table 48: Caseless Assault Rifles 31

13.6.3 MA5 Series The coolant issue was solved by introducing a coolant pack into the main plasma core of the weapon, that can be ejected when it is too hot, and replaced with a fresh one. The core of the The MA5 series is a series of caseless rifles built around the coolant core is a refrigerant gel that surrounds a liquid nitrogen assault rifle style of construction, forgoing burst fire for full core. The coolant cores are interchangeable with any plasarm, auto. It is chambered for .40 Caseless. Generally, this weapon and can be reused if they are allowed to cool for 24 hours, or possesses semi-automatic and full automatic rates of fire, but a 4 hours, if they are submerged in a specially made chiller. A semi-automatic only model, the MA5C, is produced for civilian plasarm’s number of shots is dependent on its Heat, which is how sale and use. There are other variants that have a 12 Gauge much heat it can transfer into its coolant pack before it becomes shotgun or a 40mm grenade launcher already integrated into the too hot to use. Any plasarm that generates enough heat to meet rifle, being the MA5S and the MA5G respectfully. All MA5 series or exceed its Heat immediately shuts down unless a fresh coolant assault rifles can be interfaced with various technologies. All MA5 pack is put into the plasarm, similar to how a magazine works in series rifles are considered assault rifles, unless noted otherwise. a firearm. Plasma weapons behave unlike any kind of firearm, allowing 13.6.4 MB5 Series them to be used in ways unlike a normal firearm. Plasma arms can be charged, where the energy is released but the containment The MB5 series is a recent development stemming from what field for the emitter is kept on intentionally, causing the plasma was learned when the MA5 was fielded. Like its counterpart, it to stew and grow hotter, before being released for a devastating is also chambered for .40 Caseless. Unlike its counterpart, it attack against a single target, but generate far more heat than a replaces the full auto mode for a 3 round burst as standard, and single shot would. Charging a plasma weapon too long will cause includes a 3x advanced combat sight in place of a changeable it to engage a failsafe and shut down for 5 minutes, while the optic rail, as well as a redesigning of the barrel to increase its weapon reboots, recalibrates, and checks its coolant stores. effective range. All MB5 series battle rifles can be interfaced Plasma weapons, if the mode exists for the model, can be set with various technologies, and are considered battle rifles, unless to pulse, that works similarly to a firearm’s burst fire setting, as noted otherwise. well as a bounce shot, that allows a user to bounce the plasma off of a wall and attack characters around corners. Plasma weapons also can be used to fire a continuous stream of plasma, coating a nearby area in superheated plasma that is unable to be avoided, 13.6.5 MS9 Series as well as be used to instead firing a large bolt of plasma energy to cover a large area with energy. Plasma weapons are built differently from standard firearm. The MS9 series is a set of sniper rifles that use the specially made The major difference is that plasma weapons lack barrels, they .20 Hyper Velocity caseless round. This round is an extremely instead they have emitters, that glow a warm blue, green, red, light round, moving at extreme speeds to tear holes in armor, yellow, orange, or violet when not in use and fire bolts of plasma personnel, and material components, from long distances. All of the same color as their emitter. The color of the emitter is MS9 series sniper rifles are equipped with a telescopic sight and entirely dependent on the manufacturer, and varies from place no type of iron sights. All sniper rifles here with their range listed to place. Plasma weapons don’t have stock upgrades, as the is with the attached telescopic sights. All MS9 series sniper rifles stock is built into the plasarm. A plasarm can accept three emitter can be interfaced with various technologies. All MS9 series sniper upgrades and six frame upgrades. Plasarms can, however, fit rifles are considered anti-materiel rifles, unless noted otherwise. and use the same kinds of holsters, slings, and other outward tactical equipment. Because they are sensitive pieces of technology, as opposed 13.6.6 MG10 Series to firearm counterparts, they can not be used to pistol whip or rifle butt and any attempt to do so will immediately cause the plasarm to become damaged and require repairs, using the Craft The MG10 Series is a series of light machine guns, chambered (Eletronics) skill. in .40 Caseless that fufill the role of squad automatic weapon. A Like all great discoveries, it was discovered that an activated weapon with a high rate of fire, and high magazine capacity, it is psiblade or plasma blade has the ability to deflect plasma fire usually issued to support members to provide cover fire, as well and with practice by accident. A skilled individual can even aim as a force multiplier. This weapon is backwards compatible with the deflected blast, but training to do this is something very few MA5 and MB5 magazines. skilled individuals actually attempt because of the danger involved. Plasma blades and psiblades can also swat bullets, and thrown weapons out of the air, though these are instantly destroyed rather than deflected. 13.7 Plasma Arms Plasarms require the Personal Plasmas Proficiency to use Plasma arms are guns that fire bolts of superheated plasma without a −4 attack penalty, and to change out coolant packs. at a target, burning a hole in any traditional style armor the All plasarms are plasma damage weapons and have a critical target may be wearing. Because of their plasma energy core, threat range of 16-18, unless otherwise noted. these weapons generate significant amounts of head that must All plasarms when purchased have a single standard coolant be cooled efficiently and constantly. pack installed. 32

Weapon Caliber Upg Rng RoF Sz Wt Cost Err Restr MB5A .40 Caseless F B 3T 85’ SL/3RB L 140 60 0% R Fixed stock, permanent advanced combat sight, and a permanent tactical flashlight. MB5C .40 Caseless F B 3T 85’ SL L 140 40 0% L Fixed stock, permanent advanced combat sight, and a permanent tactical flashlight. MB5G .40 Caseless F B 3T 85’ SL/3RB L 140 95 0% R Fixed stock, permanent 40x46mm grenade launcher(40’ range, Int:1), permanent advanced combat sight, and a permanent tactical flashlight. MB5K .40 Caseless F B O 3T 65’ SL/3RB L 92 55 0% R Fixed stock, permanent advanced combat sight, and a permanent tactical flashlight. MB5S .40 Caseless F O 3T 85’ SL/3RB L 155 75 0% R Fixed stock, permanent advanced combat sight, lvl. 3 suppressor, and a permanent tactical flashlight.

Table 49: Caseless Battle Rifles

Weapon Caliber Upg Rng RoF Sz Wt Cost Err Restr MS9A .20 HV Caseless F B O 1T 200’ - 300’ SL H 240 80 0% L Ergonomic stock, bipod, match barrel, and a 10-22× adjustable telescopic sight. MS9K .20 HV Caseless F B O 1T 140’ SL L 190 90 0% L Ergonomic stock, bipod, match barrel, and a 8× adjustable telescopic sight. Rifle is a Designated Marksman Rifle. MS9N .20 HV Caseless F B O 1T 200’ SL H 250 320 0% L Ergonomic stock, bipod, match barrel, and a 9× day/night sight. MS9T .20 HV Caseless F B O 1T 125’ SL H 240 450 0% L Ergonomic stock, bipod, match barrel, and a 3× thermal sight. MS9S .20 HV Caseless F O 1T 200’ - 300’ SL H 260 160 0% L Ergonomic stock, bipod, permanent lvl. 5 suppressor, match barrel, and a 10-22× adjustable telescopic sight.

Table 50: Caseless Sniper Rifles

Weapon Caliber Upg Rng RoF Sz Wt Cost Err Restr. MG10A .40 Caseless F O 1T 100’ SL/Auto(F) L 200 70 0% M&P Buffer stock, heavy barrel, ported barrel, and a buttpad. MG10S .40 Caseless F O 1T 100’ SL/Auto(F) L 200 130 0% M&P Buffer stock, heavy barrel, ported barrel, permanent lvl. 3 suppressor, and a buttpad.

Table 51: Caseless Light Machine Guns 33

Plasarms with the semi-automatic firing mode can perform 13.7.4 Plasma Rifles potshot attacks, and double-tap attacks. Plasma rifles make up the bulk of most plasma weapons produced, 13.7.1 Plasma Damage and are by far the most well represented of the plasarms. Plasma With plasma weapons comes a new damage: plasma damage. rifles boast very good Heat, impressive range, and a wide array This damage type represents a searing hot ball of plasma fired at of features and points for upgrades. They trade all this off an individual. It is not affected by any current Damage Resistances, for the inability to be concealed, which is usually not a major unless specifically noted. factor in most instances. All plasma rifles can be interfaced with Plasma damage can not cause bleeding and performs critical various technologies. For the purpose of feats, plasma rifles are damage just as any other weapon does. considered assault rifles, except for proficiency.

Damage Wattage Category 1d8−2 10 kW 1st 1d8 15 kW 2nd 13.7.5 Plasma Sniper Rifles 1d8+1 25 kW 3rd 2d8 35 kW 4th Plasma sniper rifles are focused on distance rather than rapid 2d8+1 40 kW 5th fire. Because of this, they maximize heat absorption and Heat 2d8+2 45 kW 6th to offset the heat generated from the longer shots. They also 3d8 50 kW 7th come standard with sights, that increase their effective range. All 3d8+2 65 kW 8th plasma sniper rifles can be interfaced with various technologies. 3d8+3 75 kW 9th For the purpose of feats, plasma sniper rifles are considered 4d8 90 kW 10th designated marksman rifles, except for proficiency. 4d8+2 100 kW 11th 4d8+4 120 kW 12th 5d8 135 kW 13th 5d8+3 165 kW 14th 13.8 Laser Arms 6d8+2 180 kW 15th Laser arms are an off-shoot of plasma arms, using the same 7d8+1 200 kW 16th kind of technology but instead of firing a bolt of plasma, the plasma core powers a high powered laser emitter. Lasers have Table 52: Damage by Wattage the benefit of also defeating traditional style armor, with the added benefit of not being able to be deflected by psiblades or 13.7.2 Plasma Handguns plasma blades. Like plasarms, the plasma energy core they have has the downside of generating a significant amount of heat when Plasma handguns are small, concealable plasarms that provide fired and must be cooled efficiently and constantly. Laser arms security and firepower in a small package. They are kept by a generate more energy than their plasma counterparts, but as large number of people, for security, protection, or for firepower such, require more coolant. Lasarms also have the downside when a larger plasarm would be too bulky and too cumbersome. of being closer ranged, where the power of the shot will be Plasma handguns usually have a single emitter, that provides all depreciated as the range increases. of the plasma energy for the shots. As size was a major factor, Lasarms use the same coolant technology that plasarms use, the Heat is some of the lowest of the plasarms, sacrificing good and suffers the exact same limitations as plasarms in this manner. heat transfer for size. All plasma handguns can be interfaced with The coolant packs are interchangeable with any lasarm, and can various technologies. For the purpose of feats, plasma handguns be reused if they are allowed to cool for 24 hours, or 4 hours, are considered handguns with detachable magazines, except for if they are submerged in a specially made chiller. A lasarm’s proficiency. number of shots is dependent on its Heat, which is how much heat it can transfer into its coolant pack before it becomes too hot to use. Any lasarm that generates enough heat to meet or exceed its Heat, immediately shuts down unless a fresh coolant 13.7.3 Plasma SMGs pack is put into the lasarm, similar to how a magazine works in a firearm. Laser weapons, like plasma weapons also are built differently Plasma SMGs are built under the notion that more firepower is from standard firearms, also lacking barrels instead possessing better. Unlike plasma handguns that function from a single emitter, emitters. The emitter is usually red, green, or blue, and will give plasma SMGs instead have dual emitters, either stacked one atop a bright flash of the color from the muzzle, when fired. Laser another or set side by side to provide much more rapid fire weapons don’t have stock upgrades, as the stock is built into the without overheating nearly as fast. They are still more focused lasarm. A lasarm can accept two emitter upgrades and four frame on firepower, and lack the range or wattage of a plasma rifle. All upgrades. Lasarms can fit and use the same kinds of holsters, plasma SMGs can be interfaced with various technologies. For slings, and other outward tactical equipment. the purpose of feats, plasma SMGs are considered SMGs, except Because they are sensitive pieces of technology, as opposed for proficiency. to firearm counterparts, they can not be used to pistol whip or rifle butt and any attempt to do so will immediately cause the 34

Weapon Wattage Heat Upg Rng ToF Sz Wt Cost Restr PEP-08 10 kW 10 F E 20’ Semi T 9 7 L Permanent glow emitter. PEP-17 35 kW 9 FE 25’ Semi/Bounce T 12 26 L Permanent glow emitter and a bounce emitter. PEP-20 15 kW 5 F E 30’ Semi T 10 14 L Permanent glow emitter. PEP-22 25 kW 12 FE 30’ Semi/Charge S 13 18 L Permanent glow emitter, charge emitter, and 1 spare standard coolant pack. PEP-25 35 kW 16 F E 1T 40’ Semi/Stun S 18 22 L Permanent glow emitter, stun emitter, and 2 spare standard coolant packs. PEP-28 35 kW 22 FE 40’ Semi/Charge S 20 30 L Permanent glow emitter, charge emitter, and 2 spare standard coolant packs. PEP-30 35 kW 19 F E 40’ Semi/Charge/Bounce M 20 36 L Permanent glow emitter, charge emitter, bounce emitter, and 1 spare standard coolant pack. PEP-34 25 kW 18 F E 1T 35’ Semi/Charge/Grid M 20 36 L Permanent glow emitter, grid emitter, and 1 spare standard coolant pack. PEP-40 25 kW 18 F E 45’ Semi/Charge M 24 21 L Permanent glow emitter and 1 spare standard coolant pack.

Table 53: Plasma Handguns

Weapon Wattage Heat Upg Rng ToF Sz Wt Cost Restr APEW-26 35 kW 34 F E O 2T 45’ Semi/Pulse/Charge/Grid M 30 45 M&P Permanent glow emitter, pulse emitter, charge emitter, grid emitter, patrol sling, and 1 spare standard coolant pack. APEW-29 35 kW 30 F E 1T 45’ Semi/Pulse M 30 20 R Pulse emitter, patrol sling, and 2 spare standard coolant packs. APEW-30 35 kW 30 F E 1T 40’ Semi/Grid M 30 20 M&P Grid emitter, patrol sling, and 2 spare standard coolant packs. APEW-34 25 kW 32 FE 45’ Semi/Pulse M 30 14 R Pulse emitter, patrol sling, and 2 spare standard coolant packs. APEW-36 25 kW 38 F E 55’ Semi L 40 29 L Pulse emitter, patrol sling, and 2 spare standard coolant packs.

Table 54: Plasma SMGs

Weapon Wattage Heat Upg Rng ToF Sz Wt Cost Restr PR-100 65 kW 45 F E O 5T 75’ Semi/Pulse/Wave L 42 35 M&P Permanent glow emitter, pulse emitter, wave emitter, patrol sling, and 3 spare standard coolant packs. PR-101 65 kW 45 F E O 5T 75’ Semi/Pulse/Bounce L 42 35 R Permanent glow emitter, pulse emitter, bounce emitter, patrol sling, and 3 spare standard coolant packs. PR-103 45 kW 65 F E O 5T 75’ Semi/Pulse/Wave L 42 32 M&P Permanent glow emitter, pulse emitter, wave emitter, patrol sling, and 3 spare standard coolant packs. PR-105 45 kW 65 F E O 5T 75’ Semi/Pulse/Bounce L 42 32 R Permanent glow emitter, pulse emitter, bounce emitter, patrol sling, and 3 spare standard coolant packs. PR-115 65 kW 45 F E O 5T 75’ Semi/Pulse L 42 37 R Permanent glow emitter, pulse emitter, arc emitter, patrol sling, and 3 spare standard coolant packs. PR-120 100 kW 10 F E O 5T 65’ Semi/Pulse L 46 49 R Permanent glow emitter, pulse emitter, patrol sling, and 3 spare standard coolant packs.

Table 55: Plasma Rifles

Weapon Wattage Heat Upg Rng ToF Sz Wt Cost Restr PPR-118 65 kW 30 F E O 2T 360’ Semi/Charge L 64 70 L Extended range emitter, charge emitter, a 10× telescopic sight, a patrol sling, and 3 spare standard coolant packs.

Table 56: Plasma Sniper Rifles 35 lasarm to become damaged and require repairs, using the Craft 13.9 Electric Arms (Eletronics) skill. Electric arms, called ‘‘Ells’’, ‘‘Volters’’, or ‘‘Elarms’’, are an off- Lasarms require the Personal Plasmas Proficiency feat to use shoot of plasma arms, using the same kind of technology to power without a −4 attack penalty and to change out coolant packs. an electrical resonant transformer, that produces high voltage All lasarms are plasma damage weapons and have a critical AC electricity, which is aimed in a loose direction to electrocute threat range of 16-18, unless otherwise noted. and severely burn targets within a specified area. Electric arms Lasarms function like shotguns using shot, in that the range have the benefit of also defeating traditional style armor, with increment gives a penalty to both ranged attack rolls and damage the added benefit of not being able to be deflected by psiblades, rolls. as well as striking a wider target instead of specifically aiming at Lasarms with the single firing mode can perform potshot a particular target. Like plasarms, the plasma energy core they attacks. have has the downside of generating a significant amount of heat when fired and must be cooled efficiently and constantly. Electric 13.8.1 Laser Handguns arms generate far more energy than their plasma counterparts, requiring more coolant. Electric arms are extremely close range, maxing out their intended range very quickly. Laser handguns are small, concealable lasarms that provide Elarms use the same coolant technology that plasarms use, security and firepower in a small package. They are kept by a and suffer the exact same limitations as plasarms in this manner. large number of people, for security, protection, or for firepower The coolant packs are interchangeable with any electric weapon, when a larger lasarm would be too bulky and too cumbersome. and can be reused if they are allowed to cool for 24 hours, or Laser handguns usually have a single emitter, that provides all 4 hours, if they are submerged in a specially made chiller. An of the plasma energy for the shots. As size was a major factor, elarm’s number of shots is dependent on its Heat, which is how the Heat is some of the lowest of the lasarms, sacrificing good much heat it can transfer into its coolant pack before it becomes heat transfer for size. All laser handguns can be interfaced with too hot to use. Any elarm that generates enough heat to meet or various technologies. exceed its Heat, immediately shuts down unless a fresh coolant pack is put into the elarm, similar to how a magazine works in a firearm. Electric weapons, like plasma weapons also are built differently from standard firearms, also lacking barrels instead possessing 13.8.2 Beamcasters emitters. Electric weapons don’t have stock upgrades, as the stock is built into the elarm. An elarm can accept two emitter Beamcasters are the bulk of the laser weapon . While upgrades and three frame upgrades. Elarms fit and use the same laser pistols function similarly like their firearm and plasma kinds of holsters, slings, and other outward tactical equipment. counterparts, beamcasters instead are used more like shotguns, Because they are sensitive pieces of technology, as opposed than rifles. They cast a large, powerful laser at a target, that is to firearm counterparts, they can not be used to pistol whip or more pointed, than aimed. The downside is, like all laser weapons, rifle butt and any attempt to do so will immediately cause the their power depreciates with their range, causing less damage the elarm to become damaged and require repairs, using the Craft farther away the target is. Beamcasters make up the bulk of laser (Eletronics) skill. weapons produced. They boast very good Heat, and extremely Elarms require the Personal Plasmas Proficiency feat to use powerful wattage output, and a wide array of features and points without a −4 attack penalty and to change out coolant packs. for upgrades. All beamcasters can be interfaced with various All elarms are electric damage weapons and have a critical technologies. For the purpose of feats and rules, beamcasters threat range of 16-18, unless otherwise noted. are considered shotguns. Elarms function like flamethrowers, in that they have a maximum range, and target an area instead of a singular target. The standard emitter fires in a 5-foot wide arc with a range as long as the range of the elarm, that deals the wattage damage in electricity to all creatures and objects in its path. No attack roll 13.8.3 Explosive Lased Media Gun is necessary. Any creature caught in the line of fire can make a Reflex Saving Throw [TN25] to take half damage. Elarms may not perform potshot attacks. The explosive lased media (ELM) gun is a lasarm that fires a large ordnance of a laser at a target, or an area, superheating the 13.9.1 Electric Handguns target and causing a large explosion in a 15’ radius of the target or area hit. Because of how they fire, they have terrible Heat, mostly made to be a single shot, large area weapon, their Heat Electric handguns are small, concealable elarms that provide rating is the worst of any lasarms. To compensate for the lack of security and firepower in a small package. They are kept by a Heat they have some of the highest wattage output of any lasarm. large number of people, for security, protection, or for firepower All ELM guns can be interfaced with various technologies. For the when a larger elarm would be too bulky and too cumbersome. purpose of feats and rules, ELM guns are considered grenade As size was a major factor, the Heat is some of the lowest of the launchers. elarms, sacrificing good heat transfer for size. All elarm handguns can be interfaced with various technologies. 36

Weapon Wattage Heat Upg Rng ToF Sz Wt Cost Restr Type 07 LP 35 kW 6 F E 25’ Single T 16 17 L 1 spare standard coolant pack. Type 09 LP 50 kW 5 FE 20’ Single T 17 18 L 1 spare standard coolant pack. Type 13 LP 45 kW 12 F E 1T 40’ Single S 22 25 L 2 spare standard coolant packs. Type 14 LP 40 kW 14 F E 1T 40’ Single/Focus S 30 34 L Focus emitter and 2 spare standard coolant packs. Type 15 LP 45 kW 12 F E 1T 40’ Single/Focus S 30 35 L Focus emitter and 2 spare standard coolant packs. Type 16 LP 65 kW 5 FE 40’ Single M 37 30 L 2 spare standard coolant packs.

Table 57: Laser Handguns

Weapon Wattage Heat Upg Rng ToF Sz Wt Cost Restr Type 36 BC-MkI 90 kW 40 F E O 4T 60’ Single/Pulse/Focus L 42 65 M&P Pulse emitter, focus emitter, patrol sling, and 3 spare standard coolant packs. Type 36 BC-MkII 90 kW 40 F E O 5T 60’ Single/Pulse/Scour L 42 63 M&P Pulse emitter, scour emitter, patrol sling, and 3 spare standard coolant packs. Type 38 BC 65 kW 26 F E 1T 55’ Single/Pulse/Scour M 30 30 M&P Pulse emitter, scour emitter, patrol sling, and 1 spare standard coolant packs. Type 50 BC 165 kW 10 F E 1T 25’ Single L 38 50 L Patrol sling, and 2 spare standard coolant packs.

Table 58: Beamcasters

Weapon Wattage Heat Upg Rng ToF Sz Wt Cost Restr Type 01 ELM 135 kW 1 F O 2T 60’ Single L 80 85 M&P Patrol sling and 3 spare standard coolant packs. Type 02 ELM 135 kW 1 — 60’ Single S 60 80 M&P 3 spare standard coolant packs. Mountable on any weapon with a tactical rail. Requires attachment to a tactical rail.

Table 59: ELM Guns

Weapon Wattage Heat Upg Rng ToF Sz Wt Cost Restr Model 3 Voltgun 65 kW 4 F E 15’ Single S 25 29 L 1 spare standard coolant pack. Model 7 Voltgun 50 kW 7 FE 20’ Single S 17 33 L 2 spare standard coolant packs. Model 19 Voltgun 45 kW 12 F E 1T 30’ Single S 22 24 L 2 spare standard coolant packs.

Table 60: Electric Handguns 37

13.9.2 Electric Rifles 13.11.4 RPC M1B The rocket propelled chainsaw is an anti-personnel weapon, Electric rifles make up the bulk of most electric weapons produced, that combines the shredding devastation of a chainsaw with the and are by far the most well represented of the elarms. They range of a rocket-delivered weapon. The RPC has a maximum have better range than their handheld counterparts, but still suffer of 5 range increments. All damage done by the RPC is slashing. fro m the very short maximum range that electric weapons have. Unlike most of the weapons listed, a RPC M1B can not be bought, They do have excellent heat and coolant, allowing them to be but instead must be built, with Craft (Mechanical) check [TN30]. used for a long time before switching out coolant packs. All Each rocket must also be built, and has a Craft (Mechanical) check electric rifles can be interfaced with various technologies. [TN15], with a raw material cost of 9 WP per rocket, that weigh 32 oz.

13.10 Non-ballistic Ranged Weapons 13.10.1 Chem Spray 13.11.5 Pellets Chem spray bears a very similar appearance to pepper spray A pellet is a small plastic capsule filled with a substance that is and other chemical irritants, but with a much more deadly truth: activated by air. When a pellet is thrown down against the ground They contain lethal chemicals as opposed to non-lethal, but painful or against a surface, it releases its contents, that instantly react irritants. To use chem spray, make a ranged touch attack against with the air around it giving a short, but sudden effect. When the target. Chem spray is limited to 5 range increments. thrown, the pellets cover a 10’ by 10’ area. Pellets come in packs of six.

13.11 Thrown Weapons Tear Gas This pellet is filled with a fine OC powder, that when broken, covers the entire blast radius in the irritant powder. Any 13.11.1 Glave target caught in the cloud of tear gas must make a Fortitude Saving Throw [TN14] or be blinded and stunned for 1 round. A A glave is a throwable weapon not unlike a throwing star that gas mask renders the target immune to the effects, and a wet possesses the ability to return to its thrower after it strikes a cloth held over the eyes, nose, and mouth provides a +2 to the target. Glaves require the Exotic Melee Weapons Proficiency feat Fortitude Saving Throw. It disperses after one round. in order to be used without a −4 attack penalty. Glaves can be embedded. Explosive This pellet is filled with an explosive that immediately reacts when it hits air, giving off a small, but violent explosion. Any target caught in the blast must make a Fortitude Saving Throw 13.11.2 Razorpuck [TN12] or be knocked prone. The razorpuck is a small disc with a pull-pin and a hex key in the center. The inside is filled with a tightly wound spring Fire This pellet is filled with a quick fireflash substance, that will that has razor wire connected to it, held tight by the pin. When ignite any flammable object within its blast radius, but won’t do the pin is pulled and the puck hits a hard surface, the tension much more than that. from the spring is released, causing the puck to whip and spin, releasing the razor wire and shredding anything caught in its Cold This pellet, filled with compressed CO, is more useful for range except the square where the razor puck was thrown. Any putting out quick fires than actually freezing anything, but will creature caught in the center of the razorpuck’s area must make provide cold damage regardless. a Reflex Saving Throw [TN18] or be tripped. The razor puck is a thrown weapon, and performs similarly to a grenade. It can be Acid This pellet is filled with a concentrated acid used to burn wound up again using the provided allen wrench and reused. It quick holes in metal, wood, or plastic. takes 10 CP to wind a razorpuck. A razorpuck may be created with a Craft (Mechanical) check [TN14] and with a raw material cost of 3 WP. Smoke This pellet is filled with a clouding agent, that immediately makes a quick cover of smoke in the entire blast radius. The smoke obscures all sight, ability granted by night vision goggles. Anyone within the area has total concealment 13.11.3 Spinfusor (attacks suffer a 50% miss chance, and the attacker can’t use A spinfusor is a purpose built crossbow that fires handheld sight to locate the target). It disperses after one round. circular saw blades. Prior to launching them, there is a small motor that spins the blade for stability and effectiveness before Sticky This pellet is filled with a thick, sticky mist that, when it being fired. Blades cost 2 WP each, and weigh 5 oz. All damage hits air, immediately covers the ground in a sticky substance that done by the spinfusor is slashing. The spinfusor is considered a makes the area harder to move through. Any creature moving crossbow and requires the Archaic Weapons Proficiency (Bows) through the terrain must make a successful Reflex Saving Throw to use without penalty. Building a spinfusor costs 20 WP and [TN15] or be stuck to the terrain for that round. It disperses after requires a Craft (Mechanical) check [TN19]. one round. 38

Weapon Wattage Heat Upg Rng ToF Sz Wt Cost Restr Model 1 Voltrifle 90 kW 20 F E O 5T 50’ Single L 42 35 L Patrol sling and 3 spare standard coolant packs. Model 55 Voltfan 100 kW 16 F E O 5T 40’ Single L 42 35 L Fan Emitter, patrol sling, and 3 spare standard coolant packs. Model 187 Voltrifle ‘‘Sniper Volter’’ 10 kW 10 F E O 5T 100’ Single L 42 32 L Patrol sling and 5 spare standard coolant packs. Model 224 Voltrifle 45 kW 30 F E O 5T 60’ Single L 42 32 L Patrol sling, and 3 spare standard coolant packs.

Table 61: Electric Rifles

Weapon Damage Type Rng RoF Magazine Sz Wt Cost Restr Acid Spray 2d6 Acid 5’ Single Int:1 T 8 2 None Cold Spray 3d4 Cold 5’ Single Int:1 S 10 2 None

Table 62: Non-ballistic Ranged Weapons

Weapon Damage Critical Type Rng RoF Sz Wt Cost Restr Glave 1d8 16-18 Slashing 25’ Single S 24 6 None

Table 63: Glave

Weapon Damage Damage Type Blast Radius Rng Sz Wt Cost Restr Razorpuck 2d10 Slashing 10’ 10’ S 16 4 None

Table 64: Razorpuck

Weapon Damage Critical Rng RoF Upg Sz Wt Cost Restr Spinfusor 2d8 16-18 55’ Single F O L 138 25 None RPC M1B 10d4+10 16-18 60’ Single — L 320 18 None

Table 65: Home-made Ranged Weapons 39

Slippery This pellet is filled with a friction reduction mist that, disappears. This shield does not protect against acid, piercing, when it hits the air, immediately covers the ground in a slippery slashing, concussion, bludgeoning, or non-lethal damage. The substance that makes the area hard to move through. Any shield does not also deny anyone the ability to step into the area creature moving through the terrain must make a successful nor does it protect any of the listed damages if the damage comes Reflex Saving Throw [TN15] or be knocked prone. It disperses from within the shield: it only prevents anyone out of the shield after one round. from damaging someone on the inside of the shield with the listed damages. Stun This pellet is filled with bright flash powder, used to disorient anyone caught in it’s blast. Any target caught in the blast must make a Will Saving Throw [TN14] or be dazed for 1d3 rounds. Sonic A sonic grenade is a small ball with a keypad of six buttons, that when activated, creates a high pitched tone that irritates and confuses all those caught in its blast. When this 13.11.6 Grenades grenade is activated, everyone caught in the blast radius must Plasma A plasma grenade is the end result of a plasarm not immediately make a Will Saving Throw [TN20] to avoid being shutting down and all of the failsafes failing to activate. This stunned for 1d4 rounds. This grenade is reusable, if the character grenade is specifically built to have the tiny fusion core go critical knows the password to deactivate it. and explode. The grenade, when activated and thrown, will immediately stick to whatever it is thrown to, and because of such, it is highly recommended that this grenade not be cooked off, instead ignited and immediately thrown at its intended target. Once a target is stuck, it cannot be unstuck. Attempting to stick a Digital This grenade is a retrofitted fragmentation grenade grenade to a creature is considered a ranged touch attack. equipped with a digital timer that allows it to be set for a predetermined amount of time to go off from as short as 1 round Plasma Pulser A plasma pulser is a small disc that, when after it is thrown up to 10 rounds. Any target caught in the blast thrown, creates an area of denial to anyone that steps in the area, must make a Fortitude Saving Throw [TN17] or be knocked prone. or is in the area when the plasma pulser activates. Anyone that steps into the area immediately takes damage (no Reflex Saving Throw) for every 5’ they move through the area. The plasma pulser has a duration of 1d4+1 rounds before it runs out of energy.

Taser A taser grenade is a weighted grenade that fires two EMP This grenade was made to combat the more technological loops of wire in a circle from it, that then sends out pulses of weapons that exist, to disable equipment without damaging it. electricity to disable all those caught in its blast. All targets caught When the grenade explodes, all technology that uses electricity, in the blast radius take 1d4 electricity damage and must make a including plasarms, lasarms, and elarms, are immediately Fortitude Saving Throw [TN14] or be paralyzed for 1d6 rounds. A disabled until they can be repaired (Craft (Electronics) [TN20], taser grenade may be created with a Craft (Mechanical) check Complex). [TN22].

Acid This grenade is an evolution of a simple thrown beaker filled with acid, prepackaged and encapsulated in a sturdier case and shell, also making it easier to carry around. When thrown, it explodes like a normal grenade, throwing acid around the blast radius, covering whoever was hit with concentrated acid. Foam A foam grenade releases a blast of quick acting foam, that seals up and hardens once it hits open air. Any creature caught in the foam blast radius is immediately stuck in that square, Cryo This grenade is a pressurized capsule of liquid nitrogen, and cannot move. The creature can spend 10 CP to make an that encapsulates a standard grenade fuse. When this grenade Athletics check [TN20] or an Acrobatics [TN25] check to free explodes, it flings the liquid nitrogen, freezing everything in its themselves, gaining a +3 skill bonus on the check if they have a blast radius. Any creature caught in the blast must make a small or smaller slashing melee weapon in their hands. The foam Fortitude Saving Throw [TN16] or take 3d6 cold damage, with grenade also creates a foam barrier that takes 5 CP per square heavy clothing being able to modify the bonus/penalties as if the to break through with any slashing melee weapon. character were caught in the cold. Spaces where this grenade goes off is considered rough terrain for 1 round, and requires double the Combat Points to move across.

Shield This grenade, when thrown, generates a force field shield for 1d3+1 rounds, that protects against 40 points of plasma, ballistic, fire, and cold damage. When the shield takes 40 points of damage from any of these combined damages, it immediately 40

Weapon Damage Type Rng Size Wt Cost Restr Tear Gas See text — 10’ F 2 2 L Explosive 1d6+1 Concussion 10’ F 2 3 M&P Fire 1 Fire 10’ F 2 1 L Cold 1 Cold 10’ F 2 2 L Acid 1d2 Acid 10’ F 2 3 M&P Smoke See text — 10’ F 2 1 None Sticky — — 10’ F 2 1 None Slippery — — 10’ F 2 1 None Stun — — 10’ F 2 2 None

Table 66: Pellets

Weapon Damage Type Blast Rng Sz Wt Cost Restr Plasma 4d8 Plasma 15’ 10’ T 8 5 M&P Plasma Pulser 1d6 Plasma 15’ 10’ T 12 7 M&P EMP See text See text 30’ 10’ T 10 6 R Acid 8d6 Acid 15’ 10’ T 12 5 M&P Cryo See text Cold 15’ 10’ T 10 8 M&P Shield See text — 10’ 10’ T 10 9 None Sonic See text — 35’ 10’ T 8 3 None Digital 5d6 Slashing 15’ 10’ T 16 5 M&P Taser 1d4 Electricity 10’ 10’ T 24 5 R Foam See text See text 10’ 10’ S 14 1 None

Table 67: Grenades

14 Ammunition cloud has. Only inhaled poisons may be used.

14.1 Bolt and Arrowheads Type Cost Glass These heads are empty, allowing for poisons to be Glass 3 WP per 5 inserted that affect immediately when they impact their target. Taser 5 WP per 10 Only injected or ingested poisons may be used. Explosive 1 UV 1 WP per 10 Silver Nitrate 1 WP per 5 Taser These heads are capped with a taser unit that provides a Vaporizer 1 WP per 2 stunning shock. On a successful hit, the head deals 1d3 electricity damage and the target must make a Fortitude Saving Throw Table 68: Bolts and Arrowheads [TN15] or be paralyzed for 1d6 rounds. 14.2 Caseless Ammunition Types Explosive These heads are tipped with an impact explosive device, that explode when they contact their target. They grant Caseless ammunition doesn’t use a metal or plastic case to hold +2 damage dice, and convert all damage to concussion damage. all of the components of the ammunition together, instead having the propellant pressed around it with the projectile in the center of the pressed block. Caseless ammunition must be pre-purchased Ultraviolet(UV) These heads give a sudden bright flash of in magazines, and the type indicated has a full magazine. ultraviolet light when it strikes its target, very useful when fighting creatures that are affected by ultraviolet light. Ammunition Cost FMJ +0 Silver Nitrate These heads house a glass vessel, that holds JHP; Frangible; Tracer +1 powdered silver nitrate, useful against any creatures that may AP +2 have an aversion to silver. They grant +1 damage dice to any Match Grade +4 creature affected by silver. Table 69: Caseless Ammunition Types

Vaporizer These heads house a glass vessel with a small 14.3 Railgun Ammunition explosive, that allows for the vaporizing of any material. When it collides with a hard target such as the ground or a wall, it These are the projectiles for the railgun. immediately explodes, creating a 10 ft burst radius cloud. This Ammunition Cost cloud has a duration of 1d3+1 rounds. Anyone caught in the cloud, or who steps into the cloud, immediately takes any effects the Railgun Slugs 5 WP per 20 41

Table 70: Railgun Ammunition Type Cost #/box Restr Rimfire Gel 1 200 None Light Rimless Handgun Gel 1 25 None Intermediate Rimless Handgun 14.4 Cased Ammunition Types Cold 1 25 R Acid 1 25 R Electric 1 25 R Cold This ammunition is a small, thin copper jacket with a liquid Gel 1 25 None nitrogen center. It provides −1 damage die and +1 cold damage Ultraviolet 1 25 None die. Silver Nitrate 1 25 None Heavy Rimless Handgun Cold 1 20 R Acid 1 20 R Electric 1 20 R Gel 1 25 None Acid This ammunition is a small, thin copper jacket with a tiny Ultraviolet 1 20 None glass liner and an acid center. It provides −1 damage die and +1 Silver Nitrate 1 20 None acid damage die. Light Rimmed Handgun Cold 1 30 R Acid 1 30 R Electric 1 30 R Gel 1 25 None Ultraviolet 1 25 None Electric This ammunition is a miniature taser round, with a high capacity capacitor designed to kill, not stun. It changes all damage Silver Nitrate 1 25 None done by the firearm from ballistic to electric and provides a +10% error range.

Gel This ammunition consists of a solidified gel bullet used for non-lethal takedowns when the user still wants the ability to take down a target lethally without changing ammunition. When aimed center mass, this ammunition provides +1 damage die and all damage is non-lethal. When aimed at an extremity or the head the damage is ballistic and does not provide any additional damage die. For the purposes of armor, this ammunition is considered ballistic and bludgeoning and is stopped by both types of armor.

Ultraviolet (UV) This ammunition gives a sudden bright flash of ultraviolet light when it strikes its target, very useful when fighting creatures that are affected by ultraviolet light. This is considered a sliver of light to those affected. This ammunition provides −1 damage die and a +5% error range.

Silver Nitrate This ammunition is a silver jacketed bullet that holds powdered silver nitrate, used against any creatures that may have an aversion to silver. This ammunition provides −1 damage die and a +5% error range. 42

Type Cost #/box Restr Cryo This grenade is a pressurized capsule of liquid nitrogen fit Heavy Rimmed Handgun into a launchable grenade. When this grenade explodes, it flings Cold 1 20 R the liquid nitrogen, freezing everything in its blast radius. Any Acid 1 20 R creature caught in the blast must make a Fortitude Saving Throw Electric 1 20 R [TN16] or take 3d6 cold damage with heavy clothing being able Gel 1 25 None to modify the bonus/penalties as if the character were caught Ultraviolet 1 25 None in the cold. Spaces where this grenade goes off is considered Silver Nitrate 1 25 None rough terrain for 1 round and requires double the Combat Points Light Rifle to move across. Cold 1 15 R Acid 1 15 R Electric 1 15 R Gel 1 20 None Ultraviolet 1 15 None Silver Nitrate 1 15 None Shield This grenade generates a force field shield for 1d3+1 Intermediate Rifle rounds, that protects against 40 points of plasma, ballistic, fire, and Cold 1 15 R cold damage wherever it lands. When the shield takes 40 points Acid 1 15 R of damage from any of these combined damages it immediately Electric 1 15 R disappears. This shield does not protect against acid, piercing, Gel 1 20 None slashing, concussion, or non-lethal damage. The shield does not Ultraviolet 1 10 None also deny anyone the ability to step into the area nor does it Silver Nitrate 1 10 None protect any of the listed damages if the damage starts within the Heavy Rifle shield: it only prevents anyone out of the shield from damaging Cold 1 20 R someone on the inside of the shield with the listed damages. Acid 1 20 R Electric 1 20 R Gel 1 25 None Ultraviolet 1 10 None Silver Nitrate 1 10 None Super Heavy Rifle Cold 1 10 R Sonic A sonic grenade is a small ball with a keypad of six Acid 1 10 R buttons, that when activated creates a high pitched tone that Electric 1 10 R irritates and confuses all those caught in its blast. Anyone affected Ultraviolet 1 5 None must immediately make a Will Saving Throw [TN20] to avoid being Silver Nitrate 1 5 None stunned for 1d4 rounds.

14.5 Grenade Ammunition Types Razor Wire This grenade is a portable, launchable version of the razorpuck, firing strings of microwire at a singular target. This grenade must be used against a specific target and does not incur the bludgeoning damage or attack penalty when firing a grenade Weapon Dam Type Blast Rng S Wt Co Restr at a target. Razor 4d12 Slashing — 25’ T 16 2 R Wire Plasma A plasma grenade is the end result of a plasarm not Plasma 4d8 Plasma 15’ — T 16 10 M&P shutting down and all of the fail safes failing to activate. This EMP See See text 25’ — T 16 8 M&P grenade is specifically built to have the tiny fusion core go critical text and explode. When fired, it will immediately stick to whatever it Acid 8d6 Acid 15’ — T 12 6 M&P is fired at. Once a target is stuck it cannot be unstuck. Cryo See Cold 15’ — T 16 8 M&P text EMP This grenade was made to combat the more technological Shield See — 10’ — T 10 10 L weapons that exist and to disable equipment without damaging text it. When released, all technology that uses electricity, including Sonic See See text 35’ — T 8 2 R including plasarms, lasarms, and elarms, are immediately text disabled until they can be repaired (Craft (Electronics) [TN20], Complex). Table 71: Grenades

Acid This grenade is an evolution of a simple thrown beaker filled with acid, prepackaged and encapsulated in a sturdier case and shell making it easier to carry around and use. 43

15 Weapon Upgrades 15.2.5 Detailing

15.1 Melee Weapon Upgrades This upgrade gives the weapon an engraved or a precious metal inlay, granting its wielder a +2 equipment bonus with Vibro (Contact) This upgrade refits the contact of the weapon Presence checks while the target has line of sight to it. This with a vibrator that is used to agitate whatever the contact touches upgrade also increases the weapon’s worth by 75%. The weapon making slashing weapons much more dangerous. This upgrade loses this quality if it suffers any damage, though it may be adds a single damage die to the weapon’s damage. restored with a successful Craft (Structural) repair check .

Electrified (Contact) This upgrade refits the contact of the 15.2.6 Fingerprint Activator weapon with electrical contact, that cause a painful electric shock This upgrade replaces the button activator with a fingerprint to whatever the contact touches. This upgrade adds a single scanner on the hilt of the plasma blade. In order to activate the damage die of electricity damage to the weapon’s damage. plasma blade, the user places their finger on the reader, and the blade reads the print of the user. If the fingerprint is recognized, Upgrade Available for Loc Cost Time Wt Restr the plasma blade activates. Up to 3 sets of fingerprints may be stored in the plasma blade. A plasma blade may only have one Vibro Any Slashing C 25% 3 days 8 None activator upgrade at a time. This increases the plasma blade Weapon activation time by 1 CP. Electrified Any Weapon C 10% 2 days 2 None

Table 72: Melee Weapon Upgrade 15.2.7 Password Activator This upgrade replaces the button activator with six smaller 15.2 Plasma Blade Upgrades buttons, usually aligned in a circle or in a line, that must be pressed in the correct succession in order to activate the plasma Plasma blades can only have upgrades located on their handle, blade. The user chooses six numerals between 1 and 6 and but they can accept up to three upgrades. The upgrades listed enters them in the plasma blade when this upgrade is performed. below are for plasma blades only, and can not be used for any Anyone who does not know the code to the plasma blade may other weapon. not activate it. It takes 2 Combat points to enter the password. A plasma blade may only have one activator upgrade at a time. 15.2.1 Belt Clip This upgrade attaches a simple, but durable metal clip to the 15.2.8 Plasma Core Downgrade plasma blade, that allows it to be worn on a belt. It is considered This upgrade replaces the built-in plasma core with one that is holstered when it is clipped on a belt. This upgrade does not use a single increment lower, giving the blade less damage output, an upgrade slot. but more Heat. This upgrade grants the plasma blade with a power output of one wattage lower, but increases the Heat by 15.2.2 Colored Emitter 5 per upgrade. This upgrade can be taken as many times as it takes to reach 15kW. The plasma blade may not have a wattage This upgrade changes the emitter on a plasma blade to any level under 15kW. color. The user may select any color possible by entering the RGB values, and can even alternate it based on things such as 15.2.9 Plasma Core Upgrade time, any interfaced value (current CHP for example), or even have the color be selected at random. This is purely an aesthetic This upgrade replaces the built-in plasma core with one that change and does not affect any attack types, damages, or other is a single increment higher, giving the blade a more powerful functions of the plasma blade. damage output. This upgrade grants the plasma blade with a power output of one wattage higher, but decreases the Heat by 15.2.3 Composite 5 per upgrade. This upgrade can be taken as many times as it takes to reach 75kW. The plasma blade may not have a wattage The weapon is upgraded with non-ferrous materials, which level over 75kW. allow a character to slip it through metal detecting devices. It grants a +10 bonus to Stealth check against metal detectors, but 15.2.10 Reactive Radiator only for the part upgraded. This upgrade improves the internal radiator for plasma blades, 15.2.4 Custom Handle increasing its Heat by 25% per upgrade. This upgrade can be taken twice. The weapon’s hilt or handle is fitted to a mold of the wielder’s hand, granting him a +1 equipment bonus with all attack rolls 15.2.11 Reserve Packs made with the weapon. The wielder can also have the weapon’s grip enlarged or reduced, making the weapon one size larger or This upgrade stores an additional coolant pack within the smaller when using, but not concealing. Anyone else who tries plasma blade. When the first pack reaches its maximum Heat to use the weapon suffers a −2 equipment penalty to their attack intake, this upgrade automatically ejects the hot coolant pack, rolls. and routes heat to the reserve pack. Reserve packs must be 44 exchanged just like all other coolant packs. This upgrade can be any attack types, damages, or other functions of the plasarm. taken multiple times, each upgrade granting an additional pack. Only plasarms may take this upgrade.

15.2.12 Shaped Emitter UV Emitter (Emitter) This upgrade allows the lasarm to perform all of it’s attacks in the ultraviolent spectrum. Any creature that is This upgrade changes the general shape of a plasma blade not affected by UV takes no damage from the attack when using from the standard cylindrical blade to whatever the character this emitter. Only lasarms may take this upgrade. wishes, however the shape cannot functionally move beyond a blade-shaped emission. This is purely an aesthetic change and does not affect any attack types, damages, or other functions of Ruggedization (Frame) This upgrade replaces the plasarm’s the plasma blade. outer shell with a sturdy metal shell with a central spine, that increases the weight by 1.5×, and grants the plasarm the ability to use the pistol whip attack without damage. Only plasarms, Upgrade Cost Time Wt Restr lasarms and elarms may take this upgrade. Belt Clip 1 10 minutes — None Colored Emitter 6 6 hours — None 15.3.3 Firing Mode Upgrades Composite 8 3 days — None Custom Handle 14 4 days — None Power Conserve Emitter (Emitter) This upgrade grants the Detailing 70% 1 week — None built-in emitter on a plasarm the ability to fire low power semi- Fingerprint Activator 20 3 hours — None automatic plasma shots. When performing a single shot or potshot Password Activator 5 3 hours — None attack with the plasarm, the Heat cost is reduced by 1, but the Plasma Core Downgrade 13 4 hours — None attack is made with −1 damage die. Only plasarms that have an Plasma Core Upgrade 15 4 hours — None emitter with more than 25 kW wattage may take this upgrade. Reactive Radiator 25 3 hours 15 None Reserve Packs 15 5 hours 10 None Charge Emitter (Emitter) This upgrade grants the built-in Shaped Emitter 5 6 hours — None emitter on a plasarm or lasarm the ability to charge shots as well as upgrades the surrounding coverage to sustain the increased Table 73: Plasma Blade Upgrades heat due to charging. This upgrade grants the ability to perform chargeshot attacks. 15.3 Ranged Weapon Upgrades Wave Emitter (Emitter) This upgrade grants the built-in emitter 15.3.1 Plasarms and Upgrades on a plasarm the ability to fire in a constant stream pattern, Emitter The emitter can be modified to produce different effects granting the plasarm the ability to perform waveshot attacks. and grant different types of attacks. Only plasarms, lasarms, Only plasarms may take this upgrade. and elarms have emitters, and can accept emitter upgrades. A plasarm can have no more than three emitter upgrades at one Bounce Emitter (Emitter) This upgrade grants the built-in time, and a lasarm and an elarm can have no more than two emitter on a plasarm the ability to fire bounce shots, which are emitter upgrades at one time. shots that have been wrapped in a thin force field, allowing them to bounce off an object and continue on. This grants the plasarm Frame A plasarm can have up to six frame upgrades, a lasarm the ability to perform bounceshot attacks. Only plasarms may can have up to four frame upgrades, and an elarm can have up take this upgrade. to three frame upgrades. Grid Emitter (Emitter) This upgrade grants the built-in emitter on a plasarm or lasarm the ability to fire shots off in a rapid grid, covering an area in inaccurate but powerful plasma or laser fire. 15.3.2 Ergonomics and Aesthetic Upgrades This grants the ability to perform gridfire attacks. Shaped Emitter (Emitter) This upgrade changes all blasts that are fired from the plasarm’s emitter from a simple shapeless blob Stun Emitter (Emitter) This upgrade grants the built-in emitter of plasma into a shaped blast, such as a square, triangle, skull on a plasarm the ability to fire weakened plasma bolts that stun, outline, or any simple shape the user would like. This is purely an rather than kill. When this mode is used, the damage is reduced aesthetic change and does not affect any attack types, damages, to 1d6 non-lethal damage. When using this mode the plasarm or other functions of the plasarm. Only plasarms may take this may only perform single shot or potshot attacks. Only plasarms upgrade. may take this upgrade.

Colored Emitter (Emitter) This upgrade changes all blast that Extended Range Emitter (Emitter) This upgrade extends the are fired from the plasarm’s emitter to any color. The user may range of the built-in emitter of a plasarm, but causes the emitter select any color possible by entering the RGB values, and can even to use more Heat as a downside. When using this mode, the alternate it based on things such as time, any interfaced value range of a single shot attack or potshot attack is doubled, but the (current CHP for example), or even have the color be selected at shot has four times the Heat cost. Only plasarms may take this random. This is purely an aesthetic change and does not affect upgrade. 45

Upgrade Available for Location Cost Time Wt Restr Shaped Emitter Any Plasarm Emitter 5 1 hour — None Colored Emitter Any Plasarm Emitter 6 1 hour — None UV Emitter Any Lasarm Emitter 3 1 Hour — None Power Conserve Any Small or larger Plasarm Emitter 5 1 hour — L Ruggedization Any Plasarm, Lasarm, or Elarm Frame 15 8 hours * None Charge Emitter Any Plasarm Emitter 6 1 hour — L Wave Emitter Any Small or larger Plasarm Emitter 8 1 hour — M&P Bounce Emitter Any Plasarm Emitter 10 1 hour — L Grid Emitter Any Small or larger Plasarm Emitter 12 1 hour — M&P Stun Emitter Any Plasarm Emitter 4 1 hour — L Extended Range Any Small or larger Plasarm Emitter 15 1 hour — L Pulse Emitter Any Plasarm Emitter 10 1 hour — R Focus Emitter Any Small or larger Lasarm Emitter 12 1 hour — M&P Scour Emitter Any Small or larger Lasarm Emitter 15 1 hour — L Fan Emitter Any Elarm Emitter 14 1 hour — L Ball Emitter Any Elarm Emitter 19 1 hour — L Reactive Radiator Any Plasarm or Lasarm Frame 22 4 hours — None Glow Emitter Any Ranged Weapon Tactical 16 5 minutes — None Emitter 2 1 minute Arc Emitter Any Small or larger Plasarm Emitter 18 1 hour — None Coolant Flush Any Plasarm, Lasarm, or Elarm Frame 14 3 hours 16 None Reserve Packs Any Plasarm, Lasarm, or Elarm Frame 20 2 hours 24 None Ammo Readout Any Ranged Weapon Frame 12 1 hour 12 None

Table 74: Ranged Weapon Upgrades

Pulse Emitter (Emitter) This upgrade grants the-built in emitter 25% per upgrade. This upgrade can be placed twice in a single on the plasarm the ability to fire shots in a quick, automatic plasarm, lasarm or elarm. succession. This grants the plasarm the ability to perform pulsefire attacks. 15.3.5 Tactical Upgrades Focus Emitter (Emitter) This upgrade grants the built-in emitter on the lasarm the ability to be held on a singular target, burning Glow Emitter (Tactical/Emitter) This upgrade is a small plasma a hole via maintained heat. This grants the lasarm the ability to light that when turned on, glows the same color as the emitter perform focusshot attacks. of the plasarm illuminating a 15’ radius from the emitter. It also comes in a tactical form that can be mounted on tactical upgrade Scour Emitter (Emitter) This upgrade grants the built-in emitter mounts. If bought in tactical form, a color must be specified. of the lasarm the ability to fan its lasers out, creating a searing fan of energy for a short period of time. This grants the lasarm the ability to perform scourshot attacks. Arc Emitter (Emitter) This upgrade grants a plasarm the ability to create a small length of plasma that arcs from the emitter, Fan Emitter (Emitter) This upgrade grants the built-in emitter functioning as a bayonet. The plasarm may be used as a melee of the elarm the ability to fire off it’s electricity in a wide arc. weapon (considered an Exotic Melee Weapon) with damage equal Shots that use the fan emitter have half the range, but fire in a to its normal attack damage. The size rating of the plasarm does cone instead of a straight line. This emmitter follows all the same not change while it is being used as a melee weapon, and it incurs rules as the standard elarm emitter. Only elarms may take this any bonuses or penalties when being used as such. The plasarm upgrade. uses 2 Heat for every turn this upgrade is activated.

Ball Emitter (Emitter) This upgrade grants the built-in emitter of the elarm the ability to fire off electricity in a singular ball. Coolant Flush (Frame) This upgrade fits a second coolant pack When using this emitter, the elarm’s range is turned into a range that functions as an emergency coolant dump. When the user increment, and the character must make ranged attack rolls when presses a button (for 1 CP), this coolant pack is ruptured by this using this attack. Only elarms may take this upgrade. upgrade, the freezing cold liquid nitrogen funneled into the core parts, immediately coolant the gun down. When this upgrade 15.3.4 Internal Upgrades is used, all Heat on the plasarm, lasarm or elarm is removed immediately. This function, however, destroys the coolant pack Reactive Radiator (Frame) This upgrade improves the internal in the process, making it unable to be reused. Only plasarms, radiator for plasarms, lasarms and elarms, increasing its Heat by lasarms or elarms may use this upgrade. 46

Reserve Packs (Frame) This upgrade stores an additional and police vehicles may take this upgrade. This upgrade may coolant pack within the weapon. When the first pack reaches its only be taken twice. maximum heat intake, this upgrade automatically ejects the hot coolant pack, and routes heat to the reserve pack. Reserve packs 15.4.2 Heavy Shield Kit (Body) must be exchanged just like all other coolant packs. This upgrade can be taken multiple times, each upgrade granting an additional This upgrade fits the vehicle with a heavy plasma shield, that pack. protects against all plasma and electric damage. It allows the vehicle and all those inside to ignore up to 15 points of plasma and electric damage. Only cars, trucks, SUVs, vans and military Ammunition Readout (Frame) This upgrade shows the and police vehicles may take this upgrade. This upgrade may remaining ammunition in a firearm or the remaining Heat in only be taken twice. a plasarm, lasarm, or elarm on a small, easy to read screen.

15.4.3 Grav Propulsion (Wheel) 15.4 New Vehicle Upgrades This upgrade changes the standard wheels to anti-gravity A vehicle can be upgraded with various upgrades to make them generators that cause the vehicle to hover in the air. All terrain faster, more resilient to attacks, or mount weapons. Vehicles can effects can be ignored, but the vehicle loses the ability to Hard be upgraded in a number of slots: Brake. • Body The frame, the plating, and any other superficial equipment such as the lighting, windshields, paint job, and 15.4.4 Grav Wheels (Wheel) interior. This upgrade changes the standard wheels to dual selector • Wheels The tires, rims, and the brakes of a vehicle. anti-gravity generators that cause the vehicle to hover in the air, or change back to standard wheels to drive on terrain. It takes • Powertrain The engine and any auxiliary equipment 3 rounds for a vehicle to change from one mode to the other. hooked up to it, such as a turbocharger. When in grav mode, all terrain effects can be ignored, but the vehicle loses the ablity to Hard Brake. When in terrain mode, the • Drivetrain The transmission and the suspension. vehicle functions as normal. This upgrade can also have it’s tires Unless otherwise noted, a vehicle can have as many upgrades and wheels changed as if it had normal wheels. of each type as the owner can afford. Upgrade Time Cost Light Shield Kit 1 day 120 15.4.1 Light Shield Kit (Body) Heavy Shield Kit 2 days 375 This upgrade fits the vehicle with a light plasma shield, that Grav Propulsion 1 day 450 protects against all plasma and electric damage. It allows the Grav Wheels 1 day 775 vehicle and all those inside to ignore up to 6 points of plasma and electric damage. Only cars, trucks, SUVs, vans and military Table 75: Equipment, Vehicle Upgrades 47

Chapter V per charge level and can only be done if the weapon has enough Heat to support the attack. If the character does not have enough New Combat Actions Heat, the plasarm will perform the attack to the best of its ability and immediately shut down. If a character attempts to use more than 50% of a plasarm’s total Heat for a single charged attack, Action CP Cost the plasarm becomes damaged immediately, does not fire, and Ranged Attack Actions immediately requires eletrical repairs in order to function once Plasarm/Lasarm/Elarm, Single Shot, Diminutive 6 again. to Small Plasarm/Lasarm/Elarm, Single Shot, Medium to 7 1.1.2 Waveshot Large A waveshot is when a plasarm’s emitter fires one long stream Chargeshot 4+(2×level) of plasma at a specific area. If a plasarm has a wave emitter, it Waveshot; Bounceshot 6 may be used to perfom a waveshot attack. Waveshot affects an Gridshot 5 area, and everything in it, not a specific creature. The character Pulseshot; Scourshot; Focusshot 4 first chooses the length of their waveshot. The character then Throw plasma blade 5 selects a direction they wish to fire. This length is restricted to two Move Actions range increments. When they fire, the waveshot fills a 5’ wide Draw a plasma blade 6 area in the direction they selected, with the length of the waveshot Activate a plasma blade 0 being the chosen length. There is no attack roll. Every creature Reload a plasarm, lasarm, elarm, or plasma 4 within the affected area must make a Reflex Saving Throw [TN15]. blade If they succeed, they take half of the weapon’s damage. If the character does not have the Advanced Plasmas Proficiency feat, the TN is decreased by 9. A waveshot uses 3 units of Heat per 5’ Action AoO in length the waveshot fires, and can only be done if the weapon Draw a plasma blade No has enough Heat to support the attack. If the character does not Activate a plasma blade No have enough Heat, the plasarm will perform the attack to the best Reload a plasma blade Yes of its ability and immediately shut down. Throw plasma blade Yes 1.1.3 Gridshot Table 76: Combat Actions A gridshot is a burst of loosely controlled plasma or a grid of lasers, fired at a specific area. If a plasarm or lasarm has a grid 1 Attack Actions emitter, it may be used to perform a gridshot attack. Gridshot attacks affects an area and everyone in it, not a specific creature. 1.1 Plasarm and Lasarm Attacks The character targets a 10’-by-10’ area and makes an attack roll; the targeted area has an effective DEF of 10. If the character The most basic form of attack with a plasarm, lasarm or does not have the Advanced Plasmas Proficiency feat, they take elarm is a single shot. One attack is one pull of the trigger and a −4 penalty on the attack roll. If the attack succeeds, every fires one bolt of plasma, laser beam, or bolt of electricity at one creature within the affected area must make a Reflex Saving target. The Personal Plasmas Proficiency feat allows a character Throw [TN18]. If they succeed, they take half of the weapon’s to make this sort of attack without penalty for plasarms or lasarms. damage. A gridshot uses 8 units of Heat, and can only be done if If a character isn’t proficient in personal plasarms, they take a −4 the weapon has enough Heat to support the attack. penalty on attacks with that type of weapon. As with all forms of ranged weapons, attacking with a plasarm or lasarm while within 1.1.4 Bounceshot a threatened square provokes an AoO. The cost for single firing a plasarm is based on the size of the plasarm or lasarm. A single A bounceshot is using the surrounding area to bounce a shot shot uses 1 unit of Heat per shot. off a wall, tree, structure, or other solid structure to shoot around corners, or hit enemies that would be otherwise out of reach. If a 1.1.1 Chargeshot plasarm has a bounce emitter, it may be used to bounceshot. A character targets a square with a wall, a structure, or any non A chargeshot is when a plasarm’s emitter charges its shot by organic huge or larger object with at least 2 points of HP, and fires. keeping its containment field up before it releases its shot, allowing The character then guides the shot as if they were standing in the plasma to build before firing. If the plasarm or lasarm has a that targeted square, facing the same direction the shot originally charge emitter, it may be used to perform a chargeshot attack. came from, and targets a single creature and makes an attack roll, The character targets a specific creature and makes an attack using that new location, using any bonus or penalties that may roll. If the attack is successful, the character gains extra damage be removed or added due to the new location. If the character dice based on the amount of time the character charged the does not have the Advanced Plasmas Proficiency feat, they take plasarm. Charging the plasarm costs 2 Combat Points per charge a −6 penalty on the attack roll. If the attack is successful, the level, and the character gains 1 additional damage die per charge character may roll the standard damage. A bounceshot uses 4 level. The dice are always the same type as used in the original units of Heat, and can only be done if the weapon has enough damage. Using this attack uses 1 unit of Heat plus 1 unit of Heat Heat to support the attack. 48

1.1.5 Pulseshot Heat, and can only be done if the weapon has enough Heat to support the attack. A pulseshot is burst of rapid plasma bolts fired at a specific target. If a plasarm has a pulse emitter, it may be used to perform a pulseshot attack. The character targets a specific creature and 1.2 Plasma Blade makes an attack roll. If the character does not have the Advanced 1.2.1 Drawing a Plasma Blade Plasmas Proficiency Feat, they take a −4 penalty on the attack roll. If the attack succeeds, the character may roll their damage with 2 A plasma blade may be drawn from a sheath or belt clip, extra damage dice with a +3 damage bonus. The dice are always readying it for use. the same type as used in the original damage. A pulseshot uses 5 units of Heat, and can only be done if the weapon has enough 1.2.2 Activating a Plasma Blade Heat to support the attack. This is the action of actually turning on the plasma blade by flicking a toggle switch or entering a code or fingerprint to activate 1.1.6 Scourshot the plasma blade.

A scourshot is a sudden fan of lasers that cover an area directly in front of the lasarm, fanning out and striking all those within 1.3 Reaction range. If a lasarm has a scour emitter, it may be used to perfom A reaction is an action where a character prepares for an a scourshot attack. The character declares what direction they’re oncoming attack. The character declares which reaction they going to fire their scourshot attack. All creatures within a 15’ cone will prepare then ends their turn. If any character triggers the are immediately hit, and the character may roll their damage. conditions that the reaction has set, they roll a Saving Throw that A scourshot uses 15 units of Heat and can only be done if the corresponds with the action. The TN is Opposing Attack Roll − 5. weapon has enough Heat to support the attack. Deflect Deflecting is a reaction where where a character uses 1.1.7 Focusshot a plasma blade to deflect plasarm fire, cased ammunition fire, thrown weapons, non-ballistic ranged attacks, and shelled slug fire A focusshot is sustained laser burn that is fired and held at a away from themselves. On a successful Teflex Saving Throw, any specific target. If a lasarm has a focus emitter, it may be used single shot or chargeshot plasarm attack, any single shot cased to perform a focusshot attack. The character targets a specific firearm or shelled slug firearm attack, any non-ballistic ranged creature and makes an attack roll. If the character does not have attack, or any thrown weapon attack, is deflected harmlessly in a the Advanced Plasmas Proficiency, they take a −4 penalty on the random direction, that does not collide with any other creatures. attack roll. If the attack succeeds, the character may roll their A character can only attempt to deflect single shots, or chargeshot damage. The character may spend 5 Combat Points to continue attacks. The character does not have to be the target, but they to hold down the trigger of the lasarm and hold the lasarm on must be within the line of fire, and they must be facing the the target. If they do, they may roll the lasarm’s damage again, incoming fire in order to deflect the attack. A character can and add it to the original damage. The dice are always the same choose which attack they attempt to deflect, but can only attempt type as used in the original damage. A focusshot uses 9 units of to deflect once per round. 49

Chapter VI 1.3 Power Core Sub-Atmospheric and Deep The power core is how the spacecraft powers and sustains all of it’s various systems. Built from the same kind of fusion engines Space Vehicles that power plasamrs, lasarms, and elarms, these power cores are able to produce large amounts of usable energy to power both engines, as well as onboard systems. Without the power The vehicles here are space-faring craft that are used to reach core, a space ship can not run its life support, its engines, or its far off planets. In order to pilot any of these spacecraft, a basic navigational systems and makes the spacecraft little more character must have at least 1 rank in the Pilot skill. All spacecraft than a floating house. larger than small size require the Spacecraft Operation Feat to pilot. Power Core Rating Energy Output Very Weak 5 1 Spacecraft Components Weak 10 Moderate 20 1.1 Hull Strong 35 Very Strong 50 The hull is the airtight sealing for the spacecraft, used to keep Powerful 65 a safe pressure and to keep air within the crew and passenger area. If the hull is breached, everyone within the ship immediately Very Powerful 80 begins to suffocate, unless they are wearing some kind of device Extremely Powerful 95 that provides them with air. The hull is also responsible for Violently Powerful 135 radiation shielding. Table 78: Power Core Ratings

1.2 Engine

The engine is how the spacecraft propels itself. Many spacecraft 1.4 Life Support have separate engines for atmospheric movement, as operating in an atmosphere requires much more thrust than a sub-light Life support encompasses various systems that turns carbon engine does. All spacecraft have some form of sub-light space dioxide into breathable oxygen, manages comfortable pressure, engine. Engines have various ratings that have various effects in temperature, and humidity levels. It also manages organic combat. waste and in the case of large ships, artificial gravity production. Life support requires 1 power to be maintained. It is highly recommended that this is never turned off. Engine Ratings Movement Initiative Power Cost Very Weak 1 +1 1 Weak 2 +2 2 Moderate 3 +3 3 2 Spacecraft Sizes Strong 4 +4 5 Very Strong 5 +5 7 Powerful 6 +6 10 Spacecrafts have their own size categories, that are rated in Very Powerful 7 +7 15 spacecraft Size Categories. Extremely Powerful 8 +8 25 Violently Powerful 9 +9 40 Standard Size spacecraft Size Table 77: Engine Ratings All Sizes Insignificant Smaller than Huge Light Speed and Long Distance Travel Huge Fine Gargantuan Diminutive Rarely will a ship ever travel long distances at sub-light Colossal Tiny speeds, as it can take months, if not years. Instead, there — Small are a network of various gates that any ship can fly — Medium through to travel at faster-than-light speeds, popping out — Large the other end. These gates are used because light engines — Huge are expensive, have a high energy requirement, and — Gargantuan require a lot of space. Light gates are usually common — Colossal to anywhere anyone would want to go, and are often patrolled by the local law enforcement. Table 79: spacecraft Size Categories 50

3 Spacecraft 3.1.1 Droppod

Spacecraft are described by a number of statistics The droppod class is a special kind of ship that serves a specific function. A droppod is primarily used to transport passengers • Crew The standard number of crew. In most cases, only and a small amount of cargo from a sublight ship to a planet, and one person is needed to fly the spacecraft; other crew from a planet. Due to their use, they are not able to be steered, members serve as gunners, loaders or copilots. and only can launch from a ship to a planet, and from a planet back up out of the atmosphere, where they can be picked up. • Passengers The number of passengers (in addition to the They are often used as emergency life boats for smaller craft. crew) the spacecraft is designed to carry. Spacecraft that Droppods do not require hangars to attach to ships, rather attach carry passengers can use that space to carry additional to a droppod harness on a ship. Droppods have the emergency cargo when passengers are not present. Each unused atmospheric landing kit, a very weak power core, very weak passenger slot allows the spacecraft to carry an additional sub-light engines and very weak atmospheric engines. 100 pounds of cargo capacity. 3.1.2 Drone • Cargo Capacity The amount of cargo the spacecraft is designed to carry. Many spacecraft can carry extra The drone class is a special class of ships, in that they are usually passengers instead of cargo, but doing so is usually a piloted and manned by an AI instead of a person . They do have cramped, uncomfortable, and often unsafe experience for amenities to support life, but their primary use is to be sent out by those passengers. As a rule of thumb, one additional larger ships as a cheap form of wave attacks. they have no space passenger can be carried for each 200 pounds of unused for cargo or upgrades, but they do have mounts for weapons. cargo capacity. Drones have a weak power core and moderate sub-light engines.

• Initiative The modifier added to the pilot’s initiative check 3.1.3 Skiff when operating the spacecraft. The skiff class is a small ship with the bare necessities, commonly • Speed/Power The amount of spaces a ship can move used as a basic transport for a large majority of travel and during combat, and the amount of power the power core transport, boasting ease of use and rugged reliability. They are provides. also commonly used as life boats, when properly configured. It can comfortably seat 5 passengers, and 1 pilot. Skiffs have a very • Defense The spacecraft’s Defense score. weak power core and very weak sub-light engines. • Upgrade Points What kind of upgrade points a spacecraft has, and how many. 3.1.4 Skimmer The skimmer class is a small ship that is used primarily for –B Body / IW Internal Weapon / EW External Weapon recreational flights, short travel, trainer craft, and even has its • Hardness The spacecraft’s hardness. Subtract this number own class of racing. They are very easy to maintain and fly, and from any damage dealt to the vehicle. because of their lack of luxurious features, are very inexpensive. These are by far the most common ships. Skimmers can only • Hit Points The spacecraft’s full normal hit points. seat 1 pilot and 1 passenger. Skimmers have a weak power core and weak sub-light engines. • Size Vehicle size categories are defined differently from the size categories for weapons and other objects. 3.1.5 Light Interceptor • Cost This is the Wealth point cost to acquire the vehicle. The light interceptor class is a ship that’s primarily built for This number reflects the base price and doesn’t include any scrambling and sudden rapid engagement. They’re lightly modifiers for purchasing the vehicle on the black market. armored, decently armed, but due to their use, have small cargo holds that are used near-exclusively for ammunition.i common upgrades include light shields and extra armoring. Light Spacecraft Cost and Purchasing Spacecraft interceptors have a moderate power core, very strong sub-light Due to the astronomical cost of spacecraft, it is highly engines, and very strong atmospheric engines. advised that Game Masters grant characters their spacecraft through roleplay or story points, or let them 3.1.6 Light Fighter build their own using a specific monetary limitation. The light fighter class is a smaller ship, bigger than a skimmer that is used for light patrols and light escort duty. They are fairly armored. These ships are also primarily not designed for 3.1 Spacecraft Classifications transport, and as such have small cargo holds, usually enough for personal effects of the pilot and co-pilot. Common upgrades All spacecraft have a hull. Most Spacecrafts have room for include light shields and extra cargo space for ammunition. Light other upgrades, such as shields, armor, weapons, and redundant fighters have a moderate power core, very strong sub-light systems. Unless otherwise listed, a ship has only these systems. engines, and strong atmospheric engines 51

3.1.7 Heavy Interceptor used in conjunction with fighters and gunships, who run as escorts for these ships. Common upgrades include medium and heavy The heavy interceptor class is a ship that’s primarily built for shields, extra cargo space for ammunition, and more armor, as scrambling and sudden rapid engagement. More armored than well as artificial intelligence, advanced sensors, and advanced their light counterparts they are decently armed, but due to their teargeting systems. Heavy attackers have strong power cores, use, have small cargo holds that are used near-exclusively for strong sub-light engines, and moderate atmospheric engines. ammunition. Common upgrades include light shields and extra armoring. Heavy interceptors have a moderate power core, strong sub-light engines and strong atmospheric engines. 3.1.14 Heavy Freight Car

A heavy freight car is ship that has no propulsion of it’s own, and 3.1.8 Light Gunship functions primarily as a large cargo hold. They are usually pulled The light gunship class is a heavier armed version of the light behind other ships. They lack engines, life support, or native fighter class, modified specifically to serve as highly offensive space for a pilot or crew. Heavy freight cars have couplers. platform. While not as fast as light fighters, they more than make up for it in armor and weapon possibilities. Common upgrades include light and medium shields, extra cargo space for 3.1.15 Corvette ammunition, and more armor. Light gunships have a moderate Corvette class ships are decently sized ships that serve as power core, moderate sub-light engines and weak atmospheric floating bases for a host of small companies, that work out engines. of them. They often contain multiple living quarters, gravity generators, workshops, and a host of other living amenities 3.1.9 Light Attacker for those on board. They are also commonly used as light transport ships and “jumpships”, which are ships that carry The light attacker is a very heavily armored ship, primarily used soldiers and their equipment to and from the battlefield while to deliver bombs, mines, and other area-denial and wide target providing heavy air support, against both land and air threats. weaponry They are usually used in conjunction with fighters and Common upgrades include heavy and medium shields, a backup gunships, who run as escorts for these ships. Common upgrades life support, secondary power cores, advanced navigations, and include light and medium shields, more armor, and more locations even docks to dock smaller ships. Because of their intended for weapons. Light attackers have a moderate power core, weak purpose, they do not have very powerful engines. Corvettes have sub-light engines and very weak atmospheric engines. very powerful power cores, moderate sub-light engines, and very weak atmospheric engines. 3.1.10 Light Freight Car

A light freight car is ship that has no propulsion of it’s own, and 3.1.16 Frigate functions primarily as a large cargo hold. They are usually pulled behind other ships. They lack engines, life support, or native The frigate class is very similar to the corvette class, but designed space for a pilot or crew. Light freight cars have couplers. specifically for medium range combat. Because of their size, they require a single crewman who solely manages the power 3.1.11 Heavy Fighter usage, navigation, sensors, and communication. Without these crew members, the ship can not function. They boast a healthy The heavy fighter class is the usual base for various fighter cargo hold, for transporting munitions. Common upgrades include squadrons, boasting good speed, plentiful weapon mounts, and super heavy and heavy shields, backup life support, secondary moderate armor. Common upgrades include light and medium power cores, advanced navigations, docks, artificial intelligence, shields, cargo space for ammunition, an artificial intelligence, advanced targeting systems, advanced communications, and a backup life support system, and advanced sensors. Heavy additional armor. Frigates have very powerful power cores and fighters have strong power cores, powerful sub-light engines, and moderate sub-light engines. very strong atmospheric engines.

3.1.12 Heavy Gunship 3.1.17 Destroyer The heavy gunship class is the preferred platform for fighter- The destroyer class is a moderately sized ship, built primarily attackers and light bombers, that can serve as very good escorts for escorting cruisers, battleships, and carriers. They are for larger, less armed ships. Common upgrades include medium often heavily armed and armored, and usually serve as anti- and heavy shields, extra cargo space for ammunition, and more missile, anti-fighter, and anti- defense for the larger ships. armor, as well as artificial intelligence, advanced sensors, and Because of their size, they require crewmen who manages the advanced targeting systems. Heavy gunships have strong power power usage and communication, and crewmen who manages cores, very strong sub-light engines, and strong atmospheric navigation and sensors. Without these crew members, the ship engines. can not function. Common upgrades include super heavy and heavy shields, backup life support, secondary power cores, advanced navigations, docks, artificial intelligence, advanced 3.1.13 Heavy Attacker targeting systems, advanced communications, and additional The heavy attacker is a an extremely armored ship, the preferred armor. Destroyers have very powerful power cores and moderate platform for heavy bombers and turret ships. They are usually sub-light engines. 52

3.1.18 Cruiser the monstrosity of systems it requires to keep these ships space worthy and safe. Without these crew members, the ship can not The cruiser class is a large size ship, used for anything from function. Common upgrades include super heavy and heavy blockading to heavy offensive attacks. They are usually extremely shields, backup life support, secondary power cores, advanced well armed and armored, boasting a very large crew. Because navigations, artificial intelligence, advanced targeting systems, of their size, they require multiple crewmen to manage all of advanced communications, light engines, and additional armor. their life support, power, shields, docks, and weapons systems. Battleships have violently powerful power cores and moderate Without these crew members, the ship can not function. Common sub-light engines. upgrades include super heavy and heavy shields, backup life support, secondary power cores, advanced navigations, artificial intelligence, advanced targeting systems, advanced 3.1.20 Carrier communications, and additional armor. Cruisers have extremely The carrier class is a special class of warship, heavily armored, but powerful power cores and moderate sub-light engines. extremely lightly armed. It is lightly armed because it’s primary purpose is a platform for launching other smaller fighter ships. It 3.1.19 Battleship is often used as a mother ship to contain, repair, and upgrade the fighters that it houses within it. Common upgrades include super The battleship class is the largest class of warship, usually the heavy shields, backup life support, secondary power cores, light most heavily armored and armed in a wargroup. Like cruiser engines, and additional armor. Carriers have violently powerful class ships, these ships require multiple crewmen to manage power cores and weak sub-light engines. 53

Class Crew Pass Cargo Init Speed/Power Defense Upgrade HP Hard. Size Cost Droppod 0 2 125 lb. +7 Sub-Light: 1 10 1 B 5 0 F 500 +7 Atmos: 1 Power: 5 Drone 1 0 0 lb. +10 Sub-Light: 3 16 2 B 8 0 F 1750 Power: 10 1 IW 4 EW Skiff 1 5 50 lb. +5 Sub-Light: 1 12 3 B 9 0 D 3000 Power: 5 Skimmer 1 1 100 lb. +6 Sub-Light: 2 12 4 B 12 1 D 10K Power: 10 Lt. Interceptor 1 0 50 lb. +9 Sub-Light: 5 12 2 B 15 1 D 12K +9 Atmos: 5 2 IW Power: 20 2 EW Lt. Fighter 2 0 125 lb. +9 Sub-Light: 5 12 4 B 18 2 D 18K +8 Atmos: 4 6 EW Power: 20 Hvy. 1 0 75 lb. +7 Sub-Light: 4 12 3 B 22 2 T 22K Interceptor +7 Atmos: 4 2 IW Power: 20 3 EW Lt. Gunship 2 0 200 lb. +5 Sub-Light: 3 10 5 B 30 3 T 32K +4 Atmos: 2 8 EW Power: 20 Lt. Attacker 3 0 300 lb. +4 Sub-Light: 2 10 4 B 40 4 T 35K +1 Atmos: 1 1 IW Power: 20 12 EW Lt. Freight 0 0 150,000 lb. - None 8 5 B 15 0 S 5000 Car Hvy. Fighter 2 0 200 lb. +7 Sub-Light: 6 9 5 B 24 3 S 60K +6 Atmos: 5 4 IW Power: 35 7 EW Hvy. Gunship 2 0 400 lb. +6 Sub-Light: 5 9 6 B 45 4 S 120K +5 Atmos: 4 4 IW Power: 35 7 EW Hvy. Attacker 3 0 500 lb. +4 Sub-Light: 4 6 5 B 65 5 S 132K +3 Atmos: 3 2 IW Power: 35 14 EW Hvy. Freight 0 0 350,000 lb. - None 6 10 B 25 1 M 13K Car Corvette 2 8 8,000 lb. +3 Sub-Light: 3 8 14 B 250 6 M 300K +1 Atmos: 1 2 IW Power: 80 Frigate 3 12 29,000 lb. +3 Sub-Light: 3 8 19 B 200 8 M 1M Power: 80 6 IW 8 EW Destroyer 5 30 44,000 lb. +2 Sub-Light: 3 7 55 B 450 10 L 10M Power: 80 10 IW 12 EW Cruiser 15 200 120,000 lb. +1 Sub-Light: 3 6 95 B 500 15 H 100M Power: 95 24 IW 50 EW Battleship 20 500 300,000 lb. -1 Sub-Light: 3 5 220 B 650 19 G 200M Power: 135 24 IW 60 EW Carrier 18 220 450,000 lb. -6 Sub-Light: 2 2 500 B 800 22 C 800M Power: 135 10 IW 10 EW

Table 80: Equipment, Spacecraft 54

3.2 Spacecraft Weapons 3.2.3 Bombs

Spacecraft and Individual Scale Bombs are cases that are packed with explosives that, upon impact, explode with a violent force. They are often used against When calculating these weapons for individual scale, ground targets, or against larger ships, which they are extremely multiply all damages by 10. HP and Armor for all effective against. Bombs ignore any shields a ship has. They lack spacecraft are multiplied by 5 when attacked by individual a propulsion system and will simply float if used in space. scale weapons. Unguided Bombs An unguided bomb is a bomb that has no guidance system, and, once released from the ship, will simply drop, or if in space, float in the same direction that the ship 3.2.1 Guns releasing them was traveling. They use 1 Weapon Point.

Guns are weapons that rapidly fire small metal projectiles through Guided Bombs A guided bomb is a bomb that has a built in explosive propellant to damage a target. They are cheap, but guidance system to assist and correct itself in flight after it require cargo storage for the ammunition. Guns ignore any is released. They grant a +10 attack bonus when targeting shields a ship has. A ship may carry as much ammunition as atmospheric targets. In space, these weapons act identical to it has space for. Ammunition for this type of weapon cost 20 unguided bombs. They use 1 Weapon Point. Wealth Points per unit.

Light Machine Guns Light machine guns are one of the staples of space weaponry, being cheap and effective against light craft, but 3.2.4 Mines taken less often due to their ineffective nature against moderately armored craft and their very short range. They use 1 Weapon Mines are extremely similar to bombs, in that they are packed Point, and have a cargo requirement of 25 lbs. of cargo space with explosives and rely on their violent explosion to cause per 400 rounds. damage. They are different from bombs in the fact that they have some kind of timed or proximity device that make them Heavy Machine Guns Heavy machine guns are the staple of much more useful in space combat, especially when being chased. close range space combat, dogfighting, and chasing. They are Mines ignore any shields a ship has. When dropping a mine more expensive than light machine guns, but they pack a good while in a dogfight, the pilot makes a Pilot check to increase the punch against most light and moderate craft. They use 1 Weapon difficulty of avoiding the mine. The result of the check is added Point, and have a cargo requirement of 25 lbs. of cargo space to the TN of the total avoidance TN of the mine. per 200 rounds. Proximity Mines Proximity mines are mines that explode when any ship, flies within range of them. They arm themselves 3.2.2 Cannons automatically after 1 turn after they are dropped. A ship can carry 5 proximity mines per 1 Weapon Point. Cannons are weapons that fire heavier shells through explosive propellants to damage a target. While they pack a much larger Timed Mines Timed mines are mines that explode after a certain punch than guns, they have a much smaller ammunition store. amount of time has elapsed. They can be timed from as short Cannons ignore any shields a ship has. A ship may carry as as to explode immediately to as long as 20 rounds. A ship can much ammunition as it has space for. Ammunition for this type carry 5 timed mines per 1 Weapon Point. of weapon cost 35 Wealth Points per unit.

Light Cannons Light cannons are close to mid-close range weapons, being very effective against armored craft with a good 3.2.5 range. They use 2 Weapon Points and have a cargo requirement of 25 lbs. of cargo space per 10 rounds. Lances are thin, spearlike objects fired from a heavily compressed spring turret. It derives its power from it’s kinetic energy, and has Heavy Cannons Heavy cannons are close to mid range weapons, the added bonus of requiring no explosives to function and can being even more effective against armored targets. They use 3 be used by skilled pilots and gunners to make long range shots. Weapon Points and have a cargo requirement of 25 lbs. of cargo Lances ignore any shields a ship has. space per 5 rounds. Tungsten A tungsten lance is a lance made primarily of Flak Cannons Flak cannons are cannons that launch a timed the dense mineral tungsten, which is extremely effective against explosive shell that explodes in a cloud of metallic shrapnel. They armor. A ship can carry 2 tungsten lances per 1 Weapon Point. are used primarily against missiles, as a point defense against small ships. They have a very short range due to this, and are Steel lance A steel lance is a lance made of the more common rather large. Flak cannons gain a +4 attack bonus when firing hardened steel. While not as effective as tungsten lances at at missiles or torpedoes. They use 4 Weapon Points and have a penetrating armor, they are lighter and more can be carried. A cargo requirement of 100 lbs. of cargo space per 15 rounds. ship can carry 6 steel lances per 1 Weapon Point. 55

Harpoon A harpoon is a steel lance with barbed hooks, and a ship’s power core, for 3 turns. A ship can never lose more than steel cable attached to the end that is tethered to a winch. If the 75% of it’s total Power this way. attack connects, it can be used to keep a ship from escaping, or reel it in to make it easier to attack. If the ship that is harpooned Light Ion Light Ion emitters are low weight, low power usage, has an engine rating that is at least two categories greater than with medium range. They use 1 Weapon Point and require 1 the ship that is harpooning or the ship that is harpooning is at Power to use. least two sizes smaller than the ship being harpooned, the steel cable breaks immediately. A harpoon uses 1 Weapon Point. Heavy Ion Heavy ion emitters are upgraded versions of light ion emitters, boasting both a better range and a higher output. They 3.2.6 Lasers use 2 Weapon Points and require 2 Power to use. Lasers are devices that emit focused light through amplification that heats and burns the target it strikes. Lasers are powered by the power core, and are very powerful at close range, but are stopped by shields. Coolant is powered, and handled by the 3.2.9 Rocket Pods weapon itself. Rockets are unguided munitions that use rocket engines to deliver Light Laser Light lasers make up for their weak emitters with an explosive payload. They are generally used as a close rapid fire. They are extremely effective against armor. This range ship-to-ship weapon, and a medium range ship-to-surface weapon uses 2 Weapon Points and require 2 Power to use. weapon, as they are unguided and unable to correct themselves in flight. Because of the lack of guidance system, they are Heavy Laser Heavy lasers are more powerful and effective than relatively inexpensive. Rockets ignore any shields a ship has. their smaller counterparts but require far more power to use. This weapon uses 3 Weapon Points and requires 5 Power to use. Bay Rocket Pods A bay rocket is a medium range, high damage Turbolaser A turbolaser is a large laser built with capacitors, that rocket. A ship can hold 4 bay rockets per pod per 1 Weapon Point. allow it to charge up energy before releasing it in one strong burst. A turbolaser is only as powerful as the energy put into it. Cluster Rocket Pods A cluster rocket is a short range, medium Each round, a turbolaser may be charged up by routing power to damage rocket, that can be fired singularly, or in a burst of three. the laser for up to 5 rounds. A character may choose to fire the A ship can hold 18 cluster rockets per pod per 1 Weapon Point. turbolaser at any round after the 1st round. For every 1 Power routed to the turbo laser that turn it grants +1 damage dice, to a maximum of 5 Power per turn. This damage stacks until it is fired, or 5 rounds have passed after the turbolaser begins charging. 3.2.10 Missiles This weapon uses 4 Weapon Points and requires a minimum of 1 Power to begin use. Missiles are guided munitions that use rocket engines to deliver their payload. They differ from rockets for being slower, but 3.2.7 Plasmas can correct their path mid-flight and follow and chase down a Plasma weapons fire bolts of plasma at a target, working very target. Missiles must be locked on to use which takes 1 turn in similarly to their hand-held counterparts. Coolant is powered, combat. Once a ship has been locked on, the lock can only be and handled by the weapon itself. They have better range than broken by moving out of the range of the missile. Missiles have lasers, but because of this they have less damage. Plasma is 2 HP, a 13 Defense, and a movement speed of 6, and must travel stopped by shields. the distance to collide with a target. Missiles can be shot down. Missiles ignore any shields a ship has. Light Plasma Light plasma emitters boast good damage with low power consumption. This weapon uses 2 Weapon Points and Short Range Missile Short range missiles are missiles made require 1 Power to use. for tracking targets at a very short range. They usually have a modest payload due to the possible closeness they may be used. Heavy Plasma Heavy plasma emitters boast very good damage They cost 1 Weapon Point per missile. against shields and armor, with moderate power usage. They cost 2 Weapon Points and require 3 Power to use. Medium Range Missile Medium range missiles are a compromise between short and long range. They have a much 3.2.8 Ion better payload, but are inoperable in extreme close range. They Ion emitters fire ionized gas at a target, causing disruption of cost 1 Weapon Point per missile. shields, energy-based weapons, and even power cores and systems, but cause no damage on the hull, or armor of a ship. Long Range Missile Long range missiles are made for attacking When an ion emitter successfully attacks a ship’s shield, the targets at long distances. They are made only for launching at damage dice are doubled, but does not pass through to the ship, long range targets as they need time to get up to speed; firing at or the next shield. If an ion emitter successfully attacks a ship’s a target that is too close will automatically miss the target. They hull, it drains the amount of Power it causes in damage from the cost 3 Weapon Points per missile. 56

3.2.11 Torpedo Tubes 2 Internal Weapon Points, and have a cargo requirement of 200 lbs. of cargo space per 6 torpedoes. Torpedoes are guided munitions that use rocket engines to deliver their payload, similar to missiles. Where they differ is that they are internal only, can be reloaded by crew-members, and do 3.2.12 Other Weapons not require a lock on to use. They are used near-exclusively by larger ships, boast excellent range and very good damage, These weapons are weapons that do not fall into any category. but because of their speed, are only usable against ships that are Medium size and larger. Torpedoes can only be attached to Rail Gun A rail gun is an electrically powered electromagnetic internal weapon points. Torpedoes have 6 HP, a 9 Defense, and projectile launcher. It launches a slug of ferrous material at a a movement speed of 4, and must travel the distance to collide target at an extremely high velocity, capable of hitting a target at with a target. Torpedoes can be shot down. Torpedoes ignore even the farthest of ranges. It uses 4 Weapon Points, requires 10 any shields a ship has. Power, and has a cargo requirement of 20 lbs. of cargo space per round. Rail guns ignore any shields a ship has. Ammunition Light Torpedo Tubes Light torpedoes are used by most ships for this type of weapon costs 55 Wealth Points per Unit. that simply can not house larger torpedo tubes, and can be loaded by a single crewman. It takes a single crewman 1 round Gauss Rifle A gauss rifle is a projectile accelerator, that uses to reload a single torpedo tube. They cost 1 Internal Weapon various coils around a barrel to accelerate a ferrous object at Point, and have a cargo requirement of 75 lbs. of cargo space a rapid pace. Gauss rifles are short to mid-range weapons, per 6 torpedoes. often taking the place of machine guns due to their ability to fire accurately and rapidly. It uses 2 Weapon Points, requires 3 Power, Heavy Torpedo Tubes Heavy torpedoes are the standard, and has a cargo requirement of 25 lbs. of cargo space per 200 boasting a very good range and excellent damage. It takes rounds. Gauss rifles ignore any shields a ship has. Ammunition two crewmen 1 round to reload a single torpedo tube. They cost for this type of weapon costs 50 Wealth Points per unit. 57

Weapon Damage Critical Dam. Type Rng. RoF Ammo/Energy Hardpoint Cost Restr. Guns Light MG 1d3 16-18 Ballistic 1-4 Semi/Auto 400 per 25 lb. 1 Weap. 100 Restricted Heavy MG 2d3 16-18 Ballistic 1-6 Semi/Auto 200 per 25 lb. 1 Weap 150 Restricted Cannons Light Cannon 3d6+3 16-18 Ballistic 1-7 Semi 10 per 25 lb. 2 Weap 225 Restricted Heavy 4d6+3 16-18 Ballistic 1-9 Semi 5 per 25 lb. 3 Weap 300 Restricted Cannon Flak Cannon 6d6 16-18 Ballistic 1-4 Semi 15 per 100 lb. 4 Weap. 450 Restricted Bombs Unguided 10d10 16-18 Concussion 0 Single 1 1 Weap. 100 Restricted Bomb Guided Bomb 10d10 16-18 Concussion 0 Single 1 1 Weap. 200 Restricted Mines Proximity 2d10 16-18 Concussion 0 Single 5 1 Weap. 110 Restricted Mine Timed Mine 2d10 16-18 Concussion 0 Single 5 1 Weap. 115 Restricted Lances Tungsten1 3d12 16-18 Piercing 1-8 Semi 2 1 Weap. 200 Restricted Steel 1d12 16-18 Piercing 1-8 Semi 6 1 Weap. 90 Restricted Harpoon 1d2 16-18 Piercing 1-6 Single 1 1 Weap. 30 Restricted Lasers Light 2d8 16-18 Plasma 1-5 Semi/Auto 2 2 Weap. 275 Restricted Heavy 3d8+4 16-18 Plasma 1-7 Semi/Auto 5 3 Weap. 350 Restricted Turbolaser 1d8 16-18 Plasma 1-16 See Text 1, See Text 4 Weap. 450 Restricted Plasmas Light 1d8 16-18 Plasma 1-7 Semi/Auto 1 2 Weap. 245 Restricted Heavy 2d8 16-18 Plasma 1-9 Semi/Auto 3 2 Weap.. 220 Restricted Ions Light 1d4 16-18 Ion 1-6 Semi 1 1 Weap. 125 Restricted Heavy 1d4+2 16-18 Ion 1-8 Semi 2 2 Weap. 180 Restricted Rocket Pods Bay Rocket 6d4 16-18 Concussion 1-6 Semi 4 1 Weap. 60 Restricted Pods2 Cluster 2d4 16-18 Concussion 1-6 Semi/Burst 18 1 Weap. 80 Restricted Rocket Pods2 Missiles SRM3 5d3 16-18 Concussion 1-5 Single 1 1 Weap. 190 Restricted MRM3 7d3 16-18 Concussion 3-9 Single 1 1 Weap. 240 Restricted LRM3 12d3 16-18 Concussion 10-30 Single 1 3 Weap. 350 Restricted Torpedo Tubes Light Tubes 3d10 16-18 Concussion 2-16 Single 6 per 75 lb., 1 1 Int. Weap. 90 Restricted Heavy Tubes 5d10 16-18 Concussion 3-40 Single 6 per 200 lb., 1 2 Int. Weap. 140 Restricted Other Weapons Railgun2 2d12 16-18 Concussion 1-40 Single 1 per 20 lb., 10 4 Weap. 2000 Restricted Gauss Rifle 1d12 16-18 Concussion 1-18 Semi/Auto 200 per 25 lb., 3 2 Weap. 400 Restricted

Table 81: Equipment, Spacecraft Weapons

1 This Weapon ignores 2 points of Hardness. 2 This Weapon ignores 5 points of Hardness. 3 This Weapon ignores 8 points of Hardness. 58

3.3 Spacecraft Upgrades 3.3.8 External Hardpoint Upgrade (Body) Spacecrafts can be upgraded in a number of slots: The Body, This upgrade fits the spacecraft with an external hardpoint the Powertrain, and the Computer. that gives a spacecraft 4 Weapon Points that can be used for spacecraft weapons. These can be fired by the pilot, or wired to • Body The hull, armor, shields, life support, and any other a gunner position. It costs 1 Body Point. superficial equipment such as the lighting, windshields, paint job, and interior. 3.3.9 Coupler (Body) • Powertrain The engine and any auxiliary equipment This upgrade fits the spacecraft with a coupler, for towing, moving, hooked up to it, such as afterburners. This also includes and transporting other ships through space. This upgrade is fuel storage and the power core, which generates power required to couple to other ships. When coupling ships, the speed for the various systems. of the ship towing is decreased by 1 for every size category larger the ship that is being towed is. It costs 2 Body Points • Computer This includes any digital system that can be installed that aids in piloting, system management, 3.3.10 Tiny Cargo Hold (Body) communication, or targeting. This upgrade fits the spacecraft with a small cargo hold that Unless otherwise noted, a spacecraft can have as many holds 400 lbs. This space can be used for storage, workshops, upgrades of each type as the owner can afford. quarters, additional crew or passenger space and can be changed as the captain sees fit. Changing the space takes 2 days, and any 3.3.1 Repair Supplies (Body) addition that requires purchasing of kits or equipment must be purchased. When used as crew or passenger space, this adds up This upgrade fills the the spacecraft with repair supplies that to 2 additional spaces to a ship. It costs 1 Body Point. can be used to repair the ship. There are enough supplies to repair the ship 10 times. It costs 1 Body Point. 3.3.11 Small Cargo Hold (Body)

3.3.2 Paint Job (Body) This upgrade fits the spacecraft with a small cargo hold that holds 1,000 lbs. This space can be used for storage, workshops, This upgrade gives the spacecraft a brand new color, tint and quarters, additional crew or passenger space and can be changed hue. The spacecraft can be painted any color, or scheme the as the captain sees fit. Changing the space takes 2 days, and any character wishes. It costs no Body Points. addition that requires purchasing of kits or equipment must be purchased. When used as crew or passenger space, this adds up to 5 additional spaces to a ship. It costs 2 Body Points. 3.3.3 Light Armor Upgrade (Body)

This upgrade fits the spacecraft with light armor panels. It 3.3.12 Medium Cargo Hold (Body) increases the HP of the spacecraft by 5. It costs 1 Body Point. This upgrade fits the spacecraft with a medium cargo hold that holds 2,400 lbs. This space can be used for storage, workshops, 3.3.4 Medium Armor Upgrade (Body) quarters, additional crew or passenger space and can be changed This upgrade fits the spacecraft with medium armor panels. It as the captain sees fit. Changing the space takes 3 days, and any increases the HP of the spacecraft by 10. It costs 2 Body Points. addition that requires purchasing of kits or equipment must be purchased. When used as crew or passenger space, this adds up to 12 additional spaces to a ship. It costs 3 Body Points. 3.3.5 Heavy Armor Upgrade (Body) This upgrade fits the spacecraft with heavy armor panels. It 3.3.13 Large Cargo Hold (Body) increases the HP of the spacecraft by 25. It costs 3 Body Points. This upgrade fits the spacecraft with a large cargo hold that holds 6,000 lbs. This space can be used for storage, workshops, 3.3.6 Armor Hardening (Body) quarters, additional crew or passenger space and can be changed as the captain sees fit. Changing the space takes 5 days, and any This upgrade heat treats the armor panels on the ship, addition that requires purchasing of kits or equipment must be increasing the hardness by 1. This upgrade can be taken as purchased. When used as crew or passenger space, this adds up many times as it takes to achieve 20 hardness for the ship. It to 30 additional spaces to a ship. It costs 4 Body Points. costs 1 Body Point per upgrade. 3.3.14 Emergency Atmospheric Landing Kit (Body) 3.3.7 Internal Hardpoint Upgrade (Body) This upgrade equips the ship with parachutes that are used to This upgrade fits the spacecraft with an internal hardpoint slow its descent in an atmosphere preventing a hard, uncontrolled that gives a spacecraft 2 Weapon Points that can be used for landing in the case of an emergency. It also equips the ship with spacecraft weapons. These can be fired by the pilot or wired to automatic inflaters, allowing a spacecraft to float in case of a a gunner position. Because of its internal nature, it is impossible water landing. It costs 1 Body Point, plus 1 Body Point for every to detect when it is not in use. It costs 1 Body Point. size category the spacecraft is over Large. 59

3.3.15 Light Shield (Body) always be down for at least 1 round. Super heavy shields require 6 Power, and costs 10 Body Points. This upgrade equips the ship with a light shield that will protect the spacecraft from plasma, laser, and ion weapons. This shield 3.3.19 Cloaking Module (Body) protects against 5 damage from plasma, laser, and ion weapons. If the damage exceeds the amount the damage the shield can This upgrade equips the ship with a module that bends the light protect, that shield is overloaded and the remaining damage then around the ship, making it appear to be invisible to the naked hits the ship, or if the ship has multiple shields, instead strikes the eye. While this module is active, all attacks at the ship suffer a -10 secondary shield. Shields also require power to be maintained penalty. If a ship has the advanced sensors upgrade and is within and take 1 turn to power on from an off state. If a shield is 5 range, this penalty is reduced to a -5. This upgrade requires 6 overloaded, then power must be routed to that shield to recharge Power and costs 3 Body Points + 1 Body Point per size category it. A shield recharges at the rate of 3 turns – Amount of Power the ship is over Small size. routed to the shield over it’s requirement. A shield will always be down for at least 1 round. Light shields require 1 Power, and costs 3.3.20 Countermeasures Module (Body) 1 Body Point. This upgrade equips the ship with a module that launches electronic and heat countermeasures, immediately breaking any 3.3.16 Medium Shield (Body) missile lock. Any ship that is locked onto the ship that launches countermeasures immediately has it’s lock broken, and must wait This upgrade equips the ship with a medium shield that will a full turn to initiate a missile lock. This module has enough protect the spacecraft from plasma, laser, and ion weapons. This countermeasures to be launched 3 times before it must be shield protects against 11 damage from plasma, laser, and ion resupplied, for 15 WP. Countermeasures may be launched at weapons. If the damage exceeds the amount the damage the any time, during anyone’s turn. This upgrade costs 1 Body Point + shield can protect, that shield is overloaded and the remaining 1 Body Point per size category the ship is over Large. damage then hits the ship, or if the ship has multiple shields, instead strikes the secondary shield. Shields also require power to be maintained and take 1 turn to power on from an off state. If 3.3.21 Droppod Harness (Body) a shield is overloaded, then power must be routed to that shield This upgrade equips the ship with a harness that can attach to recharge it. A shield recharges at the rate of 3 turns – Amount two droppods to the ship. It costs 1 Body Point. of Power routed to the shield over it’s requirement. A shield will always be down for at least 1 round. Medium shields require 2 3.3.22 Small Dock (Body) Power, and costs 3 Body Points. This upgrade provides a dock and ship storage for any ship that is Small or smaller. When a ship is docked it is defended by 3.3.17 Heavy Shield (Body) the ship it is docked with, can not be attacked, and any damage This upgrade equips the ship with a heavy shield that will or attack that is fired at this ship while it is docked is deferred protect the spacecraft from plasma, laser, and ion weapons. This to the larger ship it is docked in. While docked a ship can not shield protects against 20 damage from plasma, laser, and ion use any of it’s weapons, engines, or shields. A ship can not dock weapons. If the damage exceeds the amount the damage the another ship that is equal or larger in size than itself. It costs 7 shield can protect, that shield is overloaded and the remaining Body Points. damage then hits the ship, or if the ship has multiple shields, instead strikes the secondary shield. Shields also require power 3.3.23 Large Dock (Body) to be maintained and take 1 turn to power on from an off state. If This upgrade provides a dock and ship storage for any ship a shield is overloaded, then power must be routed to that shield that is Medium or smaller, or any two ships that are Small or to recharge it. A shield recharges at the rate of 4 turns – Amount smaller. When a ship is docked it is defended by the ship it is of Power routed to the shield over it’s requirement. A shield will docked with, can not be attacked, and any damage or attack always be down for at least 1 round. Heavy shields require 4 that is fired at this ship while it is docked is deferred to the larger Power, and costs 5 Body Points. ship it is docked in. While docked a ship can not use any of it’s weapons, engines, or shields. A ship can not dock another ship 3.3.18 Super Heavy Shield (Body) that is equal or larger in size than itself. It costs 11 Body Points.

This upgrade equips the ship with a super heavy shield that 3.3.24 Huge Dock (Body) will protect the spacecraft from plasma, laser, and ion weapons. This shield protects against 45 damage from plasma, laser, and This upgrade provides a dock and ship storage for any ship that ion weapons. If the damage exceeds the amount the damage the is Large or smaller, any two ships that are Medium or smaller, or shield can protect, that shield is overloaded and the remaining any eight ships that are Small or smaller. When a ship is docked, damage then hits the ship, or if the ship has multiple shields, it is defended by the ship it is docked with, can not be attacked, instead strikes the secondary shield. Shields also require power and any damage or attack that is fired at this ship while it is to be maintained and take 1 turn to power on from an off state. If docked is deferred to the larger ship it is docked in. While docked a shield is overloaded, then power must be routed to that shield a ship can not use any of it’s weapons, engines, or shields. A to recharge it. A shield recharges at the rate of 6 turns – Amount ship can not dock another ship that is equal or larger in size than of Power routed to the shield over it’s requirement. A shield will itself. It costs 20 Body Points. 60

3.3.25 Backup Life Support (Body) Points per size category the ship is over Medium size. If the ship does have an atmospheric engine, It increases the atmospheric This upgrade fits the ship with a backup life support should the engine by one category. It costs 1 Body Point per upgrade + 1 Body first one fail. Unlike the primary, this life support has it’s own Point per category above the ship’s base engines + 3 Body Points power supply independent of the primary system, and can be per size category the ship is over Medium size. This upgrade can powered for 72 hours before it needs to be recharged. It costs also be performed to reduce the power of the engine, regaining 1 Body Point + 2 Body Points per size category the ship is over 1 Body Point per reduction + 1 Body Point per category above the Medium size. ship’s base engines + 3 Body Points per size category the ship is over Medium size. The amount of power this engine requires is 3.3.26 Small Repair Pod (Body) dependent on the category of the engine. This upgrade fits the ship with a launchable repair pod that will automatically repair the ship that launches it, or any ship within 1 Range. Due to these being launched, they can be attacked and 3.3.32 Light Engine Installation (Powertrain) have a Defense of 9 and 6 HP. It repairs a ship at the rate of 1d4 HP per turn, and costs 1 Body Point. This pod can also repair This upgrade fits the spacecraft with a light engine and a weapons at the rate of 1 Weapon Point per turn. lightspeed shield, giving it the ability to plot courses and jump into lightspeed without use of a light gate. This upgrade costs 3.3.27 Large Repair Pod (Body) 30 Body Points. It takes a ship 3 turns to make the jump into lightspeed, and in order to jump into lightspeed, all shields must This upgrade fits the ship with a launchable repair pod that will be turned off and the ship must not move. A ship without the automatically repair the ship that launches it, or any ship within advanced navigation upgrade jumps blindly. Each time a ship 2 Range. Due to these being launched, they can be attacked and without the advanced navigation upgrade uses it’s light engine, it have a Defense of 6 and 18 HP. It repairs a ship at the rate of 2d6 has a 50% chance of jumping through a celestial body, severely HP per turn, and costs 5 Body Points. This pod can also repair damaging the ship. Roll a D%. If the result is 1-50, the ship has weapons at the rate of 2 Weapon Points per turn. damaged itself beyond repair, and has its hull breached.

3.3.28 Huge Repair Pod (Body)

This upgrade fits the ship with a launchable repair pod that will 3.3.33 Faster Than Light Engine Installation (Powertrain) automatically repair the ship that launches it, or any ship within 3 Range. Due to these being launched, they can be attacked and This upgrade fits the spacecraft with a FTL engine, giving it the have a Defense of 3 and 32 HP. It repairs a ship at the rate of ability to plot courses using wormholes, moving effectively faster 3d8 HP per turn, and cost 11 Body Points. This pod can also repair than the speed of light. The ship generates a wormhole entrance weapons at the rate of 4 Weapon Points per turn. and exit simultaneously, that starts on the location of the ship and exits where the navigator chooses it to. This upgrade costs 50 3.3.29 Afterburner Upgrade (Powertrain) Body Points. It takes a ship 10 turns to make the jump into FTL, and in order to jump into FTL, all shields must be turned off and This upgrade fits the spacecraft with afterburners used by the ship must not move. Any ship with a FTL engine must have racers, fighters, and interceptors to gain a sudden boost of speed. the advanced navigation upgrade to use it. A pilot can activate the afterburners any time during his turn, and the spacecraft immediately gains 2 speed for 2 rounds. After using, this upgrade requires 2 turns to recharge before it can be used again. This upgrade requires 1 Body Point. 3.3.34 Power Core Upgrade (Powertrain)

3.3.30 Sub-light Engine Upgrade (Powertrain) This upgrade fits the ship with a more efficient and powerful power core. It increases the power core by one category. It costs This upgrade fits the spacecraft with a more powerful sub-light 2 Body Points per upgrade + 1 Body Point for every time this engine, allowing it to fly faster. It increases the sub-light engine upgrade has been performed on the ship. This upgrade can also by one category. It costs 1 Body Point per upgrade + 1 Body Point be performed to reduce the power of the power core, regaining 2 per category above the ship’s base engines + 1 Body Points per Body Points per reduction + 1 Body Point per category above the size category the ship is over Medium size. This upgrade can ship’s base power core. The amount of power the power core also be performed to reduce the power of the engine, regaining produces is dependent on the category of the power core. 1 Body Point per reduction + 1 Body Point per category above the ship’s base engines + 1 Body Points per size category the ship is over Medium size. The amount of power this engine requires is dependent on the category of the engine. 3.3.35 Backup Power Core (Powertrain)

This upgrade fits the ship with a backup power core, that 3.3.31 Atmospheric Engine Upgrade (Powertrain) may be used as a secondary power source, or as a backup or This upgrade fits the spacecraft with an atmospheric engine, emergency power supply, should the primary power supply fail. allowing it to fly in atmospheres. If the ship does not have an This power core has a Very Weak rating, but can be upgraded atmospheric engine, it gains one, costing 1 Body point + 3 Body just like any other power core. It costs 3 Body Points. 61

3.3.36 Advanced Communications (Computer) Upgrade Time Cost Repair Supplies 6 Hours 25 This upgrade fits the ship with advanced communication Paint Job 2 days 30 systems that allows hailing, message communication, and Light Armor 4 days 120 translation between all known languages and the sending of Medium Armor 6 days 240 non-living objects that weighs 25 lbs or less. The ship must be Heavy Armor 8 days 320 within 3 Range or less to send an object. If a targeted ship has Armor Hardening 5 days 160 any kind of shield activated, the sending of objects will fail. It Internal Hardpoint 2 days 240 costs 15 Body Points. External Hardpoint 1 day 200 Coupler 6 hours 50 Tiny Cargo Hold 1 day 60 Small Cargo Hold 2 days 120 Medium Cargo Hold 3 days 180 3.3.37 Advanced Targeting Systems (Computer) Large Cargo Hold 4 Days 240 Emergency Atmospheric Landing Kit 3 days 345 This upgrade is a targeting computer, that aids in attacking Light Shield 2 days 300 with all weapons. It provides a +1 attack bonus per upgrade, and Medium Shield 3 days 450 requires 2 Power per upgrade. This upgrade may be taken a Heavy Shield 4 days 700 maximum of 10 times. Super Heavy Shields 6 days 1000 Cloaking Module 4 days 5000 Countermeasures Module 2 days 200 Droppod Harness 1 day 100 3.3.38 Artificial Intelligence (Computer) Small Dock 4 days 190 Large Dock 6 days 280 Huge Dock 8 days 400 This upgrade is an artificial intelligence module, capable of Backup Life Support 1 day 100 replacing a crew member and performing their job. Artificial Small Repair Pod 2 days 240 intelligence is rated by it’s level. Each level an AI has can be Large Repair Pod 3 days 450 applied to a different crew area, or it can be applied as a bonus Huge Repair Pod 5 days 750 to an existing crew. The AI grants a bonus equal to it’s level in Afterburner 4 days 1500 one crew area. This upgrade can be taken multiple times, each time increasing the level of the AI by 1, to a maximum of 10. This Sub-Light Engine 2 days 200 upgrade requires 2 Power per upgrade. Atmospheric Engine 3 days 150 Light Engine 10 days 10000 FTL Engine 14 days 20000 Power Core Upgrade 2 days 300 Backup Power Core 1 day 200 3.3.39 Advanced Navigation (Computer) Advanced Communications 6 hours 400 Advanced Targeting 6 hours 200 This upgrade gives the ship an advanced navigation computer, Artificial Intelligence 10 minutes 1000 that uses star locations, various signals from confirmed locations, Advanced Navigation 6 hours 500 such as light gates and location buoys to determine the ship’s Advanced Sensors 6 hours 135 exact location. The navigation computer also helps calculate the most efficient routes for moving from one point to another. An Table 82: Equipment, Spacecraft Upgrades advanced navigation system is also required for an on-board light engine or FTL engine to function safely. This upgrade requires 1 Power.

3.3.40 Advanced Sensors (Computer)

This upgrade gives the ship a more powerful, robust sensor system, capable of detecting all ships within 10 range. This upgrade also can detect all external weapons, shield levels and types, markings and even generate accurate image representations of the ships, as well as assist with locating cloaked ships within 5 Range. This upgrade requires 3 Power. 62

4 Spacecraft Movement and Size Size Mod. Colossal −8 For simply traveling from point to point, all spacecraft have Gargantuan −4 engines that will allow them to travel through space. Skill checks Huge −2 are only required in extraordinary circumstances, usually during Large −1 combat. Medium +0 Small +1 Tiny +2 4.1 Characters in Spacecraft Diminutive +4 Fine +8 A character in a vehicle fills one of several possible roles, which Insignificant +16 determines what the character can do. Table 83: Spacecraft Sizes Pilot The pilot of the spacecraft controls its movement. Most smaller Spacecrafts have only one position from where the spacecraft can be piloted, but other larger ships can have even 4.3 Facing and Firing Arcs more. Piloting a spacecraft uses its move action. A weapon built into a spacecraft can by mounted to fire in one of two directions: forward or aft (rear). Direction only matters Copilot A copilot can help the pilot by controlling various during dogfighting, as when in standoff combat, ships can fire all systems, and firing weapons. The copilot must be seated in of their weapons. a location where they can access some form of controls. A spacecraft can have only one copilot at a time. A copilot can also pilot the spacecraft if the pilot cannot or chooses not to, provided 4.4 Getting Started there is a second set of controls at the copilot’s seat. Spacecraft combat begins when two ships declare hostile intent Gunner Most spacecraft have built-in weapons. If such a against one another, by either locking on or targeting the other weapon is controlled from a location other than the pilot’s or ship. copilot’s position, a character can man that position and become Spacecraft combat differs from character combat, in that there the gunner. Gunners can have control of up to 12 weapon points are two phases per round, the movement phase and the attack worth of weapons. phase.

Loader A loader is a specific role, that loads torpedoes to 4.4.1 Initiative be fired by the gunner. Their sole job is to reload torpedoes. Loaders, when not in use, are passengers. Initiative is determined by rolling initiative for each spacecraft, using the spacecraft’s initiative modifier. Engineer An engineer repairs the ship from within, and can assist in bringing online downed and destroyed weapons. Engineers can repair the ship’s hull using Craft (Mechanical), so 4.5 Movement Phase as long as they have supplies. Engineers can also overcharge a The movement phase is the phase where the spacecraft move. ship’s power core, giving it 10% more power output per turn, at The pilot moves the spacecraft’s speed, either approaching or the cost of supplies. fleeing the target spacecraft. If the target spacecraft is within 4 spaces of the target spacecraft, they can enter a dogfight. Technicians Technicians manage systems. They handle Initiative order goes backwards, with the spacecraft with the the navigation in larger ships, manage shields, and power. highest initiative moving last.The movement phase is also when Technicians control the power flow of a ship, determining what upgrades or repairs by engineers, reloading by loaders, and systems get power and what does not. They also control the navigating and shifting of power systems by technicians are status of shields, and and assist in navigating around obstacles. accomplished. Once every spacecraft in combat has moved, the attack phase begins. Passenger All other personnel aboard the spacecraft are considered passengers. Passengers have no specific role in the spacecraft’s operation. 4.6 Attack Phase

The attack phase is the phase that allows both spacecraft to attack. 4.2 Spacecraft Sizes 4.6.1 Attack Types Spacecraft use their own size scaling, as shown on Table: Spacecraft Sizes. The spacecraft’s size modifier applies to its Single These attacks fire a single manner. On a successful attack, initiative modifier and Defense. (The size modifier is already they allow the attacker to roll the damage listed on the weapon. included in the spacecraft statistics on Table: Spacecraft) They can only be fired once per attack phase. 63

Semi These attacks fire rounds in a singular round. On a 4.7 Movement Phase successful attack, allow the attacker to roll the damage listed on the weapon. They can be fired twice per attack phase. 4.7.1 Simple Maneuvers A simple maneuver is easy to perform. Simple maneuvers do Burst These attacks fire a number of rounds listed in the weapon’s not require the pilot to make skill checks. description. On a successful attack, they allow the attacker to roll the damage listed per round fired. They can be fired twice per 4.7.2 Stunts attack phase. Stunts are maneuvers that require a Pilot check to perform Auto These attacks fire rounds in a burst of 10 shots. On a successfully. successful attack, they allow the attacker to roll the damage listed + 2 extra damage dice. They can be fired three times per attack phase. 4.8 Simple Maneuvers During a vehicle’s movement, the driver can perform any one of the following maneuvers: Called Shots On Ships

A pilot or gunner can always target specific external 4.8.1 Ram weaponry, instead of at the hull of a ship. Any external weapon can be targeted, and has a de- A pilot does not have to perform a maneuver to ram another spacecraft, they only need to pilot their spacecraft into the other fense score of: Ship’s Defense + (6 - Weapon spacecraft, and a collision occurs (see Collisions and Ramming). Slots the Weapon takes). Any weapon that takes damage is immediately put out of commission and can not be used until it is repaired. 4.9 Stunts Engines can also be targeted by the pursuing ship when dogfighting. Engines have a defense score of: Ship’s Stunts are maneuvers that require a Pilot check to perform Defense + 5. Each 10 damage an engine takes successfully. Unsuccessful stunts often result in the spacecraft reduces it’s rating by 1. ending up someplace other than where the driver intended. When this happens, the spacecraft collides with any objects in its path.

4.9.1 Avoid Hazard 4.6.2 Skirmishing Dogfighting is full of hazards, created by both other ships and environmental hazards. When a spacecraft tries to move through Skirmishing is when two ships are between 10 and 40 spaces a square occupied by a hazard, the pilot must succeed on a Pilot away from one another. Skirmishing mode works as normal, check to avoid the hazard and continue moving. with ships moving, then attacking each turn. If either ship moves The TN to avoid a hazard varies with the nature of the hazard. beyond 40 spaces away, combat has ended, but a ship can come back in range to continue combat, if it is fast enough. 4.9.1.1 Mine This is a mine that is dropped by a spacecraft that is being perused. The more skilled a pilot is, the harder these are to avoid. When a spacecraft drops a mine, the pilot rolls a 4.6.3 Dogfighting Pilot check to determine how well the mine was laid. The TN to avoid a mine is Dogfighting is when two ships, usually fighters or gunships, 9 + Pilot Check. are locked in an ever-moving attack against one another. When dogfighting, pilots can use their Pilot rolls to evade attacks, dodge 4.9.1.2 Bomb This is a bomb that is dropped by a spacecraft missiles and rockets, and avoid gun and cannon fire. Dogfighting that is being perused. Because bombs are not specifically made is usually done within 1 and 10 spaces away from one another. for this use, they are much easier to avoid, but a skilled pilot can make them difficult to avoid. The TN to avoid is 3 + Pilot Dogfighting has an attacker, and a defender. The attacker is Check. in the position to attack, keeping the defender in front of their sights. The defender is the one being chased, who can fire back 4.9.1.3 Structures This is a solid structure, such as another if the ship is equipped with aft weapons. The defender can also spacecraft, building, or any other object. Failing this check by drop mines or bombs for the attacker to hit. When either pilot less than 5 means that the structure was sideswiped instead of initiates a dogfight, both pilots roll their Pilot skill. The highest completely dodged. Pilot roll is the attacker, and can make their attack. At the end of turn, both pilots make a Pilot check with the last attacker taking Dodge A skilled pilot can use their skills to make themselves a -8 penalty to their Pilot check. The highest Pilot roll is now the harder to hit when engaged in a dogfight. The pilot makes a Pilot new attacker for the next round. check, and receives a bonus to defense for one round, equal to If either ship is more than 10 range away from one another, the (Pilot Check / 3), rounded up. dogfight is over and both ships return to skirmish mode. 64

Hazard TN of the spacecraft. If this check is successful, the pilot maintains Mine 9 + Pilot Check control of the spacecraft. If it fails, the spacecraft goes into a spin. Bomb 3 + Pilot Check An out-of-control spacecraft may strike an object or other Structure 20 spacecraft. When that happens, a collision occurs. Dodge See Text 4.11.1 Spin Table 84: Stunt TNs The spacecraft spins wildly. All those on board must make a Fortitude Saving Throw [TN18] or become sickened for 5 minutes. 4.10 Collisions and Ramming A collision occurs when a vehicle strikes another vehicle or a 4.12 Crew Quality solid object. Generally, when a vehicle collides with a creature or other moving vehicle, the target can attempt a Reflex Saving Rather than force the GM to create, or remember, statistics Throw [TN15] to reduce the damage by half. for everyone aboard a spacecraft, spacecraft statistics include a general “crew quality” descriptor. Table: Spacecraft Crew Quality shows the five levels of crew quality for GM-controlled 4.10.1 Resolving Collisions spacecraft crews, along with the appropriate check modifier. Use The base damage dealt by a spacecraft collision depends on the check modifier for all skill checks related to the operation of the speed and size of the objects involved. Use the highest speed the spacecraft (including Drive and Craft (Mechanical, Electrical and the smallest size of the two colliding objects and refer to or Structural) checks). Use the attack bonus for all attack rolls Table: Collision Damage. performed by the crew. For quick reference, Table: Spacecraft Crew Quality shows the typical crew quality, and the crew’s total Speed Damage Die initiative and maneuver modifiers, for the spacecrafts covered in this book. Atmospheric d6 This by no means restricts the GM from creating unique Sub-Light d8 spacecrafts where the crew’s statistics are included, or from using Light d10 GM characters’ abilities when they pilot or attack with spacecrafts. Smallest Object or Creature Size # of Dice It’s merely a shortcut to save time if the GM doesn’t have particular Colossal 20 characters behind the wheel. Gargantuan 16 Huge 12 Crew Quality Check Modifier Attack Bonus Large 8 Untrained −4 −2 Medium 4 Normal +2 +0 Small 2 Skilled +4 +2 Tiny 1 Expert +8 +4 Insignificant 0 Ace +12 +6

Table 85: Collision Damage Table 87: Spacecraft Crew Quality

After finding the base damage, determine the collision’s damage multiplier based on how the colliding spacecraft struck 4.13 Damaging Spacecraft the other spacecraft or object. Consult Table: Collision Direction All spacecrafts have Hit Points, which are roughly equivalent to for a multiplier. a character’s Hit Points. Like most inanimate objects, spacecrafts Once the damage has been determined, apply it to both also have hardness. Whenever a spacecraft takes damage, spacecraft (or objects or creatures) involved in the collision. subtract the spacecraft’s hardness from the damage dealt. When a spacecraft is reduced to 0 Hit Points, it is disabled. Colliding Spacecraft’s Target Multiplier Although it might be repairable, it ceases functioning and floats Striking head-on ×1 in space. If it is within an atmosphere, it immediately begins to Sideswiped ×½ plummet to the surface. A spacecraft is destroyed when it loses Hit Points equal to Table 86: Collision Direction three times its full normal total. A destroyed spacecraft cannot be repaired. The pilot of the spacecraft that caused the collision must immediately make a Pilot check [TN15] or lose control of the 4.13.1 Repairing Damage spacecraft (see Losing Control, below). The pilot of the other spacecraft must succeed on a Pilot check [TN15] at the beginning Repairing damage to a spacecraft takes a full day of work, a of their next action or lose control of their spacecraft. mechanical tool kit, and a garage, port, or some other suitable facility. (Without the tool kit, a character takes a -4 penalty on 4.11 Losing Control their Craft check.) At the end of the day, make a Craft (Structural) check [TN20]. Success restores 2d6 Hit Points. If damage remains, A collision can cause a pilot to lose control of his spacecraaft. the character may continue to make repairs for as many hours In these cases, the pilot must make a Pilot check to retain control as it takes to restore all of the spacecraft’s Hit Points. 65

4.14 Environments 5.2 Planet Size Environments within space can greatly affect the combat and Planetary size can determine the amount of gravity on the tactics. Below are environments that affect the combat area. planet, as well as how much space is available for development, Unless otherwise specified by the GM, these environments affect agriculture, and expansion. Planet size can heavily influence what the entire combat area. kind of industry does and does not work on a planet.

4.14.1 Asteroid Belts and Debris fields Planet Size and Aproximate Diameter D% Roll An asteroid field is a a system wide belt of space rocks, and a Extremely Tiny (75 – 125 Miles) 1-7 debris field is a large field of space trash, including broken ships Very Tiny (126 – 250 Miles) 8-14 and destroyed space stations. All small Sized and smaller ship Tiny (251 – 500 Miles) 15-21 gain an additional +3 Defense while inside the asteroid belt or Very Small (501 – 1,000 Miles) 22-28 debris field. At the start of every movement phase, each ship Small (1,001 – 2,000 Miles) 29-35 within the asteroid belt or debris field must make a Pilot check Medium (2,001 – 3,000 Miles) 36-42 [TN15] or take damage from an impacting asteroid or piece of Large (3,001 – 4,000 Miles ) 43-49 derbis. Size of the asteroid or debris is determined by rolling Very Large (4,001 – 5,000 Miles) 50-56 a D% and consulting the chart below. For damage, consult the Extremely Large (5,001 – 6,000 Miles) 57-63 collision size table. Huge (6,001 – 7,000 Miles) 64-70 Asteroid or Debris Size D% Gigantic (7,001 – 8,000 Miles ) 71-77 Colossal 1 Colossal (8,001 – 10,000 Miles) 78-84 Gargantuan 2 -5 Enormous (10,001 – 15,000 Miles ) 85-99 Huge 6-10 Vast (+15,001 Miles) 100 Large 11-15 Medium 16-45 Table 89: Planet Sizes Small 46-75 Tiny 76-100 5.3 Planet Atmosphere

4.14.2 Ion Nebula A planet’s atmosphere is a layer of gasses that surrounds a planet, held by the planet’s gravity. Nearly all planets have a This is a cloud of ion charged space that disrupts electrical systems, nitrogen and oxygen mixture, in various quantities. shields, and power cores. All ships within an ion nebula have their total power reduced to half for the duration of its stay in the nebula. 5.3.1 Vacuum Vacuum type atmospheres represent the lack of an atmosphere. 5 Planets Vacuum atmospheres require a spacesuit or a respirator in order to navigate without suffocating. Spacecraft would be pointless without places to explore, conquer, and smuggle to. Listed below are rules on how to 5.3.2 Thin create new planets for the characters to travel to. This guide can be used to generate new planets, locations, and places for Thin type atmospheres are atmospheres with light nitrogen characters to visit. Nearly every planet that is encountered will and oxygen, that requires no spacesuit, but it does require a be orbiting a star of some type. respirator or a condenser-diluter.

5.1 Star Classes 5.3.3 Standard

This will determine what kind of star the system has. Stars are Standard type atmospheres are atmospheres that are spheres of plasma held together by gravity, undergoing fusion. breathable and comfortable without any additional equipment. They provide light and heat, both of which are usually required for most life. 5.3.4 Dense

Star Class and Color D% Roll Dense type atmospheres are atmospheres with an abundance O Class (Blue-White) 1-15 of nitrogen and oxygen, requiring a condenser-diluter to make it A Class (White) 16-30 easy to breathe. F Class (Yellow-White) 31-45 M Class (Red) 46-60 5.3.5 Unusual K Class (Orange) 61-75 G Class (Yellow) 76-100 Unusual type atmospheres are atmospheres that have a gas mixture other than nitrogen and oxygen, but are not otherwise Table 88: Star Classes harmful. They can produce strange, but non-lethal effects. 66

5.3.6 Tainted Hydrosphere D% Roll Desert Planet 1-5 Tainted type atmospheres are atmospheres that have gas Dry Planet 6-25 mixtures that are poisonous to sentient beings. They require respirators in order to survive in, but otherwise require no other Balanced Planet 26-50 protective equipment. Wet Planet 51-90 Water Planet 91-100

5.3.7 Corrosive Table 91: Planet Hydrosphere Corrosive type atmospheres are atmospheres that are actively corrosive and will damage anyone not sufficiently protected. Corrosive atmospheres damage all creatures and objects with 5.5 Population less than 3 hardness, 3d6 acid damage every minute they spend in the atmosphere without protective gear. Any spacesuit that Population is how many sentient beings are living on the planet protects against plasma damage will provide protection against in a permanent or semi-permanent status. How this population corrosive atmosphere. lives is highly influenced by the hydrosphere, the size, and the atmosphere of the planet. There are a multitude of ways a population can live on a planet, and it is highly encouraged for a Atmosphere D% Roll GM to provide a reasonable or plausible way for the population Vaccum 1-10 to live on or around the planet. This population also includes any Thin 11-35 space stations that may be orbiting the planet, or any ships of Standard 36-55 permanent, or semi-permanent orbit around the planet. Dense 56-70 Unusual 71-80 Tainted 81-90 5.5.1 Barren Corrosive 91-100 This planet has less than 10 people who live on it. Because Table 90: Planet Atmospheres of the small amount of people on the planet, it usually has no officially recognized government or political structure. 5.4 Planet Hydrosphere A planet’s hydrosphere is a measurement of how much water 5.5.2 Very Low is on the planet, and how much land is on the planet. This planet has between 10 and 1,000 people who live on it. 5.4.1 Desert Desert type planets are planets that are void, or near void of 5.5.3 Low any surface water and most underground water, but can have frozen icecaps on the poles. This planet has between 1,000 and 10,000 people who live on it. 5.4.2 Dry Dry type planets are planets that contains water but is low in 5.5.4 Moderate measurement. It may have pockets of water or oasis’s, in addition to frozen icecaps. This planet has between 10,000 and 1,000,000 people who live on it. With smaller planets, they may live underground, in highly urbanized areas, or even in the atmosphere on various 5.4.3 Balanced space stations. Balanced type planets are planets that has some water, and may contain at least one ocean, but will also contain a significant amount of land mass. 5.5.5 High

This planet has between 1,000,000 and 1,000,000,000 who live 5.4.4 Wet on it. Smaller planets will almost always have highly congested, Wet planets are planets with a significant amount of water. highly urbanized areas, and orbiting space stations. They will contain at least one major ocean.

5.4.5 Water 5.5.6 Very High Water type planets will be comprised nearly completely with This planet has between 1,000,000,000 and 10,000,000,000 water. They may have small islands dotting it’s surface. people who live on it. Smaller planets will have overcrowding, urbanization, and compartmental living. 67

5.5.7 Extremely High 6.3 Other Man-made objects

This planet has between 10,000,000,000 and 50,000,000,000 6.3.1 Satellites people who live on it. Smaller planets will have overcrowding, urbanization, and compartmental living, as well as underground Satellites are autonomous floating spacecraft that broadcast living. and beam information. Population D% Roll Barren 1-5 6.3.2 Beacons Very Low 6-15 Low 16-30 Beacons are floating spacecraft that emit specific information, Moderate 31-85 usually comprised of location coordinates and information about High 86-95 the system, as well as known hazards. Very High 96-99 Extremely High 100

Table 92: Population 7 Government and Politics

Government denotes what kind of governing system the planet 6 Man-made Celestial Bodies has, as well as how its politics function within that government. Planets can have multiple states, counties, or continents with Locations and environments here include various satellites, multiple forms of government. gates, space stations, and other places that have been put in place by sentient races for various reasons. 7.1 Sovereign States 6.1 Gates Sovereign states denote how many recognized, sovereign A gate is a large, circular ring floating in space that allows states are on the planet. There may be more states, but they are a spacecraft to travel long distances in a relatively short time. not officially recognized. Gates are the main stations for moving around the galaxy and the universe. There are multiple types of gates, each with their own function. Most gates are unidirectional, having an entrance 7.1.1 Singular gate and an exit gate, used to relieve the flow of traffic. Gates in smaller, less populated areas where traffic is low will have a The planet has a singular sovereign state that rules uncontested bidirectional gate, that allows for travel in both directions. over the planet.

6.1.1 Light Gates A light gate is a gate that accelerates any ship that flies within 7.1.2 Few it to the speed of light, allowing it to travel at light speed without The planet has a few sovereign states, usually anywhere from a light engine. These gates, due to their short range, are often 2-10, on the various landmasses or areas of the planet. numerous in solar systems, allowing a ship to navigate the local solar system with ease. 7.1.3 Some 6.1.2 Warp Gates A warp gate is a gate that holds open a wormhole that allows a The planet has a moderate number of sovereign states, usually ship to travel through, and emerge from the other side, defeating anywhere from 10-50. the travel paradox issue of traveling the speed of light directly. These gates are often major hubs, with exits being anywhere from 5 lightyears to 100 lightyears away from their entrance. 7.1.4 Many They are used for long distance travel, traveling between solar systems, strategic points, and major hubs. The planet has many sovereign states, with more than 50 states claiming legitimacy on the planet. 6.2 Space Stations and Outposts A space station is a large structure that is used for everything Sovereign States D% Rolls from a rest stop to market. The types are numerous, but nearly Singular 1-20 all of them have docks for Spacecrafts, as well as food and drink Few 21-50 merchants. Most will have more than that, including weapons Some 51-80 and trader merchants, as well as distractions from the monotony Many 81-100 that space can bring on. Outposts are smaller versions of space stations, usually privately owned and smaller in size. Table 93: Sovereign States 68

7.2 Governmental Power Source expertise. This knowledge can be in weapons, engineering, farming, or a multitude of other forms of knowledge, based on The governmental power source is how a government the society and what it values. organizes and focuses it’s power and decision making. Technologically Elevated Dictatorship A T.E.D. is a system of Government Type D% Roll government where a small few rule over a large majority through Autocracy 1-15 technological advancement, which is very heavily guarded. The Oligarchy 16-30 advances may include anything from simple modern marvels Republicanism 31-45 such as matches and lighters all the way to armors that make Democracy 46-60 traditional weapons on the planet ineffective. T.E.D. are usually Panocracy 61-75 very guarded about visitors on the planet, so as to keep their control by not introducing the advanced technology to the Chaos 76-100 populace. Table 94: Governmental Power Source Theocracy A theocracy is a system of government where religious leaders head and run the government. 7.2.1 Autocracy An autocracy is a government ruled by a single person, who Timocracy A timocracy is a system of government where only has all of the ruling and decision making power.. An autocrat’s those who own real property, such as land or real estate, may word is law and rule. participate in government. This usually encompasses voting, holding office, and participating in political discourse. 7.2.2 Oligarchy

An oligarchy is a government ruled by a small group of people. Oligarchy D% Roll How they came into power or maintain power varies on the Aristocracy 1-10 oligarchy. Bureaucracy 11-20 Feudalism 21-30 Aristocracy Aristocracy is a form of government that places the Military Junta/Military Dictatorship 31-40 power of government in the hands of a privileged ruling class, Monarchy 41-50 who make decisions for the common classes. Stratocracy 51-60 Bureaucracy Bureaucracy is a form of government where most, Technocracy 61-70 to all of the important decisions are made by non-elected officials. Technology Elevated Dictatorship 71-80 They are marked by being formulaic, inefficient, complex, and Theocracy 81-90 inflexible. Timocracy 91-100 Table 95: Oligarchy Table Feudalism Feudalism is a form of government where the holders of land rule over those that work their land in exchange for safety, the use of it for their own food growth, and living space. Those that own the land receive the bulk of the product of the 7.2.3 Republicanism land worked, which can be used for their own personal use and A republic is a government ruled by a group of elected the excess sold off for profit. representatives. Military Junta/Military Dictatorship A military dictatorship is when the highest member of the military holds the most control Democratic Republic A democratic republic is a bit of a hybrid over the government. A junta is different from this, in which style of government, which is both democratic and republican. power is shared by multiple high level members of the military. Officials are elected by the populace to represent the people and make decisions for them. Monarchy A monarchy is a system of government where the rule of government is identified and passed down by bloodlines Limited Monarchy A limited monarchy is a form of government and families, rather than elections or selections. Reign usually where the governing powers of the monarch are limited by a lasts until the death of the current ruling monarch. framing document, such as a constitution. Such systems will have a monarch, and an elected form of government and each reserve Stratocracy A stratocracy is a system of government where powers of government. military leaders are in charge of the government. It is similar to a military junta, but there is usually no difference between the military and the government; officials are officers, not elected Republicanism Type D% Roll officials. Democratic Republic 1-50 Limited Monarchy 51-100 Technocracy A technocracy is a system of government where the decision makers are selected on the basis of technological Table 96: Republicanism Table 69

7.2.4 Democracy of item possession, these levels focus specifically on weapon possession, use, and carrying. Military and Police are almost A democracy is a government ruled by large groups of people, always exempt from these laws, but can be influenced by them. usually through vote.

Pure Democracy Pure democracy is a form of government 7.3.1 Unrestrictive where everyone rules. If a leader is present it is only for major things such as rule implementation, as nearly all regulations and There are no laws or restrictions on carrying weapons for laws are voted on by all citizens. self-defense. Any weapon may be carried or used in defense of life. Known criminals can, and usually do, carry weapons openly. Ochlocracy An ochlocracy is a form of government where the mob rules. Anyone who is a part of the minority is intimidated, 7.3.2 Very Lightly Restrictive removed, or re-educated. Explosives and indiscriminate weapons, such as land mines and Polyarchy A polyarchy is a form of government where power traps are illegal for self-defense, but all other weapons are legal is invested in a very large group of people, who then vote on for defense. Known criminals can, and usually do, carry weapons various policies. openly.

Stochocracy A stochocracy is a form of government where the 7.3.3 Lightly Restrictive leaders are chosen by a lottery, instead of voting. Explosives and indiscriminate weapons, such as land mines and traps are illegal for self-defense, but all other weapons are Democracy Type D% Roll legal for defense. Criminals convicted of major crimes such as Pure Democracy 1-25 murder or assault are unable to carry weapons legally. Ochlocracy 26-50 Polyarchy 51-75 7.3.4 Moderately Restrictive Stochocracy 76-100 Self defense weapons are limited to firearms, plasarms, lasarms, Table 97: Democracy Table elarms, and melee weapons. Criminals convicted of major crimes such as murder or assault and certain minor crimes are unable 7.2.5 Panocracy to carry weapons legally.

A panocracy is a government ruled by everyone. 7.3.5 Heavily Restrictive

Anarchy Anarchy is a form of government where there is no The carrying of weapons is by permit only, which is a shall officially recognized government or power structure at all. These issue. Anyone who is not a criminal may acquire a permit, and are usually extremely unstable and do not last very long, drifting self-defense weapons are limited to semi-automatic firearms, into another form of government after a short period. plasarms, lasarms, elarms, and melee weapons.

Sociocracy Sociocracy is a form of government where decision 7.3.6 Very Heavily Restrictive making is made by various individuals, who work out solutions The carrying of weapons is by permit only, which is a may to problems that are beneficial for all those involved. issue dependent on the issuing party, and when issued, only handguns and melee weapons may be carried for self-defense. PanocracyType D% Roll Criminals and undesirables are unable to acquire permits. Anarchy 1-40 Sociocracy 41-100 7.3.7 Extremely Restrictive Table 98: Panocracy Table The carrying of weapons is by permit only, which is a may issue dependent on the issuing party, and when issued, only 7.2.6 Chaos less-lethal weapons may be carried for self-defense. Criminals and undesirables are unable to acquire permits. Chaos is a special form of government where there are no leaders, and no power distribution at all. All chaos power Law Levels D% Roll structures are barbarism. Unrestrictive 1-15 Barbarism Barbarism is the lack of any government. Barbaric Very Lightly Restrictive 16-30 societies usually default to the strongest, best armed, or toughest Lightly Restrictive 31-45 person or groups of people. Moderately Restrictive 46-60 Heavily Restrictive 61-75 7.3 Law Levels Very Heavily Restrictive 76-90 Extremely Restrictive 91-100 Law levels denote what is acceptable to the political leaders of the world. While there are multitudes of cultural laws that can Table 99: Law Level Table exist on a planet that can restrict literally any action or any kind 70

Chapter VII Crafting any plasarm, lasarm, or elarm has a base TN of 8, and the WP cost for the created plasarm, lasarm, or elarm is the Plasmasmithing Total TN + 5 Each listed kW rating on the plasma damage table is A plasmasmith is a person who repairs, modifies, designs, or considered a category. 10 kW being the 1st category and 100 kW builds plasarms, lasarms or elarms. This occupation is different being the 11th category. from an armorer. The armorer primarily maintains (disassembly, cleaning) weapons and performs limited repairs involving parts replacement and possibly work involving accurization. A gunsmith 2 Building a Plasma Blade does factory level repairs, renovation (such as applying metal finishes), and makes modifications and alterations for special uses. Characters with the ability can choose to build their own Plasmasmiths may also apply carvings, engravings and other personal plasma blades as opposed to buying one or having one decorative features to an otherwise finished plasarm, lasarm or commissioned. elarm. Plasmasmithing falls under Craft (Electronics), and all the Building a plasma blade is governed under the Craft rolls and TNs are for that skill. (Electronics) skill. Damage Wattage Category A character without an electronics tool kit takes a −6 penalty 1d8−2 10 kW 1st on Craft (Electronics) checks. 1d8 15 kW 2nd When building a plasma blade, a bladesmith first chooses 1d8+1 25 kW 3rd what kind of plasma blade they wish to create. 2d8 35 kW 4th 2d8+1 40 kW 5th 2d8+2 45 kW 6th Weapon TN Damage Type Material Cost Time 3d8 50 kW 7th Standard Hilt 15 Plasma 12 5 days 3d8+2 65 kW 8th Curved Hilt 16 Plasma 14 5 days 3d8+3 75 kW 9th 4d8 90 kW 10th They then chose the wattage, which controls the default heat 4d8+2 100 kW 11th for the plasma blade, and the TN for the plasma blade. 4d8+4 120 kW 12th 5d8 135 kW 13th Wattage Heat TN Modifier 5d8+3 165 kW 14th 10 kW 45 −6 6d8+2 180 kW 15th 15 kW 40 −4 7d8+1 200 kW 16th 25 kW 35 −2 Table 100: Damage and Category by Wattage 35 kW 30 +0 40 kW 25 +5 45 kW 20 +9 1 Crafting a Brand New Plasarm, Lasarm 50 kW 15 +15 or Elarm 65 kW 10 +17 75 kW 5 +22 When crafting a new plasarm, lasarm or elarm, a character must first pick what current category the weapon would fit into, or the best case. Aspects such as wattage, emitter type and range, 2.1 Personalized Plasma Blade and size, can all play into this. A personalized plasma blade is built from the ground up for When crafting a plasarm, lasarm, or elarm, a character must a particular individual, based on the user’s preference, size, and meet the minimum requirements for wattage and a weapon must other specifications. A bladesmith may craft a personalized have enough Heat for a single shot of the least heat conductive plasma blade for anyone at their request, but the user must emitter. Crafted weapons still have to follow the rules of standard be proficient in the weapon in order to gain the benefit. A upgrades. personalized weapon grants a +4 attack bonus, and a +1 damage bonus. Anyone who is not the intended user of the weapon incurs Example: If a plasarm has a minimum of 2nd category a −4 attack penalty. When crafting a personalized weapon, the and the cost is +2 TN per category, then the minimum TN for the weapon is increased by 10, the raw material wealth base TN would be 8+2+2. point cost is increased by 4× and the time is tripled. All crafted plasarms, lasarms, or elarms can use all types of Coolant packs. 2.2 Performing Upgrades The GM decides, based on the weapon the players want to craft, what the size and weight of it would be. A bladesmith may perform upgrades to weapons at half the The category of a plasarm, lasarm, or elarm is determined cost of the price of a normal upgrade, rounded up. The TN to by its size, wattage, and Heat rating. Below are some general perform an upgrade is 18, and takes the normal amount of time examples of what each category represents. it takes to perform the upgrade. 71

2.3 Extra Upgrade Slots and Built-in Upgrades and the time increases by a day. A weapon may also be crafted with the upgrades already built in, taking up the slot that it would A plasma blade may be crafted with extra slots for melee normally take when upgrading it as normal. The upgrade costs weapon upgrades. This increases the TN by 5 per upgrade slot, the same amount as it would to normally upgrade but only takes with a maximum of 2 extra upgrade slots. The WP cost is doubled half the time, and the TN to craft the weapon is +1 per upgrade.

3 Building Laser, Plasma, and Electric Weapons 3.1 Laser Handguns Laser handguns range in size, from Tiny to Medium. They have a wattage range anywhere from 10 kW all the way to 60 kW. Because of their intended use, they tend to have Charge emitters but some are constructed with other kinds. Their range increments are usually between 15-30’, but having longer ranges is not unheard of. The initial Heat rating is very dependent on the size of the lasarm.

Type Heat Wattage Range Emitters Standard +2 TN per category Base: 8 +2 TN per every 5’ over Free Tiny Laser Pistol (Max 8th category) +1 TN per every 1 15’ (Max 30’) Charge +9 −5 Heat per category TN Standard Free Charge +9 +2 TN per category TN Base: 13 +2 TN per every 5’ over Small Laser Pistol (Max 8th category) Scour +10 +1 TN per every 1 20’ (Max 30’) −4 Heat per category TN Focus +9 TN Grid +14 TN Pulse +13 TN Standard Free Charge +9 +2 TN per category TN Base: 13 +1 TN per every 5’ over 10’ Medium Laser Pistol (Max 8th category) Scour +10 +1 TN per every 1 (Max 40’) −4 Heat per category TN Focus +9 TN Grid +14 TN Pulse +13 TN

Table 101: Plasmasmithing, Laser Handguns 72

3.2 Plasma Handguns Plasma handguns range in size, from Tiny to Medium. They have a wattage range anywhere from 10 kW all the way to 40 kW. Because of their intended use, they tend to have Stun and Charge emitters, but some are constructed with other kinds. Their range increments are usually between 15-40’, but having longer ranges is not unheard of. The initial Heat rating is very dependent on the size of the plasarm.

Type Heat Wattage Range Emitters Standard Free Charge +9 TN +2 TN per category Colored +4 TN Base: 10 +2 TN per every 5’ over Tiny Plasma Pistol (Max 5th category) Shaped +4 TN +1 TN per every 1 15’ (Max 40’) −5 Heat per category Bounce +12 TN Stun +8 TN Glow +6 TN Standard Free Charge +9 TN Colored +4 TN Shaped +4 TN Bounce +12 TN Stun +8 TN +2 TN per category Base: 20 +2 TN per every 5’ over Glow +6 TN Small Plasma Pistol (Max 5th category) +1 TN per every 1 20’ (Max 40’) Power Conserve −4 Heat per category +10 TN Grid +14 TN Pulse +13 TN Arc +14 TN Extended Range +14 TN Standard Free Charge +9 TN Colored +4 TN Shaped +4 TN Bounce +12 TN Stun +8 TN +2 TN per category Base: 20 +1 TN per every 5’ over 10’ Glow +6 TN Medium Plasma Pistol (Max 5th category) +1 TN per every 1 (Max 50’) Power Conserve −4 Heat per category +10 TN Grid +14 TN Pulse +13 TN Arc +14 TN Extended Range +14 TN

Table 102: Plasmasmithing, Plasma Handguns

3.3 Electric Handguns Electric handguns range in size, from Tiny to Medium. They have a wattage range anywhere from 10 kW all the way to 90 kW. Their range increments are usually between 15-40’. The initial Heat rating is very dependent on the size of the elarm.

Type Heat Wattage Range Emitters +2 TN per category Standard Free Base: 5 +2 TN per every 5’ (Max Tiny Electric Pistol (Max 10th category) Fan +7 TN +1 TN per every 1 30’) −3 Heat per category Ball +13 TN +2 TN per category Standard Free Base: 8 +2 TN per every 5’ over Small Electric Pistol (Max 10th category) Fan +7 TN +1 TN per every 1 10’ (Max 40’) −2 Heat per category Ball +13 TN +2 TN per category Standard Free Base: 12 +1 TN per every 5’ over 10’ Medium Electric Pistol (Max 10th category) Fan +7 TN +1 TN per every 1 (Max 45’) −2 Heat per category Ball +13 TN 73

Table 103: Plasmasmithing, Electric Handguns

3.4 Plasma Sub-machine Guns Plasma sub-machine guns are generally sized between Medium and Large, usually with a wattage level from 25 kW all the way to 45 kW. They often sport multiple emitters, such as Pulse and Grid emitters, to supplement a big advantage over plasma pistols. Type Heat Wattage Range Emitters Standard Free Charge +9 TN Colored +4 TN Shaped +4 TN Bounce +8 TN +2 TN per category Stun +5 TN Base: 25 (3rd-6th category) +2 TN per every 5’ over Glow +4 TN Medium Plasma SMG +1 TN per every 1 −5 Heat per category after 25’ (Max 55’) Power Conserve the 3rd +10 TN Grid +8 TN Pulse Free Arc +14 TN Extended Range +12 TN Standard Free Charge +7 TN Colored +4 TN Shaped +4 TN Bounce +10 TN +2 TN per category Stun +5 TN Base: 35 (3rd-6th category) +2 TN per every 5’ over Glow +4 TN Large Plasma SMG +1 TN per every 1 −5 Heat per category after 25’ (Max 55’) Power Conserve the 3rd +6 TN Grid +6 TN Pulse Free Arc +14 TN Extended Range +10 TN

Table 104: Plasmasmithing, Plasma SMGs

3.5 Plasma Rifles Plasma rifles are exclusively large weapons, housing a relatively high Heat with a decent power output. The output can range anywhere from 35 kW all the way to 100 kW, as well as boasting impressive range increments. They are the backbone of plasarms, and can take a variety of emitters with ease. Type Heat Wattage Range Emitters Standard Free Charge +6 TN Colored +4 TN Shaped +4 TN Bounce +10 TN +2 TN per category Stun +9 TN Base: 45 (5th-11th category) +2 TN per every 5’ over Glow +4 TN Large Plasma Rifle +3 TN per every 1 −6 Heat per category after 35’ (Max 80’) Power Conserve the 5th +6 TN Grid +6 TN Pulse +8 TN Arc +8 TN Extended Range +8 TN

Table 105: Plasmasmithing, Plasma Rifles 74

3.6 Electric Rifles Electric Rifles are all Large sized. They have a wattage range anywhere from 10 kW all the way to 200 kW. Their range increments are usually between 15-60’, but having longer ranges is not unheard of. The initial Heat rating is very dependent on how much the maker wishes to invest.

Type Heat Wattage Range Emitters Standard Free Base: 15 +3 TN per category +1 TN per every 5’ over Large Electric Rifle Fan +5 TN +1 TN per every 1 −2 Heat per category 25’ (Max 120’) Ball +9 TN

Table 106: Plasmasmithing, Electric Rifles

3.7 Beamcasters Beamcasters come in Medium and Large sizes, housing a relatively high Heat with a decent power output. The output can range anywhere from 25 kW all the way to 120 kW, as well as boasting decent range increments. They are the backbone of lasarms.

Type Heat Wattage Range Emitters Standard Free +2 TN per category Charge +5 Base: 14 (3rd-12th category) +2 TN per every 5’ over TN Medium Beamcaster +3 TN per every 1 −4 Heat per category after 25’ (Max 60’) Scour +8 TN the 5th Focus +9 TN Grid +14 TN Pulse +13 TN Standard Free +2 TN per category Charge +5 Base: 25 (3rd-12th category) +2 TN per every 5’ over TN Large Beamcaster +3 TN per every 1 −4 Heat per category after 35’ (Max 70’) Scour +6 TN the 5th Focus +9 TN Grid +11 TN Pulse +9 TN

Table 107: Plasmasmithing, Beamcasters

3.8 Plasma Sniper Rifles Plasma sniper rifles are an evolution of plasma rifles, focusing on extending the range as far as possible, even at the cost of Heat and damage. They are meant for distance shooters, and take benefit from a well placed shot over a high damaging one.

Type Heat Wattage Range Emitters Standard Free Charge +15 TN Colored +4 TN Shaped +4 TN Bounce +12 TN +3 TN per category Stun +14 TN Base: 45 (5th-11th category) +1 TN per every 5’ over Glow +4 TN Large +7 TN per every 1 −4 Heat per category after 65’ (Max 700’) Power Conserve Plasma the 5th +8 TN Sniper Rifle Grid +10 TN Pulse +9 TN Arc +16 TN Extended Range Free

Table 108: Plasmasmithing, Plasma Sniper Rifles 75

3.9 Explosive Lased Media Guns ELM guns come in two forms; standalone and underbarrel. They have a low Heat with a significantly powerful wattage. The output can range anywhere from 35 kW all the way to 200 kW. ELM guns can not take any emitter upgrades.

Type Heat Wattage Range Emitters Base: 1 +2 TN per category +2 TN per every 5’ over Standalone ELM Gun +4 TN per every 1 Standard Free (9th-16th category) 25’ (Max 80’) (Max 6) Base: 1 +2 TN per category +2 TN per every 5’ over Underbarrel ELM Gun +4 TN per every 1 Standard Free (9th-16th category) 25’ (Max 80’) (Max 6)

Table 109: Plasmasmithing, ELM Guns