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Ops & Tactics Advanced Arms

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4 Specialty Kits7 Ops & Tactics created by Sweet Soul Bro !!H5XdMKmBv5G This document made by an anonymous editor, edited by 5 Computers and Consumer Electronics7 Sweet Soul Bro !!H5XdMKmBv5G 5.1 Augmentation Modules...... 7

v6.03 Final Edit | Compiled 2017/01/18 07:41:17pm 6 Survival, Security, and Professional Gear8 6.1 Med Sprayer...... 8 6.2 Magic Calculator...... 8 6.3 Neuralizer ...... 9 Contents 6.4 Smartwatch ...... 9 6.5 VitalBand...... 9 6.6 Cloaking Belt...... 9 I Advanced Arms1 6.7 Rebreather...... 9 6.8 Chill Collar...... 9 1 Advanced Arms and the Core Rulebook1 6.9 Sonicball...... 9 1.1 Equipment Cost...... 1 6.10 Handheld Grapler...... 9 1.2 Occupations...... 1 6.11 Shokstrips ...... 9 1.2.1 Investigate and Law Enforcement.. 1 6.12 Emergency Air Mask...... 9 1.3 Feats...... 1 6.13 Condenser-Diluter...... 9 1.4 Gunsmithing...... 1 6.14 Plastool...... 9 1.5 Linguistic Skill ...... 1 6.15 Spiderbots and Beebots...... 10 1.5.1 Synthetic Language Group...... 1 7 Meds & Narcotics 12

II New Races2 8 Trade Goods 13 8.1 Containers...... 13 1 Humans2 1.1 Polarans...... 2 9 Augmentations 15 1.1.1 Physical Description...... 2 9.1 Skull...... 16 1.1.2 Language...... 2 9.2 Arms ...... 16 1.1.3 Names...... 2 9.3 Legs...... 16 1.1.4 Polaran Racial Traits...... 2 9.4 Cyberlimb Upgrades ...... 17 1.2 Kandari...... 2 9.5 Core ...... 18 1.2.1 Physical Description...... 2 1.2.2 Language...... 2 10 Weapon Accessories 19 1.2.3 Names...... 2 10.1 Cooling Packs...... 19 1.2.4 Kandari Racial Traits...... 2 10.2 Coolant Pack Chiller...... 19

2 Synthetics2 11 Food, Drink, and Recreational Equipment 19 2.1 Positronic Brain...... 2 2.2 Shell...... 3 12 Ammunition 20 2.3 Personality and Culture...... 3 12.1 Bolt and Arrowheads...... 20 2.4 Language...... 3 12.2 Caseless Ammunition Types...... 20 2.5 Names ...... 3 12.3 Ammunition...... 20 2.6 Racial Traits...... 3 12.4 Cased Ammunition Types ...... 20 2.6.1 Standard Shell...... 3 12.5 Grenade Ammunition Types...... 21 2.6.2 Armored Shell...... 3 13 Armor 22 2.6.3 Agile Shell...... 3 13.1 Light Armor ...... 22 3 Hybrid Races4 13.2 Medium Armor ...... 23 13.3 Heavy Armor ...... 23 13.4 Armor Plates...... 23 III New Feats5 13.5 Armor Upgrades...... 24 14 Weapons 24 IV New Equipment6 14.1 Simple Melee Weapons...... 24 14.2 ‘‘Archaic’’ Melee Weapons...... 25 1 Bags and Boxes6 14.3 Exotic Melee Weapons...... 25 14.4 Plasma Blades...... 25 2 Clothing6 14.5 Non Standard Ranged Weapons...... 26 2.1 Augmentative Vision ...... 6 14.6 Caseless ...... 27 14.7 Plasma Arms...... 31 3 MOLLE7 14.8 Laser arms...... 32

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14.9 Non-ballistic Ranged Weapons...... 34 7.3 Law Levels...... 64 14.10 Thrown Weapons...... 34 8 New Environments 64 15 Weapon Upgrades 37 8.1 Weightless and Microgravity...... 64 15.1 Melee Weapon Upgrade—Vibro...... 37 15.2 Plasma Blade Upgrades ...... 37 15.3 Ranged Weapon Upgrades...... 39 VII Plasmasmithing 65 15.4 New Vehicle Upgrades...... 41 1 Crafting a Brand New Plasarm or Lasarm 65

V New Combat Actions 42 2 Building a Plasma Blade 65 2.1 Personalized Plasma Blade...... 65 1 Attack Actions 42 2.2 Performing Upgrades...... 65 1.1 Plasarm and Lasarm Attacks...... 42 2.3 Extra Upgrade Slots and Built-in Upgrades . . . 66 1.2 Plasma Blade ...... 43 3 Building Laser and Plasma Weapons 67 3.1 Laser Handguns...... 67 VI Sub-Atmospheric and Deep Space Vehi- 3.2 Plasma Handguns...... 68 cles 44 3.3 Plasma Sub-machine Guns...... 69 3.4 Plasma Rifles...... 69 1 Spacecraft Components 44 3.5 Beamcasters...... 70 1.1 Hull...... 44 3.6 Plasma Sniper Rifles...... 70 1.2 Engine ...... 44 3.7 Explosive Lased Media Guns...... 70 1.3 Power Core ...... 44 1.4 Life Support ...... 44 List of Tables

2 Spacecraft Sizes 44 1 Bags and Boxes...... 6 2 Outerwear...... 6 3 Spacecraft 44 3 Augmentative Eyewear...... 7 3.1 Spacecraft Classifications...... 45 4 MOLLE...... 7 3.2 Spacecraft Weapons ...... 49 5 Specialty Kits...... 7 3.3 Spacecraft Upgrades...... 53 6 Augmentation Modules...... 8 4 Spacecraft Movement and Combat 57 7 Plastool Ratings and Heat...... 10 4.1 Characters in Spacecraft...... 57 8 Survival, Security, and Professional Gear . . . . . 10 4.2 Spacecraft Sizes...... 57 9 Spiderbots and Spiderbot Upgrades ...... 12 4.3 Facing and Firing Arcs ...... 57 10 Equipment, Narcotics...... 13 4.4 Getting Started...... 57 11 Containers...... 13 4.5 Movement Phase ...... 57 12 Spirits, Brews, & Wines...... 14 4.6 Attack Phase...... 57 13 Water and Ice...... 14 4.7 Movement Phase ...... 58 14 Dry Consumables...... 14 4.8 Simple Maneuvers...... 58 15 Processed Consumables...... 14 4.9 Stunts...... 58 16 Produce & Perishables ...... 14 4.10 Collisions and Ramming ...... 58 17 Textiles & Furs...... 14 4.11 Losing Control...... 59 18 Live Animals...... 15 4.12 Crew Quality...... 59 19 Raw Materials...... 15 4.13 Damaging Vehicles...... 59 20 Technology ...... 15 21 Fuel...... 15 5 Planets 59 22 Consumer Goods...... 15 5.1 Star Classes ...... 59 23 Skull Augmentations...... 16 5.2 Planet Size...... 60 24 Arm Augmentations...... 17 5.3 Planet Atmosphere ...... 60 25 Leg Augmentations...... 17 5.4 Planet Hydrosphere...... 60 26 Cyberarm Hidden Melee Weapons ...... 17 5.5 Population...... 61 29 Core Augmentations ...... 18 27 Cyberarm Hidden Ranged Weapons ...... 19 6 Man-made Celestial Bodies 61 28 Cyberlimb Upgrades ...... 19 6.1 Gates...... 61 30 Weapon Accessories ...... 19 6.2 Space Stations and Outposts...... 62 31 Food ...... 19 6.3 Other Man-made objects...... 62 32 Bolts and Arrowheads ...... 20 33 Caseless Ammunition Types...... 20 7 Government and Politics 62 34 Railgun Ammunition...... 20 7.1 Sovereign States...... 62 35 Grenades...... 22 7.2 Governmental Power Source...... 62 36 Armor...... 24 ii iii

37 Armor Plates...... 24 71 Ranged Weapon Upgrades...... 40 38 Armor Upgrades...... 24 72 Equipment, Vehicle Upgrades...... 41 39 Simple Melee Weapons...... 24 73 Combat Actions...... 42 42 Melee Weapon Crafting...... 25 74 Engine Ratings...... 44 40 ‘‘Archaic’’ Melee Weapons...... 26 75 Power Core Ratings...... 44 41 Exotic Melee Weapons...... 26 76 SpaceCraft Sizes...... 44 43 Plasma Blades...... 27 77 Equipment, Spacecraft ...... 48 44 Full Size Handguns ...... 27 78 Equipment, Spacecraft Weapons...... 52 47 Caseless Ammunition Damage...... 27 79 Equipment, Spacecraft Upgrades ...... 56 48 Caseless Magazines...... 27 80 Spacecraft Sizes...... 57 45 Full Size Handguns ...... 28 81 Stunt TNs...... 58 46 Other Weapons...... 28 82 Collision Damage...... 59 49 Caseless Handguns...... 29 83 Collision Direction...... 59 50 Caseless SMGs...... 29 84 Spacecraft Crew Quality...... 59 51 Caseless Assault Rifles ...... 30 85 Star Classes ...... 60 52 Caseless Battle Rifles ...... 30 86 Planet Sizes ...... 60 53 Caseless Sniper Rifles...... 30 87 Planet Atmospheres...... 60 54 Caseless Light Machine Guns...... 30 88 Planet Hydrosphere...... 61 55 Damage by Wattage ...... 31 89 Population...... 61 56 Plasma Handguns...... 33 90 Population...... 62 57 Plasma SMGs ...... 33 91 Governmental Power Source...... 62 58 Plasma Rifles...... 33 92 Oligarchy Table...... 63 59 Plasma Sniper Rifles...... 33 93 Republicanism Table ...... 63 60 Laser Handguns...... 35 94 Democracy Table...... 63 61 Beamcasters...... 35 95 Panocracy Table ...... 63 62 ELM Guns...... 35 96 Law Level Table...... 64 63 Non-ballistic Ranged Weapons...... 35 97 Damage and Category by Wattage ...... 65 64 Glave...... 35 98 Plasmasmithing, Laser Handguns...... 67 65 Razorpuck...... 37 99 Plasmasmithing, Plasma Handguns ...... 68 66 Home-made Ranged Weapons...... 37 100 Plasmasmithing, Plasma SMGs...... 69 69 Melee Weapon Upgrade...... 37 101 Plasmasmithing, Plasma Rifles...... 69 67 Pellets...... 38 102 Plasmasmithing, Beamcasters...... 70 68 Grenades...... 38 103 Plasmasmithing, Plasma Sniper Rifles ...... 70 70 Plasma Blade Upgrades ...... 39 104 Plasmasmithing, ELM Guns...... 70 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 Any feat that requires Psiblade Proficiency may use Plasma weapons that can punch through conventional armors like butter Blade Proficiency in its place and the character may take and can be upgraded with exotic firing modes, but require heat advantage of the benefits the feat offers as if the plasma blade management to continue functioning. Cybernetics can make a was a psiblade. character more than human, granting them capabilities far above and beyond what flesh and blood could grant. The space travel Favored Caliber Plasma may be selected as a caliber for the rules provide a system for designing spacefaring vessels and purposes of this feat. combat between them, as well as guidelines to help design the worlds that they may visit. Advanced Arms can be used to run Far Shot Plasarms and Lasarms can take the benefits that this games ranging from the near future all the way to something feat gives. approaching space opera.

Tactical Pistol Reload Reloading a coolant pack into a Plasma 1 Advanced Arms and the Core Rulebook or Laser Pistol costs 2 CP.

In Ops and Tactics, equipment is priced at its regular modern cost. The future brings on new, exciting things which Tactical SMG Reload Reloading a coolant pack into a Plasma causes older equipment to decrease in price. When using SMG costs 2 CP. Advanced Arms, use these rules to ensure proper compatibility with the core rulebook. 1.4 Gunsmithing .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. • All firearms cost 10% less. A character must use a pre-existing magazine when crafting a caseless firearm. • All computers/consumer electronics cost 35% less. • Ranged Weapon Upgrade, Day/Night Sight costs 50% less. 1.5 Linguistic Skill • Ranged Weapon Upgrade, Thermal Sight costs 45% less. Polaran is a language group which contains the Polar language. • Ranged Weapon Upgrade, Night Vision Sight costs, 40% Kandari is a language group which contains the Kandari less. language.

1.2 Occupations 1.5.1 Synthetic Language Group Any occupation that can select Personal Firearms Proficiency Synthetics have a language group that only they can learn. as one of their occupational feats may select Personal Plasmas The languages in the group are Glass, Penguin, Fruit, Beep, and Proficiency. Open Source Language (OSL). It cost 1 WP for a synthetic to learn how to read, write and speak one of these languages, in addition to the necessary skill point. Only synthetics may learn Glass, 1.2.1 Investigate and Law Enforcement Penguin, Fruit, or Beep. It is advised that when playing a game An Investigative or Law Enforcement character may select using synthetics that the GM grant OSL as a free language to all Personal Plasmas Proficiency and if they do, they receive a PEP- non-synthetic PCs. The GM can represent this language group in 25 Plasma Pistol or an Type 14 LP Laser Pistol. If the Investigative any manner they see fit. 2

Chapter II 1.2.2 Language The native language of a kandar is Kandari, but because of New Races their ability to understand structure, and systems, they pick up any language easily. English is an often taught language, for 1 Humans trade. A kandar is capable of speaking any language of their home location, which will transcend the typical language spoken 1.1 Polarans in their area or origin. 1.1.1 Physical Description 1.2.3 Names A healthy polar typically stands between 4½-5’, and weighs between 130-180 lbs. The men and women are generally the Kandari usually have one long, complicated name, that spells same height. Polaran skin tone ranges from a pale flesh tone out their personal name, family name, and job title, in one neat all the way to a snow white, and their hair ranges from a faint package. Because of the cultural exchange, the first few syllables grey to bright white, with some possessing naturally blue hair, of their name is used by other races to denote them. with silver and white being more common, almost exclusively straight and long. Eye color is also unique, ranging from a deep 1.2.4 Kandari Racial Traits teal all the way to a deep dark blue, to assist in the snow. The average polaran lifespan is 110 years, reaching physical adulthood • When Kandari Release a Spell, Recite an Incantation, or between the ages of 17-22. use◊ Psionics, the CP cost is 1 less. • Kandari can not use Colossal or Gigantic sized weapons, 1.1.2 Language ◊can not use Huge weapons unless prone or kneeling, take The native language of a Polaran is Polar, but Trade Bant is an a −4 penalty when using all Large sized weapons, and take often taught language, for trade. a −2 penalty when using all medium sized sized weapons. • Kandari possess Darkvision, which allows them to see in 1.1.3 Names ◊total darkness, out to 50 feet. This vision is black-and-white Polarans have two names, The first name being a given name, only. and is used to refer to the particular polar, the second name being their family name, that denotes their immediate family. • Kandari have a Mental Limit equal to ((6+WIS Mod)×CL) +◊ 60.

1.1.4 Polaran Racial Traits • ♦Kandari have a base Combat Point Score of 15. • Polarans are immune to Cold environments. They do not • Kandari receive Kandari as their native language for have to make a saving throw against cold environments. ♦ ◊ free, and can chose 4 languages as a native languages in • Polarans are weak to Hot Environments. The fortitude addition. ◊saving throw to resist hot environments is doubled. • ♦Kandari CHP formula is CON+1. • Polarans have a Natural Energy Resistance to Cold. They ◊gain 5/Cold DR. 2 Synthetics • ♦Polarans have a base Combat Point Score of 16. Synthetics are beings created through science and technology, • Polarans CHP formula is . ♦ CON+1 rather than natural means. They are often called silicones, • ♦When a Polaran is not in an extremely cold, very cold, or androids, robots (a derogatory label, as they can think and feel), cold climate, and is not wearing a chill collar, their base and synths. Combat Point Score drops to 10. Synthetics are comprised of two parts: a positronic brain and a shell. • ♦Polarans have Polar as their native language. 2.1 Positronic Brain 1.2 Kandari The positronic brain is the mental aspect of a synthetic, housing 1.2.1 Physical Description all of their mental abilities and statistics. The positronic brain A healthy kandari typically stands between 5½-6½’, and weighs houses the Intelligence, Wisdom, and Charisma for the synthetic. between 150-200 pounds. Kandar skin tone ranges from a light Due to the nature of synthetics, their brain can be removed flesh tone to a pale yellow, and their hair is almost exclusively from the shell and placed in another. All positronic brains have black, and almost exclusively straight and long. Eye color is a wireless receiver and broadcaster that can interact with any extremely unique, as they have the possibility to have any color interfaceable object. of pupil. Kandari also have two black dots above each of their Unlike AI units, synthetics have actual intelligence. They can eyebrows. The average kandari lifespan is 140 years, reaching learn, think, reason, have feelings, emotions, wants, desires, hopes physical adulthood between the ages of 24-28. 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 • Synthetics are considered Huge steel ingots for the purpose all aspects. Shells usually take a sentient-like appearance with of Spellschool (Transmutation) spells. a torso, two arms, and two legs. This is primarily done to be compatible with the various augmentations and equipment, and • Synthetics are immune to the effects and benefits of all secondarily out of the unconscious narcissistic habit of their poisons, diseases, narcotics, drugs, and pharmaceuticals creators to design what is familiar. They can feasibly look like • Synthetics do not have to consume food, water or air, and any race. Due to the mechanical, structural, and electrical nature can not starve, become dehydrated, or suffocate. 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 can not be sickened, inebriated, or nauseated. 1 day for the change to be completed. • Synthetics do not take bleed damage. 2.3 Personality and Culture • All augmentations cost 50% less for synthetics Synthetic creatures, due to their mimicry of true life, have a 2.6.1 Standard Shell large span of possible personalities. Synthetic Culture is only vaguely recognizable to non-synths, revolving around electronics, • The Standard Shells have a base Combat Point score of 15. software, programs and other digital nuances. Synthetics also often take and assimilate themselves into whatever culture that is • The Standard Shell’s CHP formula is CON−1. around them. • The Standard Shells are vulnerable to electrical attacks, and take twice as much damage from all electrical attacks and 2.4 Language all effects with electrical damage are doubled in duration. The native language of a Synthetic is dependent on what kind of • All augmentations cost 50% less for The Standard Shell. language they were given at creation. All Synthetics know Open • The Standard Shells gain −2 XHP first level and −1 XHP per Source Language, and can choose Glass, Penguin, Fruit or Beep level. as a secondary language for free. • The Standard Shell gains a +3 bonus on all Knowledge skills 2.5 Names • The Standard Shells have built in augmentative vision with Synthetics usually have a long set of names. The First name is 1 RAM and 2 HDD. usually a chosen personal name, the middle name usually denotes their design, use, or model, though this is optional, and the last 2.6.2 Armored Shell name is given, either by a creator, family, user, or randomly • The Armored Shells have a base Combat Point score of 12. generated. • The Standard Shell’s CHP formula is CON+1. 2.6 Racial Traits • The Armored Shells have a natural 1/Bludgoning, Slashing The Racial Traits of a Synth are dependant on what kind of shell and 2/Concussive damage reduction. they choose. • The Armored Shells have a +4 Strength to Carrying Capacity All Synthetics have the following traits • All augmentations cost 25% less for The Armored Shell. • Synthetics receive OSL as their native language for free, and can chose any language in the Synthetic Language • The Armored Shells have built in augmentative vision with Group as a secondary native language. 1 RAM and 2 HDD.

• Synthetics can not use magic, psionics, or incantations. 2.6.3 Agile Shell • Synthetics have a Mental Limit equal to 0 • The Agile Shells have a base Combat Point score of 18.

• Synthetics heal HP through the Craft (Structural) skill • The Agile Shells CHP formula is CON-2. repairing action. • The Agile Shells have a natural +1 Defense to Dodge. • Synthetics are immune to Pepper Spray, Bear Fogger, Tear gas, Pepperballs and Pava balls. • The Agile Shells are vulnerable to electrical and fire attacks, and take twice as much damage from all electrical and fire • Synthetics are immune to all Psionic (Telepathy) attacks, attacks and all effects with electrical damage are doubled effects, and benefits. in duration. 4

• All augmentations cost 65% less for The Agile Shell. When having a character with two racial backgrounds, choose which race is dominant, and which one is recessive. The • The Agile Shells have built in augmentative vision with 2 Dominant trait is the one that will be most visible, and will have RAM and 5 HDD. the effect on appearance, while the recessive trait is the one that will have the effect on the racial ability benefits and penalties. 3 Hybrid Races A ♦ symbol next to a racial trait indicates that it is a dominant trait. A symbol indicates that it is a recessive trait. It is quite common that a character will have parents of ◊ different races as time, location, and culture have integrated people of different races into the same community. 5

Chapter III Normal Characters without this feat take Normal Reloading a coolant pack into a a −4 penalty on attack rolls made with Plasma Rifle costs 4 CP. New Feats personal plasarms and lasarms. Tutoring Tactical Plasma Sniper Rifle Reload Plasma Blade Proficiency Prerequisites Personal Firearms Profi- Time 1 day Benefit The character can use any ciency or Personal Plasmas Proficiency, Benefit Can reload plasarms and standard hilt or curved hilt Plasma Blade Sniper lasarms and attack penalty is without penalty. Benefit Reloading a coolant pack into a reduced to −3 Normal Characters without this feat take Plasma Sniper Rifle costs 2 CP. a −4 penalty on attack rolls made with Normal Reloading a coolant pack into a standard and curved hilt Plasma Blades. Plasma Sniper Rifle costs 4 CP. Special A character with Archaic Advanced Plasmas Proficiency Weapon Proficiency (Combat Swords or Prerequisites Personal Plasmas Profi- Tactical Beamcaster Reload Fencing Swords) only takes a −2 penalty ciency on attack rolls when using a Plasma Blades. Prerequisites Personal Firearms Profi- Benefit The character can perform ciency or Personal Plasmas Proficiency, Tutoring waveshot, gridshot, bounceshot, pulseshot, Shotgun Specialist and focusshot attacks without penalty. Benefit Reloading a coolant pack into a Time 3 days Normal Characters without this feat take Beamcaster costs 2 CP. Benefit Attack penalty when using a −4 penalty on attack rolls made to Normal Reloading a coolant pack into a a plasma blade is reduced to −2. If perform a waveshot, gridshot, pulseshot, Beamcaster costs 4 CP. the character has Archiac Weapon or focusshot, and a -6 penalty on on attack Proficiency (Combat Swords or rolls made to perform a bounceshot. Tactical ELM Gun Reload Fencing Swords) the penalty is reduced to −1 Tactical Plasma Rifle Reload Prerequisites Explosive Weapons Pro- ficiency or Personal Plasmas Proficiency, Prerequisites Personal Firearms Profi- Explosive Weapons Specialist ciency or Personal Plasmas Proficiency, Personal Plasmas Proficiency Benefit Reloading a coolant pack into Assault Specialist an ELM Gun costs 2 CP. Benefit The character can fire any per- Benefit Reloading a coolant pack into a Normal Reloading a coolant pack into sonal plasarm or lasarm without penalty. Plasma Rifle costs 2 CP. an ELM Gun costs 4 CP. 6

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 Chill New Equipment collar, and grants +2 to Fortitude Saves made to resist the effects of hot weather. This jacket requires a coolant pack to stay cool. The coolant pack lasts indefinitely. 1 Bags and Boxes Chamelocloak This long cloak is littered with tiny LEDs and Hardpack A hardpack is a backpack with a smooth sensors that adapt to whatever is nearby. When a character outer shell, used to protect whatever inside from rough handling, wearing this cloak stops moving for 1 round, the cloak shifts and falls, slips, and general rough wear. When worn it grants turns into colors that not only mirror the surrounding area, but DR1/Bludgeoning against all rear attacks and can hold 240 ounces compliment it as well. When this happens, the character wearing of gear, fitting comfortably over both shoulders. the cloak gains an immediate +8 Stealth bonus to the character when trying not to be noticed. The cloak can also be used to blend Bio Sensor Travel Case This travel case is very much like the in in the open, causing a slight optical illusion and an appearance plain aluminum travel case, with two major differences. The first of invisibility. When the cloak is worn normally, it grants a 15% is a biometric lock that will only open when the owner, or an Concealment bonus against all ranged attacks. authorized person, presses their thumb against the lock, and a ruggedization, to guard against unauthorized entry through Object Sz Wt Cost Restr bypassing the lock; Disable Device check [TN35], Technology Use Interface Jacket M 32 10 None check [TN25]; break [TN30]. Chill Jacket M 36 5 None Chamelocloak M 30 35 R Cryocase This case bears a very similar look to the Aluminum cases, only scaled up more so. Inside, however, it Table 2: Outerwear is very different. The cryocase is a hermetically sealed, cryogenic case that has an adjustable, built in life support system. Commonly 2.1 Augmentative Vision used for foods with a very short shelf life, it has the fortunate ability to smuggle people, but not their gear, safely over long Augmentative vision is eyewear that superimposes information distances with no perceived time in between. The cryocase has over the user’s field of vision. This can be anything from directions 10 hours worth of life support when fully charged, before its for cooking to a HUD tracking health, status conditions, and targets. contents begin to die. Any creature that is in the sealed cryocase The features available to the set of eyewear is dependent on when its life support ends immediately begins to suffocate. A what kind of modules are installed in the eyewear and what is large cryocase can fit a small creature or 160 ounces of material, currently activated. AV hardware has two major areas of module a huge cryocase can fit a medium creature or 320 ounces of slot storage: RAM and HDD. All AV hardware is controlled through material. voice commands or through an interfaced device. The RAM represents how many module slots can be used at the same time. RAM is measured in module slots, and the module Object Sz Wt Cost Restr uses the same amount of module slots of RAM as it does of hard Hardpack S 32 4 None drive space. When a module is activated, it uses RAM slots equal Bio Sensor Travel Case, 10 lb. cap M 75 4 None to how many HDD slots it takes up, in RAM. When it is deactivated, it no longer takes up that spot in ram, but is still located on the Bio Sensor Travel Case, 40 lb. cap L 165 8 None HD. Bio Sensor Travel Case, 75 lb. cap L 245 15 None The HDD represents how many modules can be Stored on the Large Cryocase L 128 18 None AV hardware at one time. HDD space is measured in Module Huge Cryocase H 320 24 None slots. A module is installed onto the HDD, and is activated at will. Table 1: Bags and Boxes The module will always sit in the HDD unless it is uninstalled.

AugGogs Augmentation Goggles, or AugGogs as they’re more 2 Clothing well known, are a simple set of rugged augmentation goggles that are secured with a thick spandex band. They are usually Interface Jacket An interface jacket is a jacket that has a used by adventurers because of their rugged nature, and their small built in computer that can be programmed to display a set resistance to shock, heat, cold, and general wear. of data, pictures, or text via a matrix of display diodes. It can also be interfaced with any other technology that has the ability Smart Glasses Smart glasses are augmentation hardware that to output its data. Interface jackets vary wildly in their style, and has been sleekly concealed in a pair of normal looking eye- display type. Some are simply built into an existing jacket, with a glasses. They superimpose all of the information on the glasses, set of displaying diodes on the sleeve, while others are covered allowing the user to use these glasses in everyday wear, but are in display diodes, allowing for scrolling text, flashing colors, and not as rugged for rough use. videos. Scouter A scouter is a piece of augmentation hardware that Chill Jacket A chill jacket is a jacket worn by any creature hooks over the ear and covers one eye. It is made to be there that needs to stay cold, with small cold diffusers built within the when you need it, and folds up for easy storage when isn’t needed. 7

Augmentation Lenses These are contact lenses that are placed 5 Computers and Consumer Electronics directly on the eye, and can be worn and used without any kind of equipment. Because of this, they lack the speakers that other 5.1 Augmentation Modules augmentation hardware have, but are otherwise fully functional. They can not be worn in conjunction with any other augmentation Modules are programs installed that give the user of the vision hardware, and doing so causes a character to immediately Augmentative Vision eyewear a bonus to various things, become dazzled and nauseous for 1d3 hours, but they can be worn dependent on what they are programmed to do. Modules come with other forms of eye wear, and are completely undetectable. in three varieties: • Lite A lite module has the bare essentials necessary for use Object Sz Wt Cost RAM HDD Restr and has a lighter footprint to take up less space. This module AugGogs S 16 10 1 4 None provides a +1 to all bonuses listed in the module description Smart Glasses T 8 25 2 3 None unless specified otherwise and takes up 1 module slot. Scouter T 6 35 3 5 None Aug. Lenses F 1 60 1 3 None • Standard A standard module contains most of the core features that most would find useful, leaving out only a Table 3: Augmentative Eyewear few specialized programs. This module provides a +3 to all bonuses listed in the module description unless specified otherwise and takes up 2 module slots. 3 MOLLE • Full-featured Contains all of the features that anyone could Single Coolant Pouch (1 slot) This pouch can hold a single ever need or use, sparing no expense. Because of this, they coolant pack. take up a significant amount of space. This module provides a +4 to all bonuses listed in the module description unless specified otherwise and takes up 3 module slots. Dual Coolant Pouch (1 slot) This pouch can hold two coolant packs. Base This module is the OS for all augmentative vision hardware. It contains the software necessary to load additional Quad Coolant Pouch (3 slots) This pouch can hold four coolant modules, as well as a web browser, camera with both normal and packs. UV filters (still and video recording), microphone, bone conduction transducer to play audio to the wearer, an audio and video Sextuple Coolant Pouch (4 slots) This pouch can hold six player, clock, local weather, and a GPS navigation system. All coolant packs. augmentation vision hardware is preloaded with this software, it takes up no module slots and is always active. Coolant Chill Pouch (3 slots) This pouch is a portable chiller that can chill up to four coolant packs at one time. Data This module is a quick look up resource, consisting of volumes of information about specific subjects, that can be called upon in an instant. This module provides a bonus to any one Pellet Pouch (1 slot) This pouch holds 6 pellets, keeping them Knowledge skill that it is programmed for and must be active to safe from impact. receive the bonus. Object Sz Wt Cost Restr Photography and Videography This module is an upgrade Single Coolant Pouch S 8 1 None to the base camera software, allowing for advanced focusing, Dual Coolant Pouch S 10 2 None active noise cleaning up, real-time cropping, color filtering, as Quad Coolant Pouch S 12 3 None well as a 2,000× digital zoom, that functions as a microscope and Sextuple Coolant Pouch S 16 3 None a telescope. This module has also been programmed to provide Coolant Chill Pouch S 20 4 None its wearer’s eyes with UV ray protection, providing a +1 Will Save Pellet Pouch S 4 1 None bonus against all rolls against blindness as long as the module is active. This module also provides a bonus to Perception and Table 4: MOLLE Craft (Visual Art) as long as the module is active.

4 Specialty Kits Music This module provides assistance when playing a musical instrument, singing, or performing stand-up, by relaying Microloader Kit The microloader kit is a portable version of information such as pitch, octave, tone, and harmonies, as well as the reloading kit, containing a portable press, digital scale, dies, a wide database of free and public domain sheet music that can pocket manual, and powder measures, that all fit into a toolbox be played. The module also can be used by beginners for hand sized box. It allows a character to reload ammunition. placement, and instruction when learning an instrument. This module also features musical detection software, than will listen Object Sz Wt Cost Restr to songs, and produce information on the song such as composer, Microloader Kit M 80 13 None key, and if available, sheet music. This module provides a bonus to any one Perform check that it is programmed for, and must Table 5: Specialty Kits be active to receive the bonus. 8

Medical This module contains various schematics for bandages, Object Cost Restr tourniquets, anatomy and physiology, as well as instructions on Data, Lite 3 None how to give first aid. This module provides a bonus to all Treat Data, Standard 12 None Injury checks as long as the module is active. Data, Full 20 None Photography/Videography, Lite 2 None Photography/Videography, Standard 8 None Photography/Videography, Full 12 None Lockpick This module provides schematics for various types Music, Lite 2 None of locks, dials, safes, and combinations, as well as a real time Music, Standard 8 None database consisting of compiled notes on specific models to aid Music, Full 12 None in the disabling of various locks, and area denial objects. This Medical, Lite 6 None module provides a bonus to all Disable Device checks as long as Medical, Standard 14 None the module is active. Medical, Full 22 None Lockpick, Lite 2 None Lockpick, Standard 8 L Lockpick, Full 12 L EOD This module provides common bomb schematics, a wire EOD, Lite 10 R connection follower and indicator, timer, and suggestions for EOD, Standard 18 M&P diffusion and disassembly for bombs, IEDs, and other explosive EOD, Full 40 M&P devices, as well as construction advice and instructions, as well Magical Calculator, Lite 5 None as planting suggestions based on the target to be detonated. This Magical Calculator, Standard 16 L module provides a bonus to all Demolitions checks as long as the module is active. Magical Calculator, Full 25 R Translator, Standard 10 None Spiderbot Management, Lite 3 None Spiderbot Management, Standard 7 None Magical Calculator This module contains a magical calculator, Spiderbot Management, Full 14 None as well as a beginner’s guide to magic. It grants a bonus to any AI, Standard 16 None one Spellschool skill that it is programmed for, and reduces the Table 6: Augmentation Modules time it takes to craft a spell by one forth. This module must be active to receive the bonus. 6 Survival, Security, and Professional Gear Translator This module contains a full, real time translator, that allows a character to understand and read, but not speak or write, 6.1 Med Sprayer any one language that it is programed for. The module must be active in order to be of benefit. A med sprayer is a device that takes in med cartridges and converts them to a vapor that can be quickly sprayed on an injury in the middle of a conflict to keep an injured individual from expiring, greatly increasing their survivability. A med Spiderbot Management Module This module allows the is one time use and is usually thrown away after it is used. The management of spiderbots, to control them, as well as interact med sprayer comes with one cartridge of health spray and one with any built in hardware that they possess, such as cameras, cartridge of clot spray. microphones, or other sensory hardware pieces. This module grants the user the ability to send the spiderbot to a specific Health Spray This spray instantly heals 2d10+2 XHP immedi- geolocation using the GPS, or to a reference point using the ately as long as character has at least 1 CHP left. This spray does spiderbot’s camera. The lite module allows for the control of not stop bleeding. 2 spider bots, the standard module allows for the control of 4 spiderbots, and the Full Featured Module allows for the control of Clot Spray This spray instantly stops up to 10 points of bleed 8 spiderbots. damage as long as the character still has at least 1 CHP left.

6.2 Magic Calculator AI Module This module allows the upload of any level artificial A Magic calculator is a calculator created to assist a new mage intelligence presence into the augmentative vision wear. Unlike in creating new spells at an increased rate. Magic calculators other modules, the AI is always turned on and can not be turned come in two forms off. The AI can access, use, and manipulate any technology the augmentative vision is linked to, as well as activate or deactivate any other module that is loaded onto the augmentative vision. A Basic Model This model reduces the time it takes to write magic level 1 AI can be purchased with this module for +5 WP. spells by ½. 9

Deluxe Model This model reduces the time it takes to write 6.9 Sonicball spells by ¾, and grants a +2 bonus to all Spellschools when used. 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 6.3 Neuralizer an ultrasonic frequency that bounces off all things in the room, followed by an infrared sweep of the room, displaying its contents A neuralizer is an ingenious device that targets specific neurons in an easy to view manner on any technology device with a screen. dedicated for memory, and erases them. The neuralizer doesn’t It can be interfaced with any device that has a screen, such as wipe out all memory up until that time, rather has to be set to a tablet, laptop, or Augmentative vision. It can scan within a a specific time to erase. It will erase up to 24 hours before and 60’ radius of itself, and will determine and display live objects, after the time selected. The neuralizer looks like a small metal barriers, and possible hiding spots. tube with a red light and a flash beacon on one side, and the dials to control the specific time to erase. 6.10 Handheld Grapler 6.4 Smartwatch A handheld grapler is a device that has a 60’ spool of braded, coated steel wire that is attached to a hook-claw, used to swing, A Smartwatch is an all in one watch that has a number of uses. pull, or wrap around objects. It can also be fired in any object It can interface with various pieces of technology to manipulate with 2 or less hardness, securing itself to that object. It has a and control them, display the local time and weather, as well as powerful motor that will wind the spool back up at the rate of 15’ perform simple calculations, display messages, translate singular per turn. The wire can hold up to 400 lbs indefinitely, or up to words (not powerful enough to be considered fluent in a language), 500 lbs for 5 turns. It uses 9x19mm blanks to fire the hook-claw, play music and video, and display any vital signs if interfaced and has an internal magazine of 3. It cost 4 combat points to with a device that can read as such. fire the grapler, and when fired at a creature, deals 1d6 slashing damage. 6.5 VitalBand A VitalBand is a piece of medical equipment usually given to 6.11 Shokstrips hospital patients, but has seen considerable use in the combat Shokstrips are a wire mesh strip with a battery that rolls out field. The VitalBand displays the health of the character, including to a 5’ by 10’ rectangle. When activated, either remotely or on heart rate, any possible infections, diseases, or affects that the the battery case, the shock strip electrifies the area it’s laid in. character is currently experiencing. The VitalBand also possesses Any creature that steps in or is caught in the rectangle when it is two autoinjectors, that can be programmed to inject the wearer activated takes 1d6 electricity damage and must make a Fortitude with any injectable substance when specific conditions are met. Save [TN8] or be paralyzed for 1d3 rounds. The standard conditions are when a character hits 50% of their XHP for the first, and when a character completely runs out of XHP for the second. 6.12 Emergency Air Mask This air mask is an all-in-one mask that provides 6 hours of 6.6 Cloaking Belt breathable oxygen in environments where no breathable oxygen is available. It can be recharged in environments with enough A cloaking belt is a belt that, when activated, bends the light breathable air, and takes 12 hours to recharge. around the wearer, rendering them mostly invisible. When activated, it gives a character 45% concealment, but only through normal vision; thermal, true vision, and any other kind of visions 6.13 Condenser-Diluter that don’t rely on the standard spectrum are not effected. This belt This mask takes thin atmospheres and condenses the air into a has enough uses to be used for 10 turns in total before it requires breathable mixture, where the breathable air is thin. This device recharging. It takes 1 hour for this belt to be fully recharged. also thins out dense air and makes it easier to breathe.

6.7 Rebreather 6.14 Plastool A rebreather is a small device that is held in the mouth, that A tool-like device with a low powered emitter and plasma core. allows a creature to breathe underwater for 10 minutes at a time Unlike plasarms, these are specially built tools that are primarily by recycling and scrubbing CO2. After this time, the rebreather made for repairs, rapid fabrication in remote locations, and to stops functioning until it has time to recharge its cells with fresh weld and fuse metal objects, make quick repairs on ships, and a oxygen. host of other benefits. Plastools use tool emitters, which are special emitters that will 6.8 Chill Collar not fit on a plasarm. These emitters are interchangeable and can be swapped for 4 CP. Plastools also use coolant packs like A chill collar is a collar that diffuses cold into the bloodstream plasarms and can take all of the beneifts that coolant packs can and cools the core temperature of the creature. Any creature that give. Plastools come with both Flame and Tool Emitters. needs to be cooled will benefit from wearing this collar. The collar Plastools have different wattage ratings, which can be increased can also be purchased in the form of a bracelet or watch for the and decreased by the user. This affects the heat rating. same price, while high fashion can cost exponentially more. Decreasing or increasing the wattage rating takes 1 minute. A 10

Plastool must be completely cooled from full heat in order to basic camera right under the eye and a microphone, and can change wattage. respond to verbal commands in a single language that is selected when the bot is purchased. Spiderbots and Beebots can respond • Flame Emitter This resembles a fusion-powered scramjet to commands as it it were an animal under the Animal Handing with a small hollow tank for heating fuel air. Turns the skill, but Animal Handling skill is not required to command and plastool into a cutting tool suitable for destroying locks, manage a spiderbot or a beebot. The spiderbot or beebot can carving holes in metal, and a host of other uses. The respond to Attack (if it possesses an upgrade that allows it to plastool may also be used as a simple melee weapon in attack) Come, Defend (If it posses an upgrade that allows it to this fashion. The flame emitter runs on heat, and uses 1 Heat attack), Guard (if it possesses an upgrade that allows it to attack), every 6 seconds of use. When using this emitter against an Heel, Stay and Seek. Spiderbots have 8 CP per turn, can walk object, the emitter ignores 5 points of hardness, and rolls and adhere to walls and ceilings, while Beebots have 7 CP per the damage for the wattage rating. turn and can walk and fly(Good) up to 25’ from the ground. • Repair Emitter A specialized emitter that will emulate a Spiderbots and beebots can have upgrades installed on them, vast number of tools. This turns the Plastool into a Variable that can enhance their utility. Basic spiderbots and beebots can Mechanical Toolkit. Roll the Repair Roll. The Plastool gains a have one upgrade installed on them at one time, Standard model bonus to all Craft (Mechanical) and Craft (Structural) checks spiderbots and beebots can have two, and Deluxe models can equal to the repair roll, for 1 hour per heat. have three. Spiderbots have 3 HP, a DEF of 14, and 8 CP. Beebots have 1 HP, a DEF of 15, and 7 CP. The spiderbot or beebot can Repair Wattage Heat function for 8 hours before it needs to be recharged. Spiderbots 1d4−1 10kW 10 and beebots can be interfaced. It takes 5 minutes for upgrades 1d4 15kW 8 to be replaced, installed or uninstalled. 1d4+1 25kW 6 2d4 35kW 4 Speaker Upgrade This upgrade gives the bot speakers, that 2d4+1 40kW 2 allow it to play music, as well as gives it a voice that can speak the same language that it has installed. The type of voice is Table 7: Plastool Ratings and Heat determined by the purchaser.

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 Magic Calculator, Basic S 8 6 L Taser Stinger Upgrade This upgrade gives the bot the ability Magic Calculator, Deluxe S 16 24 L to fire a taser stinger at a target. This upgrade uses standard Neuralizer T 6 30 M&P taser cartridges, and must be reloaded by the owner. The bot Smartwatch T 5 16 None cannot reload its taser cartridge. The bot has a +2 attack bonus, VitalBand T 12 18 None and using this attack cost 5 CP and has a range of 10’. On a Cloaking Belt S 32 40 R successful hit, the target must make a Fortitude Save [TN15] or be Rebreather T 4 12 None paralyzed for 1d6 rounds. Chill Collar T 4 1 None Sonicball S 18 20 None Tranquilizer Dart Stinger Upgrade This upgrade gives the bot Shokstrips S 12 4 None a launchable tranquilizer dart launcher, that can be loaded with a Emergency Air Mask T 9 3 None pre-filled tranquilizer dart. The bot cannot reload its tranquilizer Condenser-Diluter T 3 2 None dart. The bot has a +2 attack bonus, and using this attack cost 5 Plastool S 20 25 None CP and has a range of 10’. On a successful hit, the effects of the contents of the dart begin to take effect. Table 8: Survival, Security, and Professional Gear Stun Bite Upgrade This upgrade gives the bot a pair of stun 6.15 Spiderbots and Beebots fangs, that it can use to attack any adjacent target. The bot has a Spiderbots and Beebots are small, semi-sentient robots that +2 attack bonus, and using this attack cost 4 CP. On a successful can perform a variety of simple task. Spiderbots and Beebots hit, the attack deals 1d3 electricity damage and the target must have two modes; Deployed and Storage. In Storage mode, a make a Fortitude Save [TN15] or be paralyzed for 1d6 rounds. Spiderbot looks like a metal puck, about the size of a large hockey Only Spiderbots may take this upgrade puck, while a beebot looks like a round ball, about the size of an oversized tennis ball. When deployed, Spiderbots take on Injector Bite/Sting Upgrade This upgrade gives the bot a pair the appearance of a little metal spider, complete with 8 wire of injector fangs, or a injector stinger, that can be used to carry legs and a single, glowing LED eye, and Beebots take on the one dose of any injected medicine or poison or any liquid, and appearance of a large bee, complete with clear translucent wings, can be used to attack any adjacent target. The bot has a +2 attack 6 wire legs, and a single glowing LED eye. They are usually bonus, and using this attack costs 4 CP. If the bot possesses the black, but a spiderbot or beebot can be purchased in any color Liquid Tank upgrade, it can draw from this as a reservoir for configuration. All spiderbots and beebots are equipped with a additional doses. 11

Spines Upgrade This upgrade gives the bot a set of needle- Liquid Tank Upgrade This upgrade gives the bot an airtight, like spines in its abdomen, that can be extended and retracted, pressurizable tank that can hold 8 ounces of any liquid. The tank allowing it to function like a caltrop. Any creature that steps into has a glass lining, that allows it to hold corrosive liquids as well. It the square the bot is occupying immediately receives 1d4 Piercing also equips the bot with a variety of sprayers, allowing it to spew damage. The bot can retract and extend the spines for no CP the liquid from its front in a variety of ways, as well as a suction cost. Only Spiderbots may take this upgrade tube that allows it to draw liquid within itself for later use.

Sawblade Upgrade This upgrade gives the bot a spinning saw that it can extend from it’s abdomen, allowing it to cut objects Storage Tank Upgrade This upgrade gives the bot a small such as rope or wood, or use it for attacking. The bot has a +2 storage compartment in its abdomen. It can hold 6 cased rounds, attack bonus, and using this attack cost 3 CP. On a successful hit, 2 shelled rounds, or 8 ounces worth of equipment that is tiny or the attack deals 1d6 slashing damage. Only Beebots may take smaller. this upgrade

Advanced Camera Upgrade This upgrade gives the bot an Waterproofing Upgrade This upgrade outfits the bot in a advanced camera, that includes lenses for infrared and ultraviolet rubberized, airtight seal that lets it be completely submerged modes, as well as a night vision camera, allowing it to see in near in liquids without being damaged. It also grants the bot an air- and complete darkness. bladder in its abdomen that can be used to regulate its height in the water and cause it to float or sink at will.

Advanced Sensors Upgrade This upgrade gives the bot a barometer, a thermometer, a Geiger counter, an altimeter, a speedometer, and a hydrometer. Burrow Upgrade This upgrade outfits the bot’s legs with shovels that grant it the ability to burrow up to 10’ deep in any soft, moveable terrain, such as dirt, snow or small rocks. Only Extra Battery Upgrade This upgrade gives the bot an Spiderbots may take this upgrade additional battery, giving it 16 additional hours of runtime before it needs to be recharged. Parachute Upgrade This upgrade gives the bot a small Self Destruct Upgrade This upgrade arms the bot with a store parachute that it can deploy to slow its decent to the ground, of C4. The bot can be instructed to destruct on command, or then retract for reuse. 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 within its field of view. When triggered the bot explodes, causing Flashlight Upgrade This upgrade replaces the bot’s lone LED 3d10 Concussion damage within a 10’ radius of itself. 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 and flash in a strobe or pattern. Wire Upgrade This upgrade gives the bot 20’ of thin wire in its abdomen, that allows it to hang itself from the ceiling, walls, or suspend an object of its weight or less from itself, as well as make tripwires. Only Spiderbots may take this upgrade Armor Upgrade This upgrade outfits the bot with a heavier, more armored chassis that grants it +10 HP. Sticky Goo Sprayer This upgrade gives the bot a canister of sticky goo that can be used to coat a 5’ square in front of it with a super sticky clear contact adhesive. Any creature (except the bot Spool Upgrade This upgrade outfits the bot with a spooler in its who placed it) that steps into the square stops their movement abdomen, that allows it to disperse spools of line, such as fishing immediately and cannot move. The creature can spend 10 CP line, string, thin rope (20 pounds before breaking), or det cord to make an Athletics check [TN15] or an Acrobatics check [TN20] and cut it. It can carry 30’ of cord or line. Only Spiderbots may to break free of the adhesive. The canister has enough shots take this upgrade for 4 applications before needing to be reloaded by its owner. Replacement canisters cost 1 WP.

Grenade Harness Upgrade This upgrade outfits the bot with Radio Upgrade This upgrade gives the bot a multi-channel a grenade harness on its abdomen. The bot can be instructed to radio receiver and broadcaster, allowing it to tap into FM, AM, CB, pull the pin on the grenade on command or on the trigger of a and private police channels, to both broadcast and receive radio specific act (similar to how a readied action performs) such as signals. It also adds the ability to connect to Bluetooth devices to its tripwire being hit, or on the sense of motion within its field of be used as a remote radio, as long as it is within a 25’ radius of view. When the pin is pulled the grenade immediately falls to the the Bluetooth headset. ground, breaking free from the harness. 12

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 Deluxe Spiderbot or Beebot S 32 13 None character may use one eyedropper, granting darkvision for 1d4+1 Spiderbot Upgrades minutes. During this effect, the character is dazzled in normal Speaker — 5 1 None light. A character that is hit by a stun grenade, illusionary effect, Language — — 2 None or anything that would require a roll to resist blindness or cause Taser Stinger — 4 12 L blindness is immediately blinded. After 1 use a character must Tranquilizer Dart Stinger — 8 7 None make a Fortitude Save [TN5] or go blind. This TN increases by 5 Stun Bite — 4 8 L for each dose of Day-glo taken within 3 weeks of the first dose. Day-glo is packaged in single-use eyedropper bottles. Injector Bite — 3 3 None Spines — 8 2 None Sawblade — 6 2 None Moonbeam A glowing blue lotion-like substance that is rubbed Advanced Camera — 2 5 None directly into the skin to cause a euphoric feeling and a mental Advanced Sensors — 8 8 None and physical fortification. A character may apply one dose of Extra Battery — 16 6 None Moonbeam to their skin, granting them a +4 bonus to Will and Self Destruct — 5 3 M&P Fortitude Saves for 1d4 hours. The character many also apply Wire — 6 3 None more, which will add one hour to the duration and a +1 bonus to Sticky Goo — 8 2 None both saves. When the effect wears off, the character makes a Radio — 10 4 None Will Save [TN10] and a Fortitude Save [TN10], that has an increase Liquid Tank — 3 3 None of the TN by 1 for every previous application within 3 weeks of Storage Tank — 3 3 None the last use, and by 2 for every previous application while the character was still under the effects of the drug. If a character Waterproofing — 8 9 None fails the Will Save, they take temporary WIS damage equal to Burrow — 6 2 None the bonus they received. If the character fails the Fortitude Save, Parachute — 2 2 None they take temporary CON damage equal to the bonus received. Flashlight — 1 1 None The character can rest for 4 hours per point of damage taken to Armor — 16 5 None recuperate or receive long term care from a character who must Spool — 10 3 None make a Treat Injury check on them to reduce the time needed to Grenade Harness — 6 6 None rest by half. Moonbeam is packaged in a 4 ounce tube, enough for 10 doses. Table 9: Spiderbots and Spiderbot Upgrades

Jazz A thick blue liquid used by academics, engineers, and mages as a study aid and performance enhancer. A character 7 Meds & Narcotics may inject or be injected with one dose of Jazz to halve the time it takes to complete any Craft, Disable Device, Technology Use, Biofoam Originally invented as as a biodegradable insulation or Demolitions check. This effect last for 12 hours per dose. After and binding agent, Biofoam has evolved to be used to fill in each injection, a character makes a Fortitude Save [TN17] to avoid lacerations, pad broken bones, and hold tissues together before taking a −4 penalty to all Craft, Disable Device, or Demolitions slowly being consumed by the body itself, harmlessly. Using checks. This penalty lasts for 1 week after Jazz was taken, and biofoam requires a Treat Injury check [TN5] that costs 8 CP. If each dose before that time resets the time and increases the the check is successful the target stops bleeding and for every 5 penalty by -4. Jazz is packaged in single dose ampules. 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 Juice A thick white liquid used by only the most disciplined single use canister. of soldiers and adventurers to push themselves to the upper limits of their combat effectiveness or fools who believe they are disciplined and strong enough to handle it. A character may Boost A thick grey liquid that is used by soldiers, adventurers, inject themselves or be injected with one dose of boost to gain and criminals to increase their combat effectiveness for a short 2d3 additional Combat Points every round for 2 minutes. The amount of time. It is a diluted version of Juice that is marketed as a character may inject subsequent doses to lengthen the time this safer alternative. A character may inject themselves or be injected bonus last by 1 minute, but does not grant any additional Combat with one dose of Boost to gain 1d3 additional CP every round for Points. After each dose is injected, a character immediately makes 1 minute. The character may inject subsequent doses to lengthen a Fortitude Save [TN15]. If a character fails this save, they take the time this bonus lasts by 1 minute, but does not grant any CHP damage equal to the Combat Point bonus they received. The additional Combat Points. After each dose is injected, a character TN increases by 5 for each dose of Juice taken within 6 weeks of immediately makes a Fortitude Save [TN5]. If a character fails the first dose. Juice is packaged in single dose ampules. this save they take CHP damage equal to the Combat Point bonus they received. The TN increases by 5 for each dose of Boost or StikStick A StikStick is a one-time use pen that contains a single Juice taken within 3 weeks of the first dose. Boost is packaged in dose of any liquid drug or poison.It cost 4 CP to use. Each single dose ampoules. StikStick is a single-use vacuum-sealed injection unit, much like 13 an epinephrine pen used for severe allergies, that are filled with 8.1.4 Kegs any drug that can be injected. Injecting one’s self or another cost 4 CP. Injecting an unwilling target additionally requires a successful A large cylindrical container with a stopper. Typically made of melee attack roll with the StikStick. StikSticks are packaged in wood or metal. sterile packs that hold 4 individually packaged StikSticks. 8.1.5 Barrel Stim A thick red liquid used by both field medics, paramedics, and street healers to quickly save a character from the clutches A huge cylindrical container with a stopper. Almost exclusively of death or poison. A character may inject or be injected with one made of wood, metal, or plastic. dose of Stim to regain 1d4 CHP. If that character is dying, they are immediately stabilized with 1 point of CHP. If a character is poisoned, the effects of the poison are suspended for 1d3 minutes. 8.1.6 Tank After each injection, a character makes a Fortitude Save [TN15]. An airtight tank used to hold various liquids. They are made of If the character fails this save, they take 1 WIS damage. Stim is plastic. packaged in single dose ampules.

Object Sz Wt Cost Restr 8.1.7 Fuel Tank Biofoam S 8 2 None Boost D 1 3 L An airtight tank used to hold various fuels, both liquid and gas. Day-glo D 1 3 I They are made of metal and usually rather hearty. Jazz D 1 5 I Juice D 1 7 R 8.1.8 Crates Moonbeam T 4 3 R StikStick (4) T 8 2 None A robust container with a lid, usually made of wood or plastic. Stim D 1 2 L

Table 10: Equipment, Narcotics Cryocrate A crate with a cryogenic storage system built into it. Preserves any trade goods that are placed in it through freezing. When using this crate for transportation, all trade goods last 4 8 Trade Goods times as long as they would normally.

Trade goods are any goods that can be traded for money and are usually in good demand in most locations. Due to their size, Safetycrate A crate that has been reinforced to survive both they require transportation in order to be taken advantage of. external and internal explosions and damage. Used to transport When purchasing trade goods, they must also be purchased in a dangerous equipment, such as dangerous animals or explosives. container or one must be furnished to store them. When storing trade goods, calculate to the closest whole good that can fit in the container. Goods uncommon to the area are double the worth, Object Sz Wt Holds Cost Restr and goods rare to the area are triple the worth. Jar (2) S 4 16 oz. 1 None Bottle S 8 32 oz. 1 None 8.1 Containers Cask M 192 128 oz. 3 None Keg L 240 640 oz. 8 None Trade good containers are containers that are used to store trade Barrel H 480 5,632 oz. 15 None goods in such a manner that they can be handled, sold, and Small Tank L 40 6,400 oz. 7 None transported without damage or spoilage of the trade good. Medium Tank H 70 10,800 oz. 11 None Large Tank G 100 19,200 oz. 15 None 8.1.1 Jars Small Fuel Tank L 160 6,400 oz. 10 None Medium Fuel Tank H 280 10,880 oz. 15 None A rigid, approximately round cylinder with a wide mouth. Typically Large Fuel Tank G 400 19,200 oz. 25 None made of glass, plastic, or ceramic. Small Crate L 16 80 oz. 3 None Medium Crate H 128 320 oz. 8 None 8.1.2 Bottles Large Crate G 320 800 oz. 10 None Small Cryocrate L 32 80 oz. 10 None A rigid container with a body that is wider than its mouth. Typically Medium Cryocrate H 256 320 oz. 15 None made of glass, plastic, or metal. Large Cryocrate G 640 800 oz. 25 None Small Safetycrate L 32 80 oz. 10 None 8.1.3 Cask Medium Safetycrate H 256 320 oz. 15 None Large Safetycrate G 640 800 oz. 25 None A medium-sized cylindrical container with a stopper. Typically made of wood, but metal ones are not uncommon. Table 11: Containers 14

Spirits, Brews, and Wines Spirits are liquids with a high Object Wt Cost Restr alcoholic content, such as whiskey, rum, vodka, brandy, tequila, Poor Quality 8 1 None or gin. Brews include ales, lagers and other brewed drinks, such Mediocre Quality 8 3 None as mead. Wines are drinks made from fermented fruits, such as Good Quality 8 8 None grapes, cherries, or other fruits with a high sugar content. Spirits, Great Quality 8 10 None brews and wines may only be stored in jars, bottles, casks, kegs, Exquisite Quality 8 20 None or barrels. Perfect Quality 8 50 None

Object Wt Cost Restr Table 14: Dry Consumables Poor Quality 16 1 None Mediocre Quality 16 3 None Processed Consumables Processed consumables almost Good Quality 16 8 None always means smoked, cured, or preserved meats, created from Great Quality 16 10 None various animals. Exquisite Quality 16 20 None Perfect Quality 16 50 None Object Wt Cost Restr Poor Quality 16 2 None Table 12: Spirits, Brews, & Wines Mediocre Quality 16 5 None Good Quality 16 10 None Great Quality 16 16 None Water and Ice The life sustaining liquid that nearly all creatures Exquisite Quality 16 25 None need to survive. Ice is the frozen version of water, containing the Perfect Quality 16 45 None same amount of volume, but stored in cryocrates instead of liquid containers. Water is extremely important to life, and is essential to Table 15: Processed Consumables locations that are dry or artificial locations such as space stations and outposts. The quality of water or ice denotes its how much it Produce and Perishables Produce and perishables includes has been filtered. Water may only be stored in jars, bottles, casks, various fresh vegetables, fruits, cheeses, and some candies such kegs, tanks, or barrels. Ice may only be stored in cryocrates. as chocolate. Unlike other trade goods, produce will spoil if not used. Produce and perishables can last two weeks from it’s • Poor water is taken directly from the source with no purchase date before it is spoiled and becomes worthless. Candy filtration. is an exception to this, in that it can last 1 month before it spoils. • Mediocre water has had some simple purification, such as Object Wt Cost Restr being strained through rocks to remove sediment. Poor Quality 16 1 None • Good water has been strained and boiled. Mediocre Quality 16 2 None Good Quality 16 4 None • Great water has been strained, boiled, and passed through Great Quality 16 8 None a carbon filter. Exquisite Quality 16 16 None Perfect Quality 16 32 None • Exquisite water has gone through reverse osmosis to make Table 16: Produce & Perishables it more palatable and as safe as physically possible.

• Perfect water is exquisite water that has also been passed Textiles and Furs Textiles and furs include all soft goods such through an ionizer, as well as UV and IR filters resulting in as linens, leathers, scales, silks, animal furs and other cloths. They some of the best water available. are packaged in lengths of 3 yards of cloth or one fur pelt. Object Wt Cost Restr Object Wt Cost Restr Poor Quality 16 1 None Poor Quality 1,280 1 None Mediocre Quality 16 3 None Mediocre Quality 640 1 None Good Quality 16 5 None Good Quality 384 1 None Great Quality 16 11 None Great Quality 128 1 None Exquisite Quality 16 18 None Exquisite Quality 128 5 None Perfect Quality 16 25 None Perfect Quality 128 20 None Table 17: Textiles & Furs Table 13: Water and Ice

Live Animals Live animals include animals used as beast of Dry Consumables Dry consumables include dry staples such burden, common and exotic pets, and domesticated animals for as wheat and corn, nuts, sugar, coffee, and spices as well as food and food production. The weight of the animal varies, but dried fruits and vegetables. Tobacco and some candies are also the smallest singular animal’s weight is listed. Live animals may included in this. only be stored in crates or cryocrates. 15

Object Wt Cost Restr Object Wt Cost Restr Poor Quality 18 1 None Poor Quality 16 1 None Mediocre Quality 18 2 None Mediocre Quality 16 3 None Good Quality 18 6 None Good Quality 16 5 None Great Quality 18 20 None Great Quality 16 11 None Exquisite Quality 18 45 None Exquisite Quality 16 18 None Perfect Quality 18 95 None Perfect Quality 16 25 None

Table 18: Live Animals Table 22: Consumer Goods

Raw Materials Raw Materials includes goods such as lumber, Weapons, Ammunition, and Explosives Weapons and various types of stone, and metal ores that are used for Ammunition include weapons of all types, everything from swords processing, manufacturing and the creation of goods. and shields to plasarms and lasarms. Ammunition includes Object Wt Cost Restr cased and shelled rounds, caseless full magazines, coolant packs, Poor Quality 16 1 None and various other non-ballistic ammunition. Explosives include Mediocre Quality 16 2 None both raw material explosives, premade charges, and explosive Good Quality 16 4 None ammunition such as grenades and grenade ammunition. When Great Quality 16 10 None purchasing weapons as a trade good, there is a 5% discount per weapon. Cased and shelled ammunition has a minimum purchase Exquisite Quality 16 16 None of 5,000 rounds, caseless magazines has a minimum purchase Perfect Quality 16 30 None of 50 magazines, and non-ballistic ammunition has a minimum Table 19: Raw Materials 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 Technology Technology includes various complete circuit only be stored in crates, Cryocrates, or Safetycrates. Explosives boards, as well as key components for technology, including may only be stored in Safetycrates. The restriction rating on semiconductors, displays, antennas, power sources such as weapons, ammunition and explosives varies greatly due to where fuel cells and batteries, transistors, resistors, switches, buttons, the weapons are coming from, and where they are going to. transformers, motors and other types of electronic components. Refer to the law level of a planet for the restriction rating and Object Wt Cost Restr possible modifiers for the purchase and sale cost. Poor Quality 2 3 None Mediocre Quality 2 7 None Medicines and Narcotics Medicines and Narcotics include Good Quality 2 15 None various pharmaceuticals for medical services, as well as illicit Great Quality 2 31 None drugs for recreational use. When purchasing medicines and Exquisite Quality 2 70 None narcotics as trade goods, there is a 40% discount on the total Perfect Quality 2 120 None purchase cost, but there is a minimum of 500 units of medicine or narcotics that must be purchased. Table 20: Technology

Fuel Fuel includes both liquid fuels such as petrol, kerosene, 9 Augmentations diesel and natural gas, and gaseous fuels such as propane, methane, hydrogen and natural gas. By nature, fuel is naturally Augmentations, or Augs, are replacement body parts that explosive, and sustained damage to the holding tanks can cause can be upgraded or equipped with different upgrades, as well an explosion that can destroy the vehicle carrying it. Fuel may as enhance a character’s strength and speed but can effect and only be stored in fuel tanks. interfere with a character’s attunement to Magic, Psionics or Object Wt Cost Restr Invoking. When an augmentation is taken, the Mental Limit of a Poor Quality 16 1 None character is reduced, based on what augmentation is taken, and Mediocre Quality 16 2 None how many are taken. The formula is (Aug ML Reduction)×CL, Good Quality 16 4 None which is subtracted from the character’s mental limit. A character’s mental limit can be reduced below zero using this method. Great Quality 16 10 None Exquisite Quality 16 16 None Certain augmentations, because of their replacement, also Perfect Quality 16 30 None interfere with tattooing spells on one’s body. A character that receives an arm or leg augmentation loses space for a tattoo, but Table 21: Fuel gains space for an engraving. Each arm removes 12 SP worth of space for tattooing, and each leg removes 18 SP worth of space for tattooing. This space instead may have spells engraved on it. Consumer Goods Objects such as books, movies, toys and gadgets, simple tools, finished clothing, and any other goods that Augmentations exist for a few select body parts, these include a consumer would want to purchase for everyday life. The higher the Skull, Arms, Legs, and Core, and all augmentations can be the rating, the more fine the goods. interfaced. 16

Cyberlimbs and Extremity Damage Augmentation RAM HDD ML Cost Restr When organic limbs are exchanged for mechanical ones, Neural Computer — — −15 90 None the way one recovers from damage differs. Instead of Int. Aug Vision, Basic 2 4 −6 50 None spending weeks in recovery, a character with a cyberlimb Int. Aug Vision, Standard 2 6 −8 80 None can have it repaired or repair it themselves if they possess Int. Aug Vision, Professional 2 8 −10 125 None two working hands. The TNs for repairing a damaged limb Int. Aug Vision, Custom 3 5 −12 140 None are Craft (Mechanical) [TN25], Craft (Electronic) [TN25], Tactical Application Vision — — −10 140 L and Craft (Structural) [TN20]. All three checks must be Backscatter Vision — — −16 150 R completed in order for the limb to become functional again. Table 23: Skull Augmentations

9.2 Arms

The arms are the upper appendages on sentient creatures 9.1 Skull used for holding tools, weapons, communicating and a host of other utilitarian and pleasure activities. Arm augmentations can The skull is the bony structure that supports the structures of be taken one arm at a time, unless otherwise noted, and the arm the face and forms a cavity for the brain. This augmentation point taken, off hand or main hand, can be selected. A character can can support one augmentation at a time. have no more than two types of cyberarms at one time, one per arm. A character can also take only one arm and effectively halve all values and the cost, rounded down

Neural Computer This augmentation implants a computer inside of the skull that can be accessed using only the user’s Standard Cyberarm A cyberlimb is a replacement limb for a mind. This computer is considered to have a +3 upgrade that limb that has been lost or otherwise amputated. They come in grants a +3 equipment bonus to all Technology Use checks, and various stylings and brands, but the standard composition of a when this computer is used for Technology Use checks, the time cyberlimb is a steel body that protects the sensitive, inner servo taken to do all actions is quartered. This computer can not be motors, cyberfluid, and the tendons inside that cause the flexing upgraded. and moving of the cyberlimb. A standard cyberarm usually replaces an arm from the shoulder all the way down to the hand and has the same range of motion as a standard limb and can accept three upgrades per limb. 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 Strength Servo Cyberlimb This cyberlimb has upgraded equipment can. The power, capacity, and mental limit reduction servos and tendons, that enhance its torque output. This grants is dependent on what kind of augmentation is taken. A character a bonus to the character’s STR score, for all attack and damage can also take only one eye, and effectively halve all values and rolls but causes a deficiency in DEX due to the lack of fine motor the cost, rounded down. control. The amount of increase and deficiency and the amount of upgrade slots depends on the level of the cyberlimb.

Tactical Application Vision This augmentation implants a Dexterity Servo Cyberlimb This cyberlimb has upgraded cybernetic eyeball that has built in night and thermal vision, servos, tendons and controller computers, that enhance its allowing them the benefits and penalties this equipment would give sensitivity and calibration to allow for finer control of the limbs. as if it were worn. This augmentation also has a 1.5× magnifier, This grants a bonus to the character’s DEX score, for all attack allowing all weapons without magnified sights to be used as if they and damage rolls, but causes a deficiency in STR due to the lack were. Any weapon that can not use the benefit of 1.5× magnified of torque output. This cyberlimb can accept one upgrade to the sights instead takes the highest benefit granted to them. limb. The amount of increase and deficiency depends on the level of the cyberlimb.

Backscatter Vision This upgrade grants the character the ability to see through light materials such as clothing, light cloth, paper, and thin to detect weapons and explosives. It can 9.3 Legs not see through flesh (allowing a character to close their eyes without issue), metals, brick, or walls. It has a range of 30’ and The legs are the lower appendages on sentient creatures, used any object beyond that is immediately invisible to the character for locomotion. Leg augmentations must be taken by both legs while this upgrade is active. A character can also take only one at the same time, unless otherwise noted a character can have eye and halve the ML reduction and the cost, rounded down. no more than one type of cyberlegs at one time. 17

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

Standard Cyberleg A cyberlimb is a replacement limb for a Skeletal Reconstruction This upgrade is a complete rebuild limb that has been lost or otherwise amputated. They come of the cyberlimb, replacing the tendons, servos, and structure in various stylings and brands, but the standard composition with skeletal and muscle simulate, that gives a realistic feel to of a cyberlimb is a steel body that protects the sensitive inner the cyberlimb. This upgrade can only be taken if the Skincover servo motors, cyberfluid and the tendons inside that cause the Treatment upgrade has been taken, and prevents the installation flexing and moving of the cyberlimb. A standard cyberleg usually of any other upgrade. replaces the legs from the thigh all the way down to the foot and has the same range of motion as a standard limb and can accept EMP Hardening This upgrade strengthens and protects the three upgrades. Cyberlimb from electromagnetic pulse that would otherwise disable the cyberlimb. Sport Cyberlegs Sport cyberlegs are cyberlimbs that are focused on making a character more flexible, jump higher, carry Hidden Melee Weapon This upgrade installs a melee weapon more, and perform better. These cyberlimbs increase the leg into the cyberlimb and can be deployed and used. This upgrade strength for a character, allowing them to jump higher and put has to be deployed or prepared for use, which costs 1 CP. It can more strength into their movements, as well as be more delicate also be retracted for 1 CP. These melee weapons are considered and purposeful with their movements. This upgrade provides natural weapons, and can take the benefits from all feats that bonuses to all Athletics checks and all Acrobatics checks, as well would give benefits to unarmed strikes. as carrying capacity. • Spines This is a singular pointed spine that shoots out of the forearm for use. Speed Cyberlegs Speed cyberlegs are focused solely on making a character faster. When a character uses these cyberlegs, • Claws These are razor sharp claws that can either be they can move at the speed of 10’ per CP. placed where the fingernails are, or can be released from in-between the knuckles

Augmentation Bonus ML Upg Cost Restr • Impact This upgrade is a weighted metal sheath that goes Standard Cyberleg — −1 3 10 None over the impact points of the cyberarm, allowing a character Speed Cyberleg — −4 1 40 None to hit harder without damaging themselves. Sport Cyberleg, Basic +3 −4 2 20 None • Shokpads Small pads that, when retracted, electrocute a Sport Cyberleg, Std +5 −7 2 35 None target when struck. Sport Cyberleg, Professional +7 −10 1 40 None Sport Cyberleg, Custom +10 −16 1 55 None Type Damage Type Cost Restr Spine 2d6 Piercing 20 None Table 25: Leg Augmentations Claws 2d6 Slashing 20 None Impact 2d6 Bludgeoning 20 None 9.4 Cyberlimb Upgrades Shokpads 1d8 Electric 18 None These upgrades can be installed on a cyberlimb to change its Table 26: Cyberarm Hidden Melee Weapons use or enhance features. Hidden Ranged Weapon This upgrade installs a single shot Skincover Treatment Skincover is an organic paste that a firearm, tranquilizer dart shooter, paintball gun or plasarm into cyberlimb is dipped in that will cause sudden growth of skin the cyberlimb, that can be used by the user. When using this, and nails as well as a merging of the flesh on the shoulder to give the wrist usually flips up to reveal the barrel, but some versions the cyberlimb a realistic look and feel. Skincover treatment makes have the firing housing rise out of the forearm. Both versions a cyberlimb visually indistinguishable from a real, natural limb, require that the user’s arm is unusable while this is deployed. but touching will reveal its real nature, due to the temperature Deploying this arm for use or retracting it cost 1 CP and reloading and composition of the cyberarm underneath. This upgrade also this weapon costs the same amount of Combat Points it would regains tattoo space lost when receiving a cyberleg. take to reload the stand alone version. 18

• Tranquilizer Dart Gun This is an airgun that fires a Cyberlimbs and Transmutation hypodermic needle-like dart that injects a target with one dose of tranquilizer agent. Tranquilizer guns do no damage Due to their composition, cyberlimbs are transmutable, on their own, but rather the damage is derived from the even while using them, allowing for a multitude of creative poison in the dart. A tranquilizer dart can house one dose interactions. Below are the values for cyberlimbs, if a of any ingested or injected poison. Tranquilizer guns can character chose to make weapons out of cyberlimbs. By not provoke critical. Reloading a Tranquilizer gun costs 9 default, the cyberlimbs are made of steel, and the ingot Combat Points and provokes AoO. used will be a steel ingot, but various upgrades will change the composition. • Paintball Marker A marker that is used to mark targets Cyberarm One small steel ingot, and two medium steel from a long range. Damage is determined by the ingots. ammunition it is firing. Reloading a paintball marker costs Cyberleg One medium steel ingot, and two large steel 4 Combat points and provokes AoO. ingots. Ceramic Upgrade Changes all of the ingots to Plastic • Firearm This is a single shot firearm built into the housing Skeletal Reconstruction Upgrade Changes all of the of the arm. Players can select any caliber in the Hidden ingots to Plastic Firearms Calibers, with the cost of the upgrade determined by the category of the chosen caliber.

• Plasarm This is a plasarm built into the housing of the 9.5 Core arm. Players can select from the 1st to 7th category for the wattage of the plasma arm, with the cost of the upgrade The core is the abdomen of a sentient creature, encompassing determined by the category of the chosen wattage. This the chest, stomach, and the back. The core is where most of the weapon requires a cooling pack to function. organs reside. The core can have up three augmentations.

Subdermal Implants These implants are flexible plasteel plates, planted under the skin. They protect against all forms of melee damage, granting a DR of 3/Bludgeoning, Slashing, and Piercing Ceramic Upgrade This upgrade is a complete rebuild of the naturally. The DR is only for attacks toward the user’s chest. cyberlimb replacing all metal parts with a high impact ceramics and plastics to allow a cyberlimb to pass undetected through metal detectors. Lung Enhancement This augmentation grants a character a multitude of abilities. Firstly, it doubles the lung capacity of a character’s lung capacity, allowing them to hold their breath Hidden Compartments This upgrade installs a hidden compart- when needed for twice as long. This upgrade also grants a ment. This upgrade can be taken multiple times. In a cyberarm, character an internal O2 scrubber, allowing a character breathe it can hold one Tiny object or smaller, that weighs 10 ounces or under water for 5 minutes. The character must then resurface or less. In a cyberleg, it can hold one Small object or smaller, that breathe oxygen for at least 30 seconds to clear the scrubber. weighs 30 ounces or less.

Spinal Lancing This augmentation is a layer of flexible Vitals Sensor This upgrade installs a sensor within the smartbone laid over a user’s spine and then injects and links cyberlimb that will display the health of the character, including itself with the user’s spine and brain, enhancing their movements, heart rate, any possible infections, diseases, or effects that the increasing the defense of the character. Also, if the character character is currently experiencing. It can be outputted on a fails a Reflex Save, they only take half damage, instead of the full digital device, such as augmentative vision. damage. The defense granted to the character is dodge defense, and any action that would cause a character to become flatfooted would cause them to lose that defense as well. Professional spinal Overdriver This upgrade, installed on Servo Cyberarms or lancing counts as two augmentations and custom spinal lancing Sport Cyberlegs, will allow a user to push their limbs to the counts as three augmentations. absolute limit and possibly damaging the unit. When this upgrade is used, the limb gains a +4 in the applicable ability score/skill Augmentation Bonus ML Cost Restr score and carrying capacity for one turn. When used the player rolls a d%. On a result of 01-50, the arm breaks at the end of Lung Enhancement — −20 80 None their turn. It must be repaired with a Craft (Mechanical) check Subdermal Implants — −10 28 None [TN(15+5 per use)]. Each use of this upgrade adds 10 to the break Spinal Lancing, Basic +1 −7 32 None chance, until the limb is repaired, resetting the break chance. Spinal Lancing, Standard +2 −10 45 None Spinal Lancing, Professional +3 −14 67 None Spinal Lancing, Custom +4 −21 79 None

Table 29: Core Augmentations 19

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 See text Plasma 10 20’ Semi/Charge 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 −4 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

10 Weapon Accessories 10.2 Coolant Pack Chiller

10.1 Cooling Packs This is a powered, non-portable chiller that will chill coolant packs, ensuring that they are in a ready to use state, as well as Cooling packs are the primary means of plasarms and lasarms cooling down hot packs at an increased rate. Any hot pack placed to remove heat and keep firing without overheating. If a plasarm in this chiller will take no more than 4 hours to be completely or lasarm does not have a cooling pack inserted into it, it will not chilled and ready for use. A small chiller can store 6 packs, a fire. Cooling packs come in various types and various efficiencies, medium sized one can store 10, and a large chiller can store 30 but all cooling packs fit all plasarms, lasarms, and plasma systems. packs at one time.

Standard Made by multiple manufacturers, this pack is made Object Sz Wt Cost Restr with a refrigerant gel surrounding a liquid nitrogen core. It Cooling Pack, Standard T 4 1 None provides standard cooling rules. Cooling Pack, QuickCool T 4 3 None Cooling Pack, High Efficiency T 5 4 None QuickCool Built with a built in sensor and an automatic valve Cooling Pack, EXArmorCool T 3 3 None that allows for better cooling times for the coolant pack. This Cooling Pack, QCArmorCool T 3 3 None pack takes half as long to chill as a standard cooling pack. Coolant Pack Chiller, Small S 32 6 None Coolant Pack Chiller, Medium M 46 10 None Coolant Pack Chiller, Large L 72 16 None High Efficiency Made from a very efficient refrigerant gel, that allows it to displace heat at all times. It grants +10 heat when used Table 30: Weapon Accessories in any plasarm or lasarm and can soak an additional 10 points of Plasma damage in any armor that uses coolant packs. 11 Food, Drink, and Recreational Equip- Extended Armor Cooling Pack Designed primarily around its use in armor, granting +2 DR/Plasma and can soak an additional ment 20 points of Plasma damage in any armor that uses coolant packs, but provides half the normal heat when used in any plasarm or Food Pod A portable, durable package of food, that can be lasarm. reconstituted with the addition of water. Similar to MREs, but taste much better and come in a wide variety of previously unachievable flavors, such as lobster, steak, or pork chops. Quik Charge Armor Cooling Pack Designed primarily around its use in armor, it reduces the time it takes for Plasma shielding to recharge to 2 rounds, but reduces the total amount of plasma Object Sz Wt Cost Restr damage the armor can soak by half, rounded up. When used in Food Pod S 10 2 None plasarms or lasarms, it provides half the normal heat when used in any plasarm or lasarm. Table 31: Food 20

12 Ammunition 12.3 Railgun Ammunition

12.1 Bolt and Arrowheads These are the projectiles for the railgun. Glass These heads are empty, allowing for poisons to be inserted that affect immediately when they impact their target. Only injected or ingested poisons may be used. Ammunition Cost Railgun Slugs 5 WP per 20 Taser These heads are capped with a taser unit that provides a stunning shock. On a successful hit, the head deals 1d3 Electricity Table 34: Railgun Ammunition damage and the target must make a Fortitude Save [TN15] or be paralyzed for 1d6 rounds.

Explosive These heads are tipped with an impact explosive 12.4 Cased Ammunition Types device, that explode when they contact their target. They grant +2 damage dice, and convert all damage to Concussion damage. Cold This ammunition is a small, thin copper jacket with a liquid nitrogen center. It provides −1 damage die and +1 Cold damage Ultraviolet(UV) These heads gives a sudden bright flash of die. ultraviolet light when it strikes its target, very useful when fighting creatures that are affected by ultraviolet light.

Silver Nitrate These heads house a glass vessel, that holds powdered silver nitrate, useful against any creatures that may Acid This ammunition is a small, thin copper jacket with a tiny have an aversion to silver. They grant +1 damage dice to any glass liner and an acid center. It provides −1 damage die and +1 creature affected by silver. Acid damage die.

Vaporizer These heads house a glass vessel with a small explosive, that allows for the vaporizing of any material. When it colides with a hard target such as the ground or a wall, it Electric This ammunition is a miniature taser round, with a high immediately explodes, creating a 10 ft burst radius cloud. This capacity capacitor designed to kill, not stun. It changes all damage cloud last for 1d3+1 rounds. Anyone caught in the cloud, or who done by the firearm from Ballistic to Electric and provides a +10% steps into the cloud, immediatley take’s it’s effects. Only inhaled error range. posions may be used.

Type Cost Glass 3 WP per 5 Gel This ammunition consists of a solidified gel bullet used for Taser 5 WP per 10 non-lethal takedowns when the user still wants the ability to take Explosive 1 down a target lethally without changing ammunition. When aimed UV 1 WP per 10 center mass, this ammunition provides +1 damage die and all Silver Nitrate 1 WP per 5 damage is non-lethal. When aimed at an extremity or the head the Vaporizer 1 WP per 2 damage is ballistic and does not provide any additional damage die. For the purposes of armor, this ammunition is considered Table 32: Bolts and Arrowheads Ballistic and Bludgeoning and is stopped by both types of armor.

12.2 Caseless Ammunition Types Caseless ammunition doesn’t use a metal or plastic case to hold Ultraviolet (UV) This ammunition gives a sudden bright flash of all of the components of the ammunition together, instead having ultraviolet light when it strikes its target, very useful when fighting the propellant pressed around it with the projectile in the center of creatures that are affected by ultraviolet light. This is considered the pressed block. Caseless ammunition must be pre-purchased a sliver of light to those affected. This ammunition provides −1 in magazines, and the type indicated has a full magazine. damage die and a +5% error range. Ammunition Cost FMJ +0 JHP; Frangible; Tracer +1 AP +2 Silver Nitrate This ammunition is a silver jacketed bullet that Match Grade +4 holds powdered silver nitrate, used against any creatures that may have an aversion to silver. This ammunition provides −1 Table 33: Caseless Ammunition Types damage die and a +5% error range. 21

Type Cost #/box Restr 12.5 Grenade Ammunition Types Rimfire Gel 1 200 None Razor Wire This grenade is a portable, launchable version of Light Rimless Handgun the razorpuck, firing strings of microwire at a singular target. This Gel 1 25 None grenade must be used against a specific target and does not incur Intermediate Rimless Handgun the Bludgeoning damage or attack penalty when firing a grenade Cold 1 25 R at a target. Acid 1 25 R Electric 1 25 R Gel 1 25 None Plasma A plasma grenade is the end result of a plasarm not Ultraviolet 1 25 None shutting down and all of the failsafes failing to activate. This Silver Nitrate 1 25 None grenade is specifically built to have the tiny fusion core go critical Heavy Rimless Handgun and explode. When activated and thrown, it will immediately Cold 1 20 R stick to whatever it is thrown at and because of such it is highly Acid 1 20 R recommended that this grenade not be cooked off. Instead ignited Electric 1 20 R and immediately thrown at its intended target. Once a target is Gel 1 25 None stuck it cannot be unstuck. Ultraviolet 1 20 None Silver Nitrate 1 20 None Light Rimmed Handgun EMP This grenade was made to combat the more technological Cold 1 30 R weapons that exist and to disable equipment without damaging Acid 1 30 R it. When released, all technology that uses electricity, including Electric 1 30 R caseless firearms and plasarms, are immediately disabled until Gel 1 25 None they can be repaired (Craft (Electronic) [TN20], Complex). Ultraviolet 1 25 None Silver Nitrate 1 25 None Heavy Rimmed Handgun Acid This grenade is an evolution of a simple thrown beaker Cold 1 20 R filled with acid, prepackaged and encapsulated in a sturdier case Acid 1 20 R and shell making it easier to carry around and use. Electric 1 20 R Gel 1 25 None Ultraviolet 1 25 None Cryo This grenade is a pressurized capsule of liquid nitrogen Silver Nitrate 1 25 None fit into a launchable grenade. When this grenade explodes, it Light Rifle flings the liquid nitrogen, freezing everything in its blast radius. Cold 1 15 R Any creature caught in the blast must make a Fortitude Save Acid 1 15 R [TN16] or take 3d6 Cold damage with heavy clothing being able Electric 1 15 R to modify the bonus/penalties as if the character were caught Gel 1 20 None in the cold. Spaces where this grenade goes off is considered Ultraviolet 1 15 None rough terrain for 1 round and requires double the combat points Silver Nitrate 1 15 None to move across. Intermediate Rifle Cold 1 15 R Acid 1 15 R Electric 1 15 R Shield This grenade when fired generates a force field shield for Gel 1 20 None 1d3+1 rounds, that protects against 40 points of Plasma, Ballistic, Fire, and Cold damage. When the shield takes 40 points of Heavy Rifle damage from any of these combined damages it immediately Cold 1 20 R disappears. This shield does not protect against Acid, Piercing, Acid 1 20 R Slashing, Concussion, or Non-lethal damage. The shield does not Electric 1 20 R also deny anyone the ability to step into the area nor does it Gel 1 25 None protect any of the listed damages if the damage starts within the Ultraviolet 1 10 None shield: it only prevents anyone out of the shield from damaging Silver Nitrate 1 10 None someone on the inside of the shield with the listed damages. Super Heavy Rifle Cold 1 10 R Acid 1 10 R Electric 1 10 R Sonic A sonic grenade is a small ball with a keypad of six Ultraviolet 1 5 None buttons, that when activated creates a high pitched tone that Silver Nitrate 1 5 None irritates and confuses all those caught in its blast. Anyone affected must immediately make a Will Save [TN20] to avoid being stunned for 1d4 rounds. 22

• AP Armor points are a representation of how much damage Weapon Dam Type Blast Rng S Wt Co Restr armor can take. When armor protects a character from Razor 4d12 Slashing — 25’ T 16 2 R damage using its damage reduction, it subtracts the damage Wire done from its AP score. Armor points are only subtracted Plasma 4d8 Plasma 10’ — T 16 10 M&P to applicable damage. Armor can be repaired at 1 WP per EMP See See text 15’ — T 16 8 M&P Armor point. Armor only protects against certain types of text damage. If a character is attacked and his armor does not Acid 8d6 Acid 10’ — T 12 6 M&P cover the certain type of damage, the Damage Reduction Cryo See Cold 10’ — T 16 8 M&P for the armor does not apply, and they take the full damage text to their hit points. When an armor has run out of AP, it also Shield See — 10’ — T 10 10 L stops providing an Equipment Bonus to DEF. text Sonic See See text 25’ — T 8 2 R 13.1 Light Armor text Microfiber Shirt This is a shirt woven from extremely tough, Table 35: Grenades strong fibers that protects against gunfire and sharp instruments while being light and completely unnoticeable. The downside is that it is notoriously weak to sustained abuse and will often break 13 Armor and tear after only a few hits.

Armor comes in three different types: Emergency Plasma System The EPS is a light, last ditch Impromptu armor includes items that provide protection even alternative to standard plasma armor worn by detectives and though they were not designed for that purpose, such as leather those that need protection against plasma weapons, but not need biker’s jackets and football pads. to be visibly known. Whenever the wearer is attacked successfully Concealable armor is modern body armor designed to fit with a Plasma attack, the EPS deploys a one time use shield that underneath regular clothing. It can be worn for extended periods blocks a single plasma attack regardless of the amount of damage of time without fatiguing the wearer. Concealable armor can also the attack dealt. The downside to this is that the EPS only can be be worn under Impromptu or Tactical armor. used once before the coolant pack has to be replaced. Tactical armor is modern body armor that fits over clothing and can’t be easily concealed. Its weight and bulk make it Brawler’s Jacket This stylish leather jacket is worn by street impractical to wear all the time and is generally only donned fighters, and other individuals who may have to engage in combat when a specific dangerous confrontation is likely. Because it and fight. The jacket has small, light metal plates sewn into the is worn over clothing in tactical situations, tactical armor often arms of the jacket (to protect against slashing weapons) which are has pockets, clips, and MOLLE attachment points for carrying then lined with a non-newtonian fluid to help absorb the shock weapons, grenades, ammunition, flashlights, first aid kits, and of bludgeoning weapons. It is further reinforced to take more other items. damage than a standard leather jacket. It grants the wearer a +1 • Equipment Bonus The equipment bonus is the bonus to to Fortitude Saves made to resist the effects of cold weather. DEF a character gets if they are proficient in the armor, and Special Notes This armor protects the arms of the wearer, it has not run out of AP. The Equipment bonus only applies providing DR and Defense to all listed areas. to areas it protects. Stealthsuit A stealthsuit is a full bodysuit that is littered with • Maximum AGL Bonus The maximum AGL Bonus you can tiny LEDs and sensors that adapt to whatever is nearby. When a apply toward your defense, when wearing the armor. character wearing this armor stops moving for 1 round, the armor shifts and turns into colors that not only mirror the surrounding • Armor Penalty This penalty applies to the following skills if area, but compliment it as well. When this happens, the character the character isn’t proficient in the worn armor: Acrobatics, wearing the armor gains an immediate +15 Stealth bonus to the Athletics, Craft (All), Demolitions, Disable Device, Drive, character when trying not to be noticed. The armor can also be Perform, Pilot, Ride and Stealth. If a character is proficient in used to blend in in the open, causing a slight optical illusion and the armor, the penalty only applies to Athletics, Acrobatics, an appearance of invisibility. When the armor is worn normally, and Stealth. it grants a 15% Concealment bonus against all ranged attacks. • CP Loss How much the armor slows a character down Special Notes This armor protects the head, arms, legs, feet when worn. The character has to spend this amount of and hands of the wearer, providing DR and Defense to all listed Combat Points from their Combat Point pool before they areas. can move. Lightsuit This spacesuit is comprised of a thin, flexible light • Damage Reduction This is represented on how much material that protects against the vacuum and radiation of space, damage the armor negates, and what type of damage while still allowing for freedom of movement. It is fully sealed and is reduced. has a tank that can hold up to 12 hours of breathable oxygen. Special Notes If a character takes any damage wearing a – Sl Slashing | Pi Piercing | Bl Bludgeoning | Ba Ballistic lightsuit, it is depressurized and can no longer protect it’s wearer –F Fire | C Concussion | Pl Plasma from the environment. 23

13.2 Medium Armor for the plasma shields to recharge after a new coolant pack has been inserted. Light Powered Plasma Vest The Light Powered Plasma Vest Special Notes This armor protects the arms and hands of the is an armor system that derives its protection ability from the wearer, providing DR and Defense to all listed areas. This Armor same source that plasarms do, and as such, require cooling can accept a single set of Armor Plates. just as plasarms do. This system is a vest that has built in plasma emitters, that neutralize incoming plasma attacks, but Mobile Tank Unit The mobile tank unit is a set of armor with has diminished protection against other forms of damage, in built in servo motors that augment the strength of the user at order to save on weight. This armor can soak 40 points of the cost of mobility. This unit is heavily armored and used Plasma damage before it requires a new coolant pack. It takes 5 primarily to provide support to other units, accomplish amazing rounds for the plasma shields to recharge after a new coolant feats of strength, and even provide cover. This armor, when pack has been inserted. worn, increases the character’s effective STR score to 26 with all of the Ability Focus in strength placed in POW. This armor has 8 Charged Tactical Vest The new standard body armor for MOLLE slots and requires two coolant packs every four hours of police tactical units, this vest has been upgraded with a plasma operation it performs. defense system, allowing it to defend against plasma attacks as Special Notes This armor protects the head, arms, legs, feet well. This tactical gear is covered in MOLLE, which allows different and hands of the wearer, providing DR and Defense to all listed accessories to be mounted on to the user’s specifications. This areas. armor has 6 MOLLE slots and can soak 30 points of Plasma damage before it requires a new coolant pack. It takes 5 rounds Marine Spacesuit This spacesuit is an upgraded version of the for the plasma shields to recharge after a new coolant pack has standard spacesuit, built for military and police use. It protects been inserted. the user from the harmful radiation and vacuum of space. It is a full body suit that has its own life support system that negates HEM Tactical Vest This is the new standard in body armor any temperature effects, as well as an emergency 72 hour air for the military, given both a plasma defense system and a tank, a full sun visor, and a communication radio. Due to it’s bulk, Health and Environment Monitoring system that monitors the any character wearing this suit is only able to use Large or larger wearer’s current health as well as their environmental location firearms, taking a penalty on the attack roll equal to the armor and possible dangers. The HEM tactical vest also possesses three penalty. It also has mounts to mount and use any plasma, laser, auto-injectors that can be programmed to inject the wearer with or caseless firearm, taking a penalty to the attack equal to the any injectable substance when specific conditions are met. The Armor Penalty. This suit also has servos built into it, allowing it standard conditions are when a character hits 75% of their XHP to stand on its own with no force or strength required to wear for the first, 50% of their XHP for the second and when a character this armor. If a character has the Heavy Armor Proficiency feat, completely runs out of XHP for the third. This armor has 12 MOLLE the CP loss is reduced to 3. This armor has 12 MOLLE slots, and slots and can soak 20 points of Plasma damage before it requires can soak 60 points of plasma damage before it requires a new a new coolant pack. It takes 5 rounds for the plasma shields to coolant pack. It takes 5 rounds for the plasma shields to recharge recharge after a new coolant pack has been inserted. after a new coolant pack has been inserted. Special Notes This armor protects the head, arms, legs, feet and hands of the wearer, providing DR and Defense to all listed Standard Spacesuit This spacesuit is a full body spacesuit that areas. If a marine spacesuit loses all of it’s AP, it is depressurized protects a single person from the harmful radiation and vacuum and can no longer protect it’s wearer from the environment. of space. It has its own life support system that negates any temperature effects, as well as an emergency 48 hour air tank, a full sun visor, and a communication radio. Due to its bulk, any character wearing this suit is unable to use any kind of firearm, 13.4 Armor Plates plasarm, or lasarm. This armor can soak 5 points of Plasma damage before it requires a new coolant pack. It takes 5 rounds Carbon Nanotube Plates These plates are made from an for the plasma shields to recharge after a new coolant pack has extremely strong, extremely lightweight material and can be been inserted. used to provide lightweight, long lasting protection against some Special Notes This armor protects the head, arms, legs, feet ballistic threats. 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 Fluid Plates These are not plates in the truest sense, rather and can no longer protect it’s wearer from the environment. a semi-solid non-Newtonian fluid that absorbs shock, providing very good protection against blunt force trauma. 13.3 Heavy Armor Plasma Plates These plates consist of a plasma array that is Juggernaut This armor is a reconfiguring of the Forced Entry used to defend against Plasma damage. They, like all plasma Unit, for a primary threat of plasarms being the focus, as instead technology, require coolant packs in order to use, but provide to firearms. This tactical gear is covered in MOLLE, which allows decent protection against plasma. Can soak 20 points of Plasma different accessories to be mounted on to the user’s specifications. damage before requiring a coolant pack change. It takes 5 rounds This armor has 8 MOLLE slots and can soak 50 points of plasma for the plasma shields to recharge after a new coolant pack has damage before it requires a new coolant pack. It takes 5 rounds been inserted. 24

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 * 12 16 Brawler’s Jacket Lt.I +1 +8 −1 0 2/S 4/Bl 28 32 6 Stealthsuit Lt.T +2 +9 -1 0 2/S 1/P 20 19 50 2/BL 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 6/Ba 42* 150 44 HEM Tactical Vest Md.T +3 +2 −3 2 12/Pl 12/Ba 45* 150 44 Standard Spacesuit Md.T +0 +0 −6 7 12/Bl, Sl, 40* 3,200 100 Pi 6/Ba 5/F 1/Pl Juggernaut Armor Hv.T +5 +0 −6 4 12/Pl 4/Ba, 20* 280 65 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 *See description for details

Table 36: Armor

Plate Type CP Loss DR AP Wt Cost dulled. Microwire knives can not accept any upgrade on their Carbon Nanotube 0 10/Ba 50 16 30 contact. Fluid 0 12/Bl 40 20 10 Plasma 1 5/Pl * 32 15

Table 37: Armor Plates

13.5 Armor Upgrades ShokStick A baton with the added ability of shocking whatever is struck. On a successful hit the ShokStick deals 1d3 points of Strength Servos This upgrade fits the armor with servos that Electricity damage (do not add the character’s POW bonus for augment the wearer’s physical strength. Increases the armor’s the electric damage) and the target must make a Fortitude Save weight by 96 ounces and provides a +4 bonus to the wearer’s [TN10] or be paralyzed for 1d2 rounds. This weapon has the STR score. Any increase to the ability modifier is treated as going retractable melee weapon upgrade. towards POW. Uses one coolant pack every six hours of operation. Only medium or heavy tactical armor may use this upgrade.

Chill Integration This upgrade adds a chill diffuser to the armor. When the armor is worn it has the effect of a chill collar for the purpose of Polarans, and grants a +2 to Fortitude Saves made to SickStick A baton that, when struck against a creature, sends resist the effects of hot weather. vibrations to upset their GI tract causing nausea. On a successful hit the target must make a Fortitude Save [TN20] or be sickened Plate Type Cost for 1d4+1 rounds. This weapon has the retractable melee weapon Strength Servos 40 upgrade. Chill Integration 2

Table 38: Armor Upgrades

14 Weapons Weapon Damage Critical Type Sz Wt Cost Microwire Knife 1d4+6 14-18 S S 20 12 14.1 Simple Melee Weapons ShokStick 1d6 16-18 Bl S 24 6 Microwire Knife A knife that consists of a simple flat piece SickStick 1d6 16-18 Bl S 23 5 of metal that is lined on the edge with a thin, tightly drawn microwire making this knife extremely sharp and unable to be Table 39: Simple Melee Weapons 25

14.2 ‘‘Archaic’’ Melee Weapons 14.4 Plasma Blades

Proficiency Groups The Plasma blade is a weapon that consists of a hilt, usually between 12-18’’ in length, that projects a blade between 24-30’’ in Axes Microwire battle-axe, broadaxe, and hand axe length. They are very close related to the psion’s psiblade, even Combat Swords Microwire shortsword, bastard sword, going so far as to use most of the external parts, but internally broadsword, and longsword they are completely different weapons. The blade has no weight, making the entire weapon bottom heavy, and quite odd to use by someone not used to it. Microwire Axe & Sword These bear a strong resemblance When the plasma blade is inactive, it looks like a simple tube. to their medieval counterparts, but have been upgraded with When activated, the glowing blade springs forth from the emitter futuristic improvements, such as improved grip handles with a area, giving off a soft hum. soft rubber coating and the addition of a microwire to the edge Plasma blades have four major components: The case, the of the blade, increasing their effectiveness. Microwire Axes & emitter, the plasma energy core, and the cooling system. Swords can not accept any upgrade on their contact. The case is the largest part of the weapon, and is the piece that houses all of the other components. It is usually made of a durable metal, such as aluminum, steel, or titanium. It is ill advised to use anything but a resilient metal, due to the heat the plasma blade 14.3 Exotic Melee Weapons generates. The case holds the activation mechanism, which is usually a button or toggle, but can be a sliding plate, or sequence 14.3.1 Whip Sword of buttons (often incorporating a password for activation). The A sword that is connected with a wire that runs through various case also holds all of the upgrades performed on the plasma links that make up the sword, which can be retracted and extended blade. at will. A character may switch a whip sword’s form for 1 CP. The Emitter is where the plasma energy is emitted. The plasma blade draws from the power of the plasma energy core, focusing Sword Form When the whip sword is in this mode, it is the energy into a blade made of plasma. When the plasma blade considered a shortsword and gains any benefits that a shortsword is activated, it possesses a blade of plasma that glows a warm would gain from feats and abilities. blue, green, red, yellow, orange or violet. The color of the emitter is entirely dependent on the manufacturer. Whip Form When a whip sword is in this mode, it is considered The plasma energy core is the power source of the plasma a whip and gains any benefits that a whip would gain from feats blade, generating massive amounts of energy in a small space. and abilities. This is where the plasma blade draws its energy. Because of the heat, the plasma blade must have a fresh coolant pack installed in order to be used. If a plasma blade does not have a fresh 14.3.2 Microwire Chainsaw coolant pack, it will not function. The damage of a plasma blade This weapon is a shrunken down version of a chainsaw is determined by the wattage of the plasma energy core. exchanging the large, loud gasoline engine and big hooked teeth The coolant system is the system that cools down the plasma for a small electric motor with a microwire blade. This blade may core, keeping the plasma blade’s plasma core cool enough while also be used as a bayonet on any weapon with a bayonet lug. 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 its coolant pack before it becomes too hot to use. Any plasma blade that generates enough heat to meet or exceed its heat, Weapon Craft TN Mat Cost Time immediately shuts down unless a fresh coolant pack is put into Microwire Knife 18 9 3 days the plasma blade. The coolant cores are interchangeable with ShokStick 9 (Mech) 5 4 days any plasma weapon. 12 (Elec) Plasma Blades are special weapons themselves, and require the SickStick 9 (Mech) 4 5 days Plasma Blade Proficiency feat in order to use without a −4 attack 15 (Elec) penalty. Any character that has Archaic Weapon Proficiency Microwire Battle-axe 24 9 1 week (Combat Swords or Fencing Swords) can use a plasma blade at a Microwire Broadaxe 22 8 6 days −2 penalty instead. Plasma Blades can not be used to trip. Microwire Hand Axe 20 7 5 days Plasma Blades may be interfaced with various technologies. Microwire Shortsword 19 5 10 days Microwire Bastard Sword 22 7 11 days Plasma Blades should only be used with the Advanced Arms Microwire Broadsword 26 8 12 days Supplement book, as their existence and use heavily depends on Microwire Longsword 30 10 2 weeks the psiblade feat trees in order to be effective, and for plasma Whip Sword 25 13 1 week technology to exist in order for them to exist. Microwire Chainsaw 32 10 3 weeks All Plasma Blades deal Plasma damage. Glave 18 2 3 days

Table 42: Melee Weapon Crafting 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 12 Microwire Bastard Sword 2d6+6 15-18 Slashing L 80 20 Microwire Broadsword 1d6+6 13-18 Slashing M 96 20 Microwire Longsword 1d8+7 15-18 Slashing L 50 24

Table 40: ‘‘Archaic’’ Melee Weapons

Weapon Damage Critical Type Rng Sz Wt Cost Whip Sword 1d6 16-18 Slashing 15’ S 52 12 Microwire Chainsaw 2d6+8 16-18 Slashing — S 24 15

Table 41: Exotic Melee Weapons

14.4.1 Standard Hilt to Ballistic damage, provides +1 damage die of Piercing damage. The standard hilt plasma blade is a blade that has a completely straight hilt. Because of its weight, all attack actions are increased Comes with a tactical flashlight and three 18 round magazines. by +2 CP. LAPD 2019 Blaster A revolver that was issued to LAPD officers 14.4.2 Curved Hilt after complaints about criminals wearing new body armor that seemed to stop any handgun round. Because of its unpopularity A curved hilt plasma blade is a plasma blade with a case that (mostly due to it being built from a revolver), it was quickly has a slight curve to it, that allows for a faster, more precise strike replaced, though any officer who did like it could keep it with the at the cost of being harder to use to defend. A curved case plasma rest being unceremoniously dumped on the surplus market. The blade grants a +1 Attack Bonus, all attack actions are increased gun has two triggers, a forward one to control the 5.56 pistol and by +1 Combat Point, and all reactions, fighting defensively, and a rear trigger for normal Double Action pull. feinting actions are increased by +2 CP. Comes with one 3 round magazine This weapon receives a +2 to all stealth checks made to hide 14.5 Non Standard Ranged Weapons the weapon. This weapon is not affected by the error range that comes 14.5.1 Full Sized Handguns from using alternate forms of ammunition. Lawgiver Mk II A voice and interface activated handgun normally given to elite SWAT and Field units who have to work Samaritan A giant revolving hand-cannon chambered in 12 asymmetrically against crime and gang units. If anyone not gauge, constructed specifically for large creatures to be used coded into its system tries to use a Lawgiver, it will first shock the against large creatures. unauthorized user (3d4 Electricity damage) and a second attempt This weapon is not affected by the error range that comes within five minutes will cause the weapon to self-destruct (10d6 from using alternate forms of ammunition. Concussion damage, 5’ blast radius, and the hand is considered This weapon can take shotgun barrel upgrades to have extremity damage). The Lawgiver also has special firing modes and replenishes its powder stores when the magazine is Helsing Arms .454 A large handgun created to dispatch even replaced. The special firing modes will only function with FMJ/Lead the most hearty of vampires or otherworldly beasts. It is a firearm ammunition. built in a 1911 style, but heavily beefed up with a redesigned • Incendiary The bullet is coated with an incendiary powder magazine to allow for the loading of its large cartridge, the .454 that ignites on contact, granting +1 damage die of Fire Casull. Because of this, it must be used nearly two handed, as it damage. The Lawgiver has ten uses before the internal is entirely too large to be wielded by most people. storage is depleted. Comes with one 7 round magazine.

• Hi-EX The bullet is coated with an explosive powder that detonates on contact, granting +3 damage dice of Concussion damage. May only be in semi automatic mode. 14.5.2 Anti-material Rifles The Lawgiver has three uses before the internal storage is depleted. Railgun A railgun is a an electromagnetic projectile launcher, that uses magnets to fire a metal projectile accurately, at a long • AP The bullet is coated with an extremely dense powder, distance. are powered by a plasma core, and as such increasing the weight and penetrating power. When require a coolant pack to function. They use solid steel slugs fired attacking targets that are armored or have natural armor at an extreme speed, causing them to have devestating effects 27

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 43: Plasma Blades

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 FB 30’ DA L 60 50 0% L Helsing Arms .454 .454 Casull Box:7:5 FB 45’ SA M 130 70 0% L

Table 44: Full Size Handguns against targets. A rail gun can fire one shot per heat. A railgun into place. The completed cartridge might also contain a booster is equiupped with a fixed stock, a 30x telescopic scope, and a charge of powdered propellant, to, help ignite the body and bipod, and a single standard coolant pack. provide initial thrust to the bullet. Caseless rounds are limited by the fact that the cartridge body is primarily a propellant, and structural properties are secondary to the combustion properties. Because of this, caseless rounds are 14.5.3 Other Weapons prepackaged in magazines instead of sold in boxes, and come These weapons do not fit into any kind of current medium or packaged ready to use. Because of this, the magazines are made category, because of their unique nature. of low cost plastic, and made to be used once and then discarded. Caseless firearms come in three calibers, with their own Gas Operated Automatic Crossbow This crossbow is a copy damages. Magazine size is dependent on what kind of firearm is of the crossbow that has allegedly been passed down in the using it, and is noted in the chart below. Helsing family, updated for more modern means. It is a fully Caseless weapons are considered Personal Firearms and take automatic crossbow that can fire in both semi automatic, and fully all the benefits and penalties that personal firearms would take. automatic modes, by using a 25 round replaceable drum that has All firearms are ballistic damage weapons and have a critical a CO2 canister within the center. Despite being a crossbow, it uses the firearm rules for attacking and reloading, and can execute threat range of 16-18, unless otherwise noted. all attacks that a semi-automatic and fully automatic firearm can, but requires the Archaic Weapon Proficiency (Bows) in order to use without penalty. Damage Recoil Mod. Caliber Comes with three full 25 round bolt drums and a fixed stock. 1d12+3 -4 .28 Caseless 2d12+6 -5 .40 Caseless Zat’nik’tel The Zat’nik’tel, or Zat, as it’s more commonly called, 4d12+4 -8 .20 Hi-Velo Caseless 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 Table 47: Caseless Ammunition Damage deal electricity damage and the target must make a Fortitude Save [TN12] or be paralyzed for 2d3 rounds. All subsequent hits, while paralyzed, will continue the paralysis by 1d3 rounds. It runs Caliber Size Compatible Cost Wt on electricty, and must be charged after each use. Firearms .28 Caseless 12 M6 Series 1 WP for 4 7 M7 Series .28 Caseless 18 M6 Series 1 9 14.6 Caseless Firearms M7 Series Caseless ammunition is a type of small arms ammunition that .28 Caseless 35 M7 Series 1 WP for 2 11 eliminates the cartridge case that typically holds the , .40 Caseless 40 MB5 Series 1 WP for 2 12 propellant, and projectile together as a unit. Caseless ammunition .40 Caseless 65 MA5 Series 1 12 is an attempt to reduce the weight and cost of ammunition by MB5 Series dispensing with the case, which is typically precision made of MG10 Series brass or steel, as well as simplify the operation of repeating .40 Caseless 120 MA5 Series 2 18 firearms by eliminating the need to extract and eject the empty MG10 Series case after firing. .40 Caseless 300 MG10 Series 3 26 Modern caseless ammunition consists of a solid mass of .20 HV Caseless 5 MS9 Series 1 WP for 2 12 propellant, cast into shape to form the body of the cartridge, with cavities to accept the bullet and a primer which are glued Table 48: Caseless Magazines 28

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 45: Full Size Handguns

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

Table 46: Other Weapons

14.6.1 M6 Series M7S Integral Tactical Flashlight, a Vertical Foregrip, an Integral Lv2 Suppressor, and an Integral Stock. The M6 Series of handgun is a double stack, semi automatic handgun that is in current use by NATO as their standard sidearm. The A and B series have black and satin stainless 14.6.3 MA5 Series steel finishes, respectfully, and are often given to officers, and auxiliary crewmen. The United States Marine Corps uses the M6C, a magnum style handgun with an extended barrel for more range The MA5 series is a series of rifles that has been adopted by out of the .28 Caseless round. All M6 Series handguns can be NATO as the standard fighting rifle, that is issued to infantry, It interfaced with various technologies. Other series exist, including is chambered for .40 Caseless and is configured in a bullpup a pistol carbine variant, an integrally suppressed variant, and style. Generally, this weapon possesses semi-automatic and even a select fire variant with a detachable stock. All M6 variants full automatic rates of fire, but a semi-automatic only model is are considered handguns unless noted otherwise. produced for civilian sale and use. There are other variants that have a 12 gauge shotgun or a 40mm grenade launcher already integrated into the rifle. All MA5 Series Assault Rifles can be M6A/M6B Integral Tactical Flashlight. interfaced with various technologies. All MA5 series assault rifles are considered Assault Rifles, unless noted otherwise. M6C Integral Tactical Flashlight. MA5A Integral Tactical Flashlight and an Integral Fixed Stock. M6I Integral Tactical Flashlight and Detachable Stock. MA5C Integral Tactical Flashlight and an Integral Fixed Stock. M6S Integral Tactical Flashlight and Integral Lv. 2 Suppressor. MA5G This firearm has an integral 40x46mm single shot Grenade launcher with a range increment of 40’ Integral Tactical Flashlight, an Integral 40x46mm Grenade Launcher, and an Integral Fixed Stock. 14.6.2 M7 Series MA5K This firearm is considered a Carbine Rifle The M7 Series of Submachine guns is a double stack, that is in Integral Tactical Flashlight and an Integral Fixed Stock. current use by NATO as their primary weapon issued to troops in auxiliary positions, such as tank crews and helicopter pilots. MA5S Integral Tactical Flashlight, an Integral Lv. 3 Suppressor, Chambered for .28 Caseless, it shares ammunition and possibly and an Integral Fixed Stock. magazines with the M6 series of handguns, depending on the magazine size. All M7 Series SMGs can be interfaced with various MA5T This firearm has an integral 12 gauge semi-automatic technologies. All M7 Variants are considered SMGs, unless noted shotgun that has an internal magazine of 3, and a range increment otherwise. of 25’ Integral Tactical Flashlight, an Integral Shotgun, and an Integral M7A Integral Tactical Flashlight, a Vertical Foregrip, and a Fixed Fixed Stock. Stock.

M7B Integral Tactical Flashlight, a Vertical Foregrip, and an 14.6.4 MB5 Series Integral Stock.

The MB5 series is a recent development stemming from what M7C Integral Tactical Flashlight, Foregrip, and a Fixed Stock. was learned when the MA5 was fielded. Like its counterpart, it is also chambered for .40 Caseless and is configured for bullpup M7K Integral Tactical Flashlight and a Vertical Foregrip. style. Unlike its counterpart, it replaces the full auto mode for a 3 29

Weapon Caliber Upg Rng RoF Sz Wt Cost Err Restr. M6A/M6B .28 Caseless F B 1T 30’ PA S 32 25 0% L M6C .28 Caseless F B 1T 40’ PA S 40 30 0% L M6I .28 Caseless F B 1T 30’ PA/3RB S 45 35 0% M&P M6S .28 Caseless F 1T 30’ PA S 42 32 0% R

Table 49: Caseless Handguns

Weapon Caliber Upg Rng RoF Sz W Cost Err Restr M7A .28 Caseless F B O 2T 30’ CB: SL/Auto L 48 38 0% M&P M7B .28 Caseless F B O 2T 30’ CB: SL/Auto M/L 48 38 0% M&P M7C .28 Caseless F B O 3T 30’ CB: SL L 48 28 0% L M7K .28 Caseless FBO 30’ CB: SL/Auto M 40 42 0% M&P M7S .28 Caseless F O 2T 30’ CB: SL/Auto M/L 48 38 0% M&P

Table 50: Caseless SMGs round burst as standard, and includes an Advanced Combat Sight MS9A 10-22× Adjustable Telescopic Sight, a Bipod, a Match in place of a changeable optic rail, as well as a redesigning of the Barrel, and an Ergonomic Stock. barrel to increase its effective range. All MB5 Series Battle Rifles can be interfaced with various technologies, and are considered Battle Rifles, unless noted otherwise. MS9K This firearm is considered a Designated Marksman Rifle. 8× Telescopic Sight, a Match Barrel, and an Ergonomic Stock. MB5A Integral Tactical Flashlight, an Integral Advanced Combat Sight, and an Integral Fixed Stock. MS9N 9× Day/Night Sight, a Bipod, a Match Barrel, and an Ergonomic Stock. MB5C Integral Tactical Flashlight, an Integral Advanced Combat Sight, and an Integral Fixed Stock. MS9T 3× Thermal Sight, a Bipod, a Match Barrel, and an MB5G This firearm has an integral 40x46mm single shot Ergonomic Stock. Grenade launcher with a range increment of 40’ Integral Tactical Flashlight, an Integral 40×46mm Grenade Launcher, an Integral Advanced Combat Sight, and an Integral MS9S 10-22× Adjustable Telescopic Sight, a Bipod, a Match Fixed Stock. Barrel, an Integral Lv. 5 Suppressor, and an Ergonomic Stock.

MB5K This firearm is considered a carbine rifle Integral Tactical Flashlight, an Integral Advanced Combat Sight, and an Integral Fixed Stock. 14.6.6 MG10 Series MB5S Integral Tactical Flashlight, an Integral Advanced Combat Sight, an Integral Lv. 3 Suppressor, and an Integral Fixed Stock. The MG10 Series is a series of light machineguns, chambered in .40 Caseless that fufill the role of Squad Automatic Weapon for the NATO forces. A weapon with a high rate of fire, and high magazine capacity, it is usually issued to support members to 14.6.5 MS9 Series provide cover fire, as well as a force multiplier. A weapon of odd note in that the United States Marine Corps, instead of issuing The MS9 series is a set of sniper rifles that use the specially made MA5 or MBA Series rifles, instead issues this LMG as their main .20 Hyper Velocity caseless round. This round is an extremely fighting weapon (at least officially) because of its high magazine, light round, moving at extreme speeds to tear holes in armor, and backwards capability with MA5 and MB5 magazines. personnel, and material components, from long distances. This Rifle series is used by NATO, issued to those who have successfully completed Scout-Sniper school, and is used primarily to engage MG10A All MG10A come with a heavy ported barrel, a buffer targets at distances that an assault or battle rifle would have stock, and a buttpad. issues engaging at. All MS9 Series Sniper rifles are equipped with a telescopic sight and no type of iron sights. All Sniper rifles here with their range listed is with the attached telescopic MG10S All MG10S come with a heavy barrel, an integral Lv. 3 sights. All MS9 Series Sniper Rifles can be interfaced with various suppressor, a buffer stock, and a buttpad. technologies. All Sniper Rifles are considered Anti-materiel rifles, unless noted otherwise. 30

Weapon Caliber Upg Rng RoF Sz Wt Cost Err Restr MA5A .40 Caseless F B O 3T 60’ SL/Auto L 130 50 0% M&P MA5C .40 Caseless F B O 3T 60’ SL L 130 30 0% L MA5G .40 Caseless F B O 2T 60’ SL/Auto L 170 80 0% M&P MA5K .40 Caseless F B O 3T 45’ SL/Auto L 80 55 0% M&P MA5S .40 Caseless F O 3T 60’ SL/Auto L 140 65 0% M&P MA5T .40 Caseless F B O 2T 60’ SL L 164 60 0% M&P

Table 51: Caseless Assault Rifles

Weapon Caliber Upg Rng RoF Sz Wt Cost Err Restr MB5A .40 Caseless F B 3T 85’ SL/3RB L 140 60 0% M&P MB5C .40 Caseless F B 3T 85’ SL L 140 40 0% L MB5G .40 Caseless F B 3T 85’ SL/3RB L 140 95 0% M&P MB5K .40 Caseless F B O 3T 65’ SL/3RB L 92 55 0% M&P MB5S .40 Caseless F O 3T 85’ SL/3RB L 155 75 0% M&P

Table 52: 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 MS9K .20 HV Caseless F B O 1T 140’ SL L 190 90 0% L MS9N .20 HV Caseless F B O 1T 200’ SL H 250 320 0% L MS9T .20 HV Caseless F B O 1T 125’ SL H 240 450 0% L MS9S .20 HV Caseless F O 1T 200’ - 300’ SL H 260 160 0% L

Table 53: Caseless Sniper Rifles

Weapon Caliber Upg Rng RoF Sz Wt Cost Err Restr. MG10A .40 Caseless F O 1T 100’ SL/Auto L 200 70 0% M&P MG10S .40 Caseless F O 1T 100’ SL/Auto L 200 130 0% M&P

Table 54: Caseless Light Machine Guns 31

14.7 Plasma Arms All plasarms are plasma damage weapons and have a critical threat range of 16-18, unless otherwise noted. While the NATO Region was focusing on caseless firearms, the All plasarms when purchased have a single standard cooling former Warsaw Pact nations began to shift their warfare towards pack installed. directed energy weapons: guns that fired bolts of superheated Plasarms with the semi-automatic firing mode can perform plasma at a target, burning a hole in any traditional style armor Potshot attacks, and Double-Tap Attacks. the target may be wearing. Because of their plasma energy core, these weapons generate significant ammounts of head that must 14.7.1 Plasma Damage be cooled efficiently and constantly. The cooling issue was solved by introducing a cooling pack into With plasma weapons comes a new damage: Plasma Damage. the main plasma core of the weapon, that can be ejected when it This damage type represents a searing hot ball of plasma fired at is too hot, and replaced with a fresh one. The core of the cooling an individual. It is not affected by any current Damage Resistances, core is a refrigerant gel that surrounds a liquid nitrogen core. unless specifically noted. The coolant cores are interchangeable with any plasma weapons, Plasma Damage can not cause bleeding and performs critical and can be reused if they are allowed to cool for 24 hours, or damage just as any other weapon does. 4 hours, if they are submerged in a specially made chiller. A Damage Wattage Category plasarm’s number of shots is dependent on its Heat, which is how much heat it can transfer into its coolant pack before it becomes 1d8−2 10 kW 1st too hot to use. Any plasarm that generates enough heat to meet 1d8 15 kW 2nd or exceed its Heat immediately shuts down unless a fresh coolant 1d8+1 25 kW 3rd pack is put into the plasarm, similar to how a magazine works in 2d8 35 kW 4th a firearm. 2d8+1 40 kW 5th Plasma weapons behave unlike any kind of firearm, allowing 2d8+2 45 kW 6th them to be used in ways unlike a normal firearm. Plasma arms 3d8 50 kW 7th can be charged, where the energy is released but the containment 3d8+2 65 kW 8th field for the emitter is kept on intentionally, causing the plasma 3d8+3 75 kW 9th to stew and grow hotter, before being released for a devastating 4d8 90 kW 10th attack against a single target, but generate far more heat than a 4d8+2 100 kW 11th single shot would. Charging a plasma weapon too long will cause 4d8+4 120 kW 12th it to engage a failsafe and shut down for 5 minutes, while the 5d8 135 kW 13th weapon reboots, recalibrates, and checks its coolant stores. 5d8+3 165 kW 14th Plasma weapons, if the mode exists for the model, can be set 6d8+2 180 kW 15th to pulse, that works similarly to a firearm’s burst fire setting, as 7d8+1 200 kW 16th well as a bounce shot, that allows a user to bounce the plasma off of a wall and attack characters around corners. Plasma weapons Table 55: Damage by Wattage also can be used to fire a continuous stream of plasma, coating a nearby area in superheated plasma that is unable to be avoided, 14.7.2 Plasma Handguns as well as be used to instead firing a large bolt of plasma energy to cover a large area with energy. Plasma Handguns are small, concealable plasarms that provide Plasma weapons are built differently from standard firearm. security and firepower in a small package. They are kept by a The major difference is that plasma weapons lack barrels, they large number of people, for security, protection, or for firepower instead they have emitters, that glow a warm blue, green, red, when a larger plasarm would be too bulky and too cumbersome. yellow, orange or violet when not in use and fire bolts of plasma Plasma handguns usually have a single emitter, that provides all of the same color as their emitter. The color of the emitter is of the plasma energy for the shots. As size was a major factor, entirely dependent on the manufacturer, and varies from place the Heat is some of the lowest of the plasarms, sacrificing good to place. Plasma weapons don’t have stock upgrades, as the heat transfer for size. All plasma handguns can be interfaced with stock is built into the plasarm. A plasarm can accept three emitter various technologies. upgrades and six frame upgrades. Plasarms can, however, fit and use the same kinds of holsters, slings, and other outward tactical equipment. Plasma Emitting Pistol-08 Permanent Glow Emitter Because they are sensitive pieces of technology, as opposed to firearm counterparts, they can not be used to pistol whip or Plasma Emitting Pistol-17 Permanent Glow Emitter and a rifle butt and any attempt to do so will immediately cause the Bounce Emitter plasarm to become damaged and require repairs. Like all great discoveries, it was discovered that an activated Plasma Emitting Pistol-20 Permanent Glow Emitter psiblade or plasmablade has the ability to deflect plasma fire and with practice, a psibladist can even aim the deflected blast, Plasma Emitting Pistol-22 Permanent Glow Emitter, A Charge but training to do this is something very few psibladists actually Emitter and 1 Spare Standard Coolant Pack attempt because of the danger involved. Plasarms require the Personal Plasmas Proficiency to use Plasma Emitting Pistol-25 Permanent Glow Emitter, a Stun without a −4 attack penalty, and to change out coolant packs. Emitter, and 2 spare Standard Coolant Packs 32

Plasma Emitting Pistol-28 Permanent Glow Emitter, a Charge Plasma Rifle-103 Permanent Glow Emitter, a Pulse Emitter, a Emitter, and 2 spare Standard Coolant Packs Wave Emitter, a Patrol Sling, and 3 spare Standard Coolant Packs.

Plasma Emitting Pistol-30 Permanent Glow Emitter, a Charge Plasma Rifle-105 Permanent Glow Emitter, a Pulse Emitter, a Emitter and a Bounce Emitter, and 1 spare Standard Coolant Pack Bounce Emitter, a Patrol Sling, and 3 spare Standard Coolant Packs. Plasma Emitting Pistol-34 Permanent Glow Emitter,a Grid Emitter, and 1 spare Standard Coolant Pack Plasma Rifle-115 Permanent Glow Emitter, a Pulse Emitter, an Arc Emitter, a Patrol Sling, and 3 spare Standard Coolant Packs. Plasma Emitting Pistol-40 Permanent Glow Emitter, and 1 spare Standard Coolant Packs Plasma Rifle-120 Permanent Glow Emitter, a Pulse Emitter, a Patrol Sling, and 3 spare Standard Coolant Packs.

14.7.3 Plasma SMGs 14.7.5 Plasma Sniper Rifles Plasma SMGs are built under the notion that more firepower is better. Unlike plasma handguns that function from a single emitter, Plasma sniper rifles are focused on distance rather than rapid plasma SMGs instead have dual emitters, either stacked one atop fire. Because of this, they maximize heat absorption and Heat another or set side by side to provide much more rapid fire to offset the heat generated from the longer shots. They also without overheating nearly as fast. They are still more focused come standard with sights, that increase their effective range. All on firepower, and lack the range or Wattage of a plasma rifle. All plasma sniper rifles can be interfaced with various technologies. plasma SMGs can be interfaced with various technologies. Precise Plasma Rifle-118 Extended Range Emitter, a Charge Automatic Plasma Emitting Weapon-26 Permanent Glow Emitter, a 10× Telescopic Sight, a Patrol Sling, and 3 spare Emitter, a Pulse Emitter, a Charge Emitter, a Grid Emitter, a Patrol standard coolant packs. Sling, and 1 spare Standard Coolant Pack

Automatic Plasma Emitting Weapon-29 Pulse Emitter, a Patrol Sling, and 2 spare Standard Coolant Packs. 14.8 Laser arms With NATO working on caseless firearms, and the former Automatic Plasma Emitting Weapon-30 Grid Emitter, a Patrol Warsaw Pact looking to plasma weaponry, the Pan Asian Sling, and 2 spare Standard Coolant Packs. community took to laser arms. Using technology bought and borrowed from the former Warsaw Pact, they have taken their Automatic Plasma Emitting Weapon-34 Pulse Emitter, a own spin to directed energy weapons: lasers. Lasers have the Patrol Sling, and 2 spare Standard Coolant Packs. benefit of also defeating traditional style armor, with the added benefit of not being able to be deflected by psiblades. Like Automatic Plasma Emitting Weapon-36 Pulse Emitter, a plasarms, the plasma energy core they have has the downside Patrol Sling, and 2 spare Standard Coolant Packs. of generating a significant amount of heat when fired and must be cooled efficiently and constantly. Laser arms generate more energy than their plasma counterparts, but as such, require more cooling. Lasarms also have the downside of being closer ranged, 14.7.4 Plasma Rifles where the power of the shot will be depreciated as the range increases. Lasarms use the same cooling technology that plasarms use, Plasma rifles make up the bulk of most plasma weapons produced, and suffers the exact same limitations as plasarms in this manner. and are by far the most well represented of the plasarms. Plasma The coolant packs are interchangeable with any laser weapon, rifles boast very good Heat, impressive range, and a wide array and can be reused if they are allowed to cool for 24 hours, or of features and points for upgrades. They trade all this off 4 hours, if they are submerged in a specially made chiller. A for the inability to be concealed, which is usually not a major lasarm’s number of shots is dependent on its Heat, which is how factor in most instances. All plasma rifles can be interfaced with much heat it can transfer into its coolant pack before it becomes various technologies. For the purpose of Feats, Plasma Rifles are too hot to use. Any lasarm that generates enough heat to meet or considered Assault Rifles. exceed its Heat, immediately shuts down unless a fresh coolant pack is put into the lasarm, similar to how a magazine works in Plasma Rifle-100 Permanent Glow Emitter, a Pulse Emitter, a a firearm. Wave Emitter, a Patrol Sling, and 3 spare Standard Coolant Packs. Laser arms can be charged by storing energy in a built in capacitor before released for a devastating attack against a Plasma Rifle-101 Permanent Glow Emitter, a Pulse Emitter, a single target, but generate far more heat than a single shot would. Bounce Emitter, a Patrol Sling, and 3 spare Standard Coolant Charging a laser weapon too long will cause it to engage a Packs. failsafe and shut down for 5 minutes, while the weapon reboots, 33

Weapon Wattage Heat Upg Rng ToF Sz Wt Cost Restr PEP-08 10 kW 10 FE 20’ Semi T 9 7 L PEP-17 35 kW 9 FE 25’ Semi/Bounce T 12 26 L PEP-20 15 kW 5 FE 30’ Semi T 10 14 L PEP-22 25 kW 12 FE 30’ Semi/Charge S 13 18 L PEP-25 35 kW 16 F E 1T 40’ Semi/Stun S 18 22 L PEP-28 35 kW 22 FE 40’ Semi/Charge S 20 30 L PEP-30 35 kW 19 FE 40’ Semi/Charge/Bounce M 20 36 L PEP-34 25 kW 18 F E 1T 35’ Semi/Charge/Grid M 20 36 L PEP-40 25 kW 18 FE 45’ Semi/Charge M 24 21 L

Table 56: 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 APEW-29 35 kW 30 F E 1T 45’ Semi/Pulse M 30 20 M&P APEW-30 35 kW 30 F E 1T 40’ Semi/Grid M 30 20 M&P APEW-34 25 kW 32 FE 45’ Semi/Pulse M 30 14 M&P APEW-36 25 kW 38 FE 55’ Semi L 40 29 L

Table 57: 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 PR-101 65 kW 45 F E O 5T 75’ Semi/Pulse/Bounce L 42 35 M&P PR-103 45 kW 65 F E O 5T 75’ Semi/Pulse/Wave L 42 32 M&P PR-105 45 kW 65 F E O 5T 75’ Semi/Pulse/Bounce L 42 32 M&P PR-115 65 kW 45 F E O 5T 75’ Semi/Pulse L 42 37 M&P PR-120 100 kW 10 F E O 5T 65’ Semi/Pulse L 46 49 M&P

Table 58: 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

Table 59: Plasma Sniper Rifles 34 recalibrates, and checks its coolant stores. Laser weapons can the farther the target is. Beamcasters make up the bulk of laser also be set to pulse, that works similarly to a firearm’s burst fire weapons produced. They boast very good Heat, and extremely setting. powerful wattage output, and a wide array of features and points Laser weapons, like plasma weapons also are built differently for upgrades. All beamcasters can be interfaced with various from standard firearms, also lacking barrels instead possessing technologies. For the purpose of Feats and rules, Beamcasters emitters. The emitter are usually red, green, or blue, and will give are considered shotguns. a bright flash of the color from the muzzle, when fired. Laser weapons don’t have stock upgrades, as the stock is built into Type 36 BC-MKI Pulse emitter, Focus emitter, Patrol sling, and the lasarm. A lasarm can accept two emitter upgrades and four 3 spare standard coolant packs. frame upgrades. Lasarms, can, however fit and use the same kinds of holsters, slings, and other outward tactical equipment. Type 36 BC-MKII Pulse emitter, Scour emitter, Patrol sling, and Because they are sensitive pieces of technology, as opposed 3 spare standard coolant packs. to firearm counterparts, they can not be used to pistol whip or rifle butt and any attempt to do so will immediately cause the Type 38 BC Pulse emitter, Scour emitter, Patrol sling, and 1 lasarm to become damaged and require repairs. spare standard coolant packs. Lasarms require the Personal Plasmas Proficiency feat to use without a −4 attack penalty and to change out coolant packs. All lasarms are plasma damage weapons and have a critical threat range of 16-18, unless otherwise noted. 14.8.3 Explosive Lased Media Gun Lasarms function like shotguns using shot, in that the range increment gives a penalty to both ranged attack rolls and damage rolls. The Explosive Lased Media (ELM) gun is a lasarm that fires a Lasarms with the Single firing mode can perform Potshot large ordnance of a laser at a target, or an area, superheating attacks. the target and causing a large explosion in a 10’ radius of the target or area hit. Because of how they fire, they have terrible 14.8.1 Laser Handguns Heat, mostly made to be a single shot, large area weapon, their Heat are the worst of any lasarms. To compensate for the lack of Heat they have some of the highest wattage output of any lasarm. Laser handguns are small, concealable lasarms that provide All ELM guns can be interfaced with various technologies. For the security and firepower in a small package. They are kept by a purpose of feats and rules, ELM guns are considered grenade large number of people, for security, protection, or for firepower launchers. when a larger lasarm would be too bulky and too cumbersome. Laser handguns usually have a single emitter, that provides all Type 01 ELM The Type 01 ELM is the standalone version of of the plasma energy for the shots. As size was a major factor, the ELM gun. the Heat is some of the lowest of the lasarms, sacrificing good Patrol sling and 3 spare standard coolant packs. heat transfer for size. All lasarms handguns can be interfaced with various technologies. Type 02 ELM The Type 02 ELM is a reduced size ELM gun made for mounting on any ranged weapon with a tactical rail. Type 07 LP 1 spare standard Coolant pack. 3 spare standard coolant packs.

Type 09 LP 1 spare standard Coolant pack.

Type 13 LP 2 spare standard coolant packs. 14.9 Non-ballistic Ranged Weapons 14.9.1 Chem Spray Type 14 LP Focus emitter and 2 spare standard coolant packs Chem spray bears a very similar appearance to pepper spray and other chemical irritants, but with a much more deadly truth: Type 15 LP Focus emitter and 2 spare standard coolant packs They contain lethal chemicals as opposed to non-lethal, but painful irritants. To use chem spray, make a ranged touch attack against Type 16 LP 2 spare standard coolant packs the target. Chem spray is limited to 5 range increments.

14.8.2 Beamcasters 14.10 Thrown Weapons 14.10.1 Glave Beamcasters are the bulk of the laser weapon arsenal. While laser pistols function similarly like their firearm and plasma A Glave is a throwable weapon not unlike a throwing star that counterparts, beamcasters instead are used more like shotguns, possesses the ability to return to its thrower after it strikes a than rifles. They cast a large, powerful laser at a target, that is target. Glaves require the Exotic Melee Weapons Proficiency feat more pointed, than aimed. The downside is, like all laser weapons, in order to be used without a −4 attack penalty. Glaves can be their power depreciates with their range, causing less damage embedded. 35

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

Table 60: 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 Type 36 BC-MkII 90 kW 40 F E O 5T 60’ Single/Pulse/Scour L 42 63 M&P Type 38 BC 65 kW 26 F E 1T 55’ Single/Pulse/Scour M 30 30 M&P

Table 61: 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 Type 02 ELM 135 kW 1 — 60’ Single S 60 80 M&P

Table 62: ELM Guns

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 63: 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 64: Glave 36

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 Save [TN12] 14.10.2 Razorpuck 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 range except the square where the razor puck was thrown. Any Cold This pellet, filled with compressed CO2, is more useful for creature caught in the center of the razorpuck’s area must make putting out quick fires than actually freezing anything, but will a Reflex Save [TN18] or be tripped. The razor puck is a thrown provide Cold damage regardless. weapon, and performs similarly to a grenade. It can be wound up again using the provided allen wrench and reused. It takes Acid This pellet is filled with a concentrated acid used to burn 10 CP to wind a razorpuck. A Razorpuck may be created with a quick holes in metal, wood, or plastic. 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, including the dark-vision ability granted by night vision goggles. Anyone within the area 14.10.3 Spinfusor has total concealment (attacks suffer a 50% miss chance, and A Spinfusor is a purpose built crossbow that fires handheld the attacker can’t use sight to locate the target). It disperses after circular saw blades. Prior to launching them, there is a small one round. motor that spins the blade for stability and effectiveness before being fired. Blades cost 2 WP each. All damage done by the Sticky This pellet is filled with a thick, sticky mist that, when it Spinfusor is Slashing. The Spinfusor is considered a Crossbow hits air, immediately covers the ground in a sticky substance that and requires the Archaic Weapon Proficiency (Bows) to use without makes the area harder to move through. Any creature moving penalty. Building a Spinfusor costs 20 WP and requires a Craft through the terrain must make a successful Reflex Save [TN15] (Mechanical) check [TN19]. or be stuck to the terrain for that round. It disperses after one round. 14.10.4 RPC M1B

The Rocket Propelled Chainsaw is an anti-personnel weapon, Slippery This pellet is filled with a friction reduction mist that, that combines the shredding devastation of a chainsaw with the when it hits the air, immediately covers the ground in a slippery range of a rocket-delivered weapon. The RPC has a maximum substance that makes the area hard to move through. Any of 5 range increments. All damage done by the RPC is Slashing. creature moving through the terrain must make a successful Unlike most of the weapons listed ,an RPC M1B can not be bought, Reflex Save [TN15] or be knocked prone. It disperses after one but instead must be built, with Craft (Mechanical) check [TN30]. round. Each rocket must also be built, and has a Craft (Mechanical) check [TN15], with a raw material cost of 9 WP per rocket.

14.10.6 Grenades

14.10.5 Pellets Plasma A plasma grenade is the end result of a plasarm not shutting down and all of the failsafes failing to activate. This A pellet is a small plastic capsule filled with a substance that is grenade is specifically built to have the tiny fusion core go critical activated by air. When a pellet is thrown down against the ground and explode. The grenade, when activated and thrown, will or against a surface, it releases its contents, that instantly react immediately stick to whatever it is thrown to, and because of with the air around it giving a short, but sudden effect. Pellets such, it is highly recommended that this grenade not be cooked come in packs of six. off, instead ignited and immediately thrown at its intended target. Once a target is stuck, it cannot be unstuck. Tear Gas This pellet is filled with a fine OC powder, that when broken, covers the entire blast radius in the irritant powder. Any Plasma Pulser A plasma pulser is a small disc that, when target caught in the cloud of tear gas must make a Fortitude Save thrown, creates an area of denial to anyone that steps in the area, [TN14] or be blinded and stunned for 1 round. A gas mask renders or is in the area when the plasma pulser activates. Anyone that the target immune to the effects, and a wet cloth held over the steps into the area immediately takes damage (no Reflex Save) eyes, nose, and mouth provides a +2 to the Fortitude Save. It for every 5’ they move through the area. The plasma pulser last disperses after one round. for 1d4+1 rounds before it runs out of energy. 37

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

Table 65: Razorpuck

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

Table 66: Home-made Ranged Weapons

EMP This Grenade was made to combat the more technological Taser A taser grenade is a weighted grenade that fires two weapons that exist, to disable equipment without damaging it. loops of wire in a circle from it, that then sends out pulses of When Released, all technology that uses electricity, including electricity to disable all those caught in its blast. All targets caught caseless firearms and plasarms, are immediately disabled until in the blast radius take 1d4 Electricity damage and must make they can be repaired (Craft (Electronic) [TN20], Complex). a Fortitude Save [TN14] or be paralyzed for 1d6 rounds. A taser grenade may be created with a Craft (Mechanical) check [TN22]. Acid This grenade is an evolution of a simple thrown beaker filled with acid, prepackaged and encapsulated in a sturdier case Foam A Foam grenade releases a blast of quick acting foam, and shell, also making it easier to carry around. When thrown, it that seals up and hardens once it hits open air. Any creature explodes like a normal grenade, throwing acid in the blast radius, caught in the foam blast radius is immediately stuck in that square, covering whoever was hit with concentrated acid. and cannot move. The creature can spend 10 CP to make an Athletics check [TN20] or an Acrobatics [TN25] check to free themselves, gaining a +3 on the check if they have a small or Cryo This grenade is a pressurized capsule of liquid nitrogen, smaller Slashing melee weapon in their hands. The Foam Grenade that encapsulates a standard grenade fuse. When this grenade also creates a foam barrier that takes 5 CP per square to break explodes, it flings the liquid nitrogen, freezing everything in its blast through with any Slashing melee weapon. radius. Any creature caught in the blast must make a Fortitude Save [TN16] or take 3d6 Cold damage, with heavy clothing being able to modify the bonus/penalties as if the 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 15 Weapon Upgrades to move across. 15.1 Melee Weapon Upgrade—Vibro Shield This grenade, when thrown, generates a force field shield This upgrade refits the contact of the weapon with a vibrator for 1d3+1 rounds, that protects against 40 points of Plasma, Ballistic, that is used to agitate whatever the contact touches making Fire, and Cold damage. When the shield takes 40 points of slashing weapons much more dangerous. This upgrade adds a damage from any of these combined damages, it immediately single damage die to the weapon’s damage. disappears. This shield does not protect against Acid, Piercing, Slashing, Concussion, Bludgeoning, or Non-lethal damage. The shield does not also deny anyone the ability to step into the area Upgrade Available for Loc Cost Time Wt Restr nor does it protect any of the listed damages if the damage comes Vibro Any Slashing C 25% 3 days 8 None from within the shield: it only prevents anyone out of the shield Weapon from damaging someone on the inside of the shield with the listed damages. Table 69: Melee Weapon Upgrade

Sonic A sonic grenade is a small ball with a keypad of six 15.2 Plasma Blade Upgrades buttons, that when activated, creates a high pitched tone that irritates and confuses all those caught in its blast. When this Plasma blades can only have upgrades located on their handle, grenade is activated, everyone caught in the blast radius must but they can accept up to three upgrades. The upgrades listed immediately make a Will Save [TN20] to avoid being stunned for below are for plasma blades only, and can not be used for any 1d4 rounds. This grenade is reusable, if the character knows the other weapon. password to deactivate it. 15.2.1 Belt Clip Digital This grenade is a retrofitted fragmentation grenade This upgrade attaches a simple, but durable metal clip to the equipped with a digital timer that allows it to be set for a plasma blade, that allows it to be worn on a belt. It is considered predetermined amount of time to go off from as short as 1 round holstered when it is clipped on a belt. This upgrade is not available after it is thrown up to 10 rounds. Any target caught in the blast for double bladed psiblades.This upgrade does not use an upgrade must make a Fortitude Save [TN17] or be knocked prone. slot. 38

Weapon Damage Type Blast Rng Size Wt Cost Restr Tear Gas See text — 10’ 10’ F 2 2 L Explosive 1d6+1 Concussion 5’ 10’ F 2 3 M&P Fire 1 Fire 5’ 10’ F 2 1 L Cold 1 Cold 5’ 10’ F 2 2 L Acid 1d2 Acid 5’ 10’ F 2 3 R Smoke See text — 10’ 10’ F 2 1 None Sticky — — 5’ 10’ F 2 1 None Slippery — — 5’ 10’ F 2 1 None

Table 67: Pellets

Weapon Damage Type Blast Rng Sz Wt Cost Restr Plasma 4d8 Plasma 10’ 10’ T 8 5 M&P Plasma Pulser 1d6 Plasma 10’ 10’ T 12 7 M&P EMP See text See text 20’ 10’ T 10 6 R Acid 8d6 Acid 10’ 10’ T 12 5 R Cryo See text Cold 10’ 10’ T 10 8 M&P Shield See text — 10’ 10’ T 10 9 None Sonic See text — 25’ 10’ T 8 3 None Digital 5d6 Slashing 10’ 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 68: Grenades

15.2.2 Colored Emitter 15.2.6 Fingerprint Activator This upgrade changes the emitter on a plasma blade to any This upgrade replaces the button activator with a fingerprint color. The user may select any color possible by entering the scanner on the hilt of the plasma blade. In order to activate the RGB values, and can even alternate it based on things such as plasma blade, the user places their finger on the reader, and the time, any interfaced value (current CHP for example), or even blade reads the print of the user. If the fingerprint is recognized, have the color be selected at random. This is purely an aesthetic the plasma blade activates. Up to 3 sets of fingerprints may be change and does not affect any attack types, damages, or other stored in the plasma blade. A plasma blade may only have one functions of the plasma blade. activator upgrade at a time. This increases the plasma blade activation time by 1 CP. 15.2.3 Composite The weapon is upgraded with non-ferrous materials, which allow a character to slip it through metal detecting devices. It 15.2.7 Password Activator grants a +10 Stealth check against metal detectors, but only for the part upgraded. This upgrade replaces the button activator with six smaller buttons, usually aligned in a circle or in a line, that must be 15.2.4 Custom Handle pressed in the correct succession in order to activate the plasma blade. The user chooses six numbers between 1 and 6 and The weapon’s hilt or handle is fitted to a mold of the wielder’s enters them in the plasma blade when this upgrade is performed. hand, granting him a +1 equipment bonus with all attack rolls Anyone who does not know the code to the plasma blade may made with the weapon. The weilder can also have the weapon’s not activate it. It takes 2 Combat points to enter the password. A grip enlarged or reduced, making the weapon one size larger or plasma blade may only have one activator upgrade at a time. smaller when using, but not concealing. Anyone else who tries to use the weapon suffers a −2 equipment penalty to their attack rolls. 15.2.8 Plasma Core Downgrade 15.2.5 Detailing This upgrade replaces the built in plasma core with one that is This upgrade gives the weapon an engraved or a precious a single increment lower, giving the blade less damage output, metal inlay, granting its wielder a +2 equipment bonus with but more heat. This upgrade grants the plasma blade with a Presence checks while the target has line of sight to it. This power output of one wattage lower, but increases the heat by upgrade also increases the weapon’s worth by 75%. The weapon 5 per upgrade. This upgrade can be taken as many times as it loses this quality if it suffers any damage, though it may be takes to reach 15kW. The plasma blade may not have a wattage restored with a successful repair check. level under 15kW. 39

15.2.9 Plasma Core Upgrade 15.3.2 Ergonomics and Aesthetic Upgrades This upgrade replaces the built in plasma core with one that Shaped Emitter This upgrade changes all blasts that are fired is a single increment higher, giving the blade a more powerful from the plasarm’s emitter from a simple shapeless blob of plasma damage output. This upgrade grants the plasma blade with a into a shaped blast, such as a square, triangle, skull outline, or power output of one wattage higher, but decreases the heat by any simple shape the user would like. This is purely an aesthetic 5 per upgrade. This upgrade can be taken as many times as it change and does not affect any attack types, damages, or other takes to reach 75kW. The plasma blade may not have a wattage functions of the plasarm. Only plasarms may take this upgrade. level over 75kW. Colored Emitter This upgrade changes all blast that are fired 15.2.10 Reactive Radiator from the plasarm’s emitter to any color. The user may select This upgrade improves the internal radiator for plasma blades, any color possible by entering the RGB values, and can even increasing its Heat by 25% per upgrade. This upgrade can be alternate it based on things such as time, any interfaced value taken twice. (current CHP for example), or even have the color be selected at random. This is purely an aesthetic change and does not affect any attack types, damages, or other functions of the plasarm. 15.2.11 Reserve Packs Only plasarms may take this upgrade. This upgrade stores an additional coolant pack within the plasma blade. When the first pack reaches its maximum heat UV Emitter This upgrade allows the lasarm to perform all of intake, this upgrade automatically ejects the hot coolant pack, it’s attacks in the Ultraviolent spectrum. Any creature that is not and routes heat to the reserve pack. Reserve packs must be affected by UV takes no damage from the attack when using this exchanged just like all other coolant packs. This upgrade can be emmiter. Only lasamrs may take this upgrade. taken multiple times, each upgrade granting an additional pack.

Ruggedization (Frame) This upgrade replaces the plasarm’s 15.2.12 Shaped Emitter outer shell with a sturdy metal shell with a central spine, that This upgrade changes the general shape of a plasma blade increases the weight by 1.5×, and grants the plasarm the ability from the standard cylindrical blade to whatever the character to use the pistol whip attack without damage. Only plasarms or wishes, however the shape cannot functionally move beyond a lasarms may take this upgrade. blade-shaped emission. This is purely an aesthetic change and does not affect any attack types, damages, or other functions of 15.3.3 Firing Mode Upgrades the plasma blade. Power Conserve Emitter This upgrade grants the built in emitter on a plasarm the ability to fire low power semi-automatic Upgrade Cost Time Wt Restr plasma shots. When performing a single shot or potshot attack Belt Clip 1 10 minutes — None with the plasarm, the heat cost is reduced by 1, but the attack is Colored Emitter 6 6 hours — None made with −1 damage die. Only plasarms may take this upgrade. Composite 8 3 days — None Custom Handle 14 4 days — None Charge Emitter This upgrade grants the built in emitter on a Detailing 70% 1 week — None plasarm or lasarm the ability to charge shots as well as upgrades Fingerprint Activator 20 3 hours — None the surrounding coverage to sustain the increased heat due to Password Activator 5 3 hours — None charging. This upgrade grants the ability to perform chargeshot Plasma Core Downgrade 13 4 hours — None attacks. Plasma Core Upgrade 15 4 hours — None Reactive Radiator 25 3 hours 15 None Reserve Packs 15 5 hours 10 None Wave Emitter This upgrade grants the built in emitter on a Shaped Emitter 5 6 hours — None plasarm the ability to fire in a constant stream pattern, granting the plasarm the ability to perform waveshot attacks. Only plasarms Table 70: Plasma Blade Upgrades may take this upgrade.

15.3 Ranged Weapon Upgrades Bounce Emitter This upgrade grants the built in emitter on a plasarm the ability to fire bounce shots, which are shots that have 15.3.1 Plasarms and Upgrades been wrapped in a thin force field, allowing them to bounce off Emitter The emitter can be modified to produce different effects an object and continue on. This grants the plasarm the ability and grant different types of attacks. Only plasarms and lasarms to perform bounceshot attacks. Only plasarms may take this have emitters, and can accept emitter upgrades. A plasarm can upgrade. have no more than three emitter upgrades at one time. Grid Emitter This upgrade grants the built in emitter on a Frame A Plasarm can have up to 6 frame upgrades. plasarm or lasarm the ability to fire shots off in a rapid grid, covering an area in inaccurate but powerful plasma or laser fire. This grants the ability to perform gridfire attacks. 40

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 or Lasarm Frame 15 8 hours * None Charge Emitter Any Plasarm Emitter 6 1 hour — L Wave Any Small or larger Plasarm Emitter 8 1 hour — M&P Bounce Emitter Any Plasarm Emitter 10 1 hour — L Grid 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 — M&P 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 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 or Lasarm Frame 14 3 hours 16 None Reserve Packs Any Plasarm or Lasarm Frame 20 2 hours 24 None Ammo Readout Any Ranged Weapon Frame 12 1 hour 12 None

Table 71: Ranged Weapon Upgrades

Stun Emitter This upgrade grants the built in emitter on a 15.3.5 Tactical Upgrades plasarm the ability to fire weakened plasma bolts that stun, rather than kill. When this mode is used, the damage is reduced to 1d6 Glow Emitter (Tactical/Emitter) This upgrade is a small plasma Non-lethal damage. When using this mode the plasarm may only light that when turned on, glows the same color as the emitter perform single shot or potshot attacks. Only plasarms may take of the plasarm illuminating a 15’ radius from the emitter. It also this upgrade. comes in a tactical form that can be mounted on tactical upgrade mounts. If bought in tactical form, a color must be specified.

Extended Range Emitter This upgrade extends the range of the built in emitter of a plasarm, but causes the emitter to use Arc Emitter This upgrade grants a plasarm the ability to create more heat as a downside. When using this mode, the range of a a small length of plasma that arcs from the emitter, functioning single shot attack or potshot attack is doubled, but the shot has as a bayonet. The plasarm may be used as a melee weapon four times the heat cost. Only plasarms may take this upgrade. (considered an Exotic Melee Weapon) with damage equal to its normal attack damage. The size rating of the plasarm does not change while it is being used as a melee weapon, and it incurs Pulse Emitter This upgrade grants the built in emitter on the any bonuses or penalties when being used as such. The plasarm plasarm the ability to fire shots in a quick, automatic succession. uses 2 Heat for every turn this upgrade is activated. This grants the plasarm the ability to perform pulsefire attacks. Coolant Flush (Frame) This upgrade fits a second coolant pack Focus Emitter This upgrade grants the built in emitter on the that functions as an emergency coolant dump. When the user lasarm the ability to be held on a singular target, burning a hole presses a button (for 1 CP), this coolant pack is ruptured by this via maintained heat. This grants the lasarm the ability to perform upgrade, the freezing cold liquid nitrogen funneled into the core focusshot attacks. parts, immediately cooling the gun down. When this upgrade is used, all heat on the plasarm or lasarm is removed immediately. Scour Emitter This upgrade grants the built in emitter of the This function, however, destroys the coolant pack in the process, lasarm the ability to fan its lasers out, creating a searing fan of making it unable to be reused. Only plasarms and lasarms may energy for a short period of time. This grants the lasarm the use this upgrade. ability to perform scourshot attacks. Reserve Packs (Frame) This upgrade stores an additional 15.3.4 Internal Upgrades coolant pack within the weapon. When the first pack reaches its maximum heat intake, this upgrade automatically ejects the hot Reactive Radiator (Frame) This upgrade improves the internal coolant pack, and routes heat to the reserve pack. Reserve packs radiator for plasarms and lasarms, increasing its Heat by 25% per must be exchanged just like all other coolant packs. This upgrade upgrade. This upgrade can be placed twice in a single plasarm can be taken multiple times, each upgrade granting an additional or lasarm. pack. 41

Ammunition Readout (Frame) This upgrade shows the 15.4.2 Heavy Shield Kit (Body) remaining ammunition in a firearm or the remaining Heat in This upgrade fits the vehicle with a heavy plasma shield, that a plasarm or lasarm on a small, easy to read screen. protects against all plasma damage. It allows the vehicle and all those inside to ignore up to 15 points of plasma damage of the 15.4 New Vehicle Upgrades vehicle points. Only Cars, Trucks, SUVs, Vans and Military and Police Vehicles may take this upgrade.This upgrade may only be A vehicle can be upgraded with various upgrades to make them taken twice. faster, more resilient to attacks, or mount weapons. Vehicles can be upgraded in a number of slots 15.4.3 Grav Propulsion (Wheel)

• Body The frame, the plating, and any other superficial This upgrade changes the standard wheels to anti-gravity equipment such as the lighting, windshields, paint job, and generators that cause the vehicle to hover in the air. All terrain interior. effects can be ignored, but the vehicle loses the ablity to Hard Brake. • Wheels The tires, rims, and the brakes of a vehicle. 15.4.4 Grav Wheels (Wheel) • Powertrain The engine and any auxiliary equipment This upgrade changes the standard wheels to dual selector hooked up to it, such as a turbocharger. anti-gravity generators that cause the vehicle to hover in the air, or change back to standard wheels to drive on terrain. It takes • Drivetrain The transmission and the suspension. 3 rounds for a vehicle to change from one mode to the other. When in grav mode, all terrain effects can be ignored, but the Unless otherwise noted, a vehicle can have as many upgrades vehicle loses the ablity to Hard Brake. When in terrain mode, the of each type as the owner can afford. vehicle functions as normal. This upgrade can also have it’s tires and wheels changed as if it had normal wheels.

15.4.1 Light Shield Kit (Body) Upgrade Time Cost This upgrade fits the car with a light plasma shield, that protects Light Shield Kit 1 day 120 against all plasma damage. It allows the vehicle and all those Heavy Shield Kit 2 days 375 inside to ignore up to 6 points of plasma damage of the vehicle Grav Propulsion 1 day 450 points. Only Cars, Trucks, SUVs, Vans and Military and Police Grav Wheels 1 day 775 Vehicles may take this upgrade. This upgrade may only be taken twice. Table 72: Equipment, Vehicle Upgrades 42

Chapter V a plasarm’s total Heat for a single charged attack, the plasarm becomes damaged immediately, does not fire, and immediately New Combat Actions requires repairs in order to function once again.

1.1.2 Waveshot Action CP Cost A waveshot is when a plasarm’s emitter fires one long stream of Ranged Attack Actions plasma at a specific area. If a plasarm has a wave emitter, it may Plasarm/Lasarm, Single Shot, Diminutive to Small 6 be used to waveshot. Waveshot affects an area, and everything Plasarm/Lasarm, Single Shot, Medium to Large 7 in it, not a specific creature. The character first chooses how long Chargeshot 4+(2×level) they want their waveshot to be. The character then selects any Waveshot; Bounceshot 6 area one foot wide, with the length specified, in a straight line, Gridshot 5 within 2 range increments. The targeted area has an effective Pulseshot; Scourshot; Focusshot 4 DEF of 10. If the character does not have the Advanced Plasmas Throw plasma blade 5 Proficiency feat, they take a −4 penalty on the attack roll. If the Move Actions attack succeeds, every creature within the affected area must Draw a plasma blade 6 make a Reflex Save [TN15]. If they succeed, they take half of the Activate a plasma blade 0 weapon’s damage. A waveshot uses 3 units of Heat per length of Reload a plasarm, lasarm, or plasma blade 4 the area, and can only be done if the weapon has enough Heat to support the attack. If the character does not have enough Heat, the plasarm will perform the attack to the best of its ability and Action AoO immediately shut down. Draw a plasma blade No Activate a plasma blade No 1.1.3 Gridshot Reload a plasma blade Yes A Gridshot is a burst of loosely controlled plasma, fired at a Throw plasma blade Yes specific area. If a plasarm or lasarm has a Grid Emitter, it may Table 73: Combat Actions be used to gridshoot. Gridshooting affects an area and everyone in it, not a specific creature. The character targets a 10’-by-10’ area and makes an attack roll; the targeted area has an effective 1 Attack Actions DEF of 10. (If the character does not have the Advanced Plasmas Proficiency feat, they take a −4 penalty on the attack roll.) If the 1.1 Plasarm and Lasarm Attacks attack succeeds, every creature within the affected area must make a Reflex Save [TN18]. If they succeed, they take half of the The most basic form of attack with a plasarm or lasarm is weapon’s damage. A gridshot uses 8 units of Heat, and can only a single shot. One attack is one pull of the trigger and fires one be done if the weapon has enough Heat to support the attack. bolt of plasma at one target. The Personal Plasmas Proficiency feat allows a character to make this sort of attack without penalty 1.1.4 Bounceshot for plasarms or lasarms. If a character isn’t proficient in personal plasarms, they take a −4 penalty on attacks with that type of A Bounceshot is using the surrounding area to bounce a shot weapon. As with all forms of ranged weapons, attacking with a off a wall, tree, structure, or other solid structure to shoot around plasarm or lasarm while within a threatened square provokes an corners, or hit enemies that would be otherwise out of reach. If a AoO. The cost for single firing a plasarm is based on the size of plasarm has a Bounce Emitter, it may be used to bounceshot. A the plasarm or lasarm. A single shot uses 1 unit of Heat per shot. character targets a square with wall, structure, or anything with at least 2 points of HP, and fires. The character then guides the 1.1.1 Chargeshot shot as if they were standing in that targeted square, facing the same direction the shot originally came from, and targets a single A chargeshot is when a plasarm’s emitter charges its shot by creature and makes an attack roll, using that new location, using keeping its containment field up before it releases its shot, allowing any bonus or penalties that may be removed or added due to the plasma to build before firing. If the plasarm or lasarm has the new location. If the character does not have the Advanced a Charge Emitter, it may be used to chargeshot. The character Plasmas Proficiency feat, they take a −6 penalty on the attack roll. targets a specific creature and makes an attack roll. If the attack If the attack is successful, the character may roll the standard is successful, the character gains extra damage dice based on the damage. A bounceshot uses 4 units of Heat, and can only be amount of time the character charged the plasarm. Charging the done if the weapon has enough Heat to support the attack. plasarm costs 2 Combat Points per charge level, and the character gains 1 additional damage die per charge level. The dice are 1.1.5 Pulseshot always the same type as used in the original damage. Using this attack uses 1 unit of Heat plus 1 units of Heat per charge level and A Pulseshot is burst of rapid plasma bolts fired at a specific can only be done if the weapon has enough Heat to support the target. If a plasarm has a Pulse Emitter, it may be used to attack. If the character does not have enough Heat, the plasarm pulseshot. The character targets a specific creature and makes an will perform the attack to the best of its ability and immediately attack roll.(if the character does not have the Advanced Plasmas shut down. If a character attempts to use more than 50% of Proficiency Feat, they take a −4 penalty on the attack roll). If the 43 attack succeeds, the character may roll their damage with 2 extra attack roll. If the character does not have the Advanced Plasmas damage dice with a +3 Damage bonus. The dice are always the Proficiency, they take a −4 penalty on the attack roll. If the attack same type as used in the original damage. A pulseshot uses 5 succeeds, the character may roll their damage. The character units of Heat, and can only be done if the weapon has enough may spend 5 CP to continue to hold down the trigger of the lasarm Heat to support the attack. and hold the lasarm on the target. If they do, they may roll the lasarm’s damage again, and add it to the original damage. The 1.1.6 Scourshot dice are always the same type as used in the original damage. A Focusshot uses 9 units of Heat, and can only be done if the A Scourshot is a sudden fan of lasers that cover an area directly weapon has enough Heat to support the attack. in front of the lasarm, fanning out and striking all those within range. If a lasarm has a Advanced Plasmas Proficiency, it may be used to Scourshot. The character declares what direction they’re 1.2 Plasma Blade going to fire their scourshot attack. All creatures within a 15’ cone 1.2.1 Drawing a Plasma Blade are immediately hit, and the character may roll their damage. A scourshot uses 15 units of Heat and can only be done if the A plasma blade may be drawn from a sheath or belt clip, weapon has enough Heat to support the attack. readying it for use.

1.1.7 Focusshot 1.2.2 Activating a Plasma Blade A Focusshot is sustained laser burn at fired and held at a This is the action of actually turning on the plasma blade by specific target. If a lasarm has a Focus Emitter, it may be used to flicking a toggle switch or entering a code or fingerprint to activate focusshot. The character targets a specific creature and makes an the plasma blade. 44

Chapter VI 1.3 Power Core The power core is how the spacecraft powers and sustains Sub-Atmospheric and Deep all of it’s various systems. Without the power core, a space ship can not run its life support, its engines or its basic navigational Space Vehicles systems, and makes the spacecraft a little more than a house.

The vehicles here are space-faring craft that are used to reach Power Core Rating Energy Output far off planets. In order to pilot any of these spacecraft, a Very Weak 5 character must have at least 1 rank in the Pilot Skill. All spacecraft Weak 10 larger than small size require the Spacecraft Operation Feat to Moderate 20 pilot. Strong 35 Very Strong 50 Powerful 65 1 Spacecraft Components Very Powerful 80 Extremely Powerful 95 1.1 Hull Violently Powerful 135

The Hull is the airtight sealing for the Spacecraft, used to keep Table 75: Power Core Ratings a safe pressure and to keep air within the crew and passenger area. If the Hull is breached, everyone within the ship immediately begins to suffocate, unless they are wearing some kind of device 1.4 Life Support that provides them with air. The hull is also responsible for Life support encompasses various systems that turns Carbon radiation shielding. All Hulls have 1 HP if not armored. Dioxide into breathable Oxygen, manages comfortable pressure, temperature and humidity levels. It also manages organic waste and in the case of large ships, artificial gravity production. 1.2 Engine Life support requires 1 power to be maintained. It is highly The engine is how the spacecraft propels itself. Many spacecraft recommended that this is never turned off. have separate engines for atmospheric movement, as operating in an atmosphere requires much more thrust than a sub-light engine does. All spacecraft have some form of sub-light space 2 Spacecraft Sizes engine. Engines have various ratings that have various effects in combat. Spaceships have their own size categories, that are rated in Spaceship Size Categories.

Engine Ratings Movement Initiative Power Cost Standard Size Spaceship Size Approximate Very Weak 1 +1 1 Spaceship Weak 2 +2 2 Length Moderate 3 +3 3 All Sizes Insignificant less than 20’ Strong 4 +4 5 Smaller than Very Strong 5 +5 7 Huge Powerful 6 +6 10 Huge Fine 20’-30’ Very Powerful 7 +7 15 Gargantuan Diminutive 30’-40’ Extremely Powerful 8 +8 25 Colossal Tiny 40’-60’ Violently Powerful 9 +9 40 — Small 60’-150’ — Medium 150’-350’ Table 74: Engine Ratings — Large 350’-700’ — Huge 700’-1100’ — Gargantuan 1100’-1400’ Light Speed and Long Distance Travel — Colossal 1400’-1600’ Rarely will a ship ever travel long distances at sub-light Table 76: SpaceCraft Sizes speeds, as it can take months, if not years. Instead, there is a network of various gates that any ship can fly through to travel at Faster-than-light speeds, popping out the other end. These gates are used because light engines are 3 Spacecraft expensive, have a high energy requirement, and a very Spacecraft are described by a number of statistics big size requirement. Light gates are usually common to anywhere anyone would want to go, and are often • Crew The standard number of crew. In most cases, only patrolled by the local law enforcement. one person is needed to fly the spacecraft; other crew members serve as gunners, loaders or copilots. 45

• Passengers The number of passengers (in addition to the up. they are often used as emergency life boats. Droppods do crew) the spacecraft is designed to carry. Spacecraft that not require hangars to attach to ships, rather attach to droppod carry passengers can use that space to carry additional harness on a ship. Droppods have the emergency atmospheric cargo when passengers aren’t present. Each unused landing kit, a very weak power core, very weak sub-light engines passenger slot allows the spacecraft to carry an additional and very weak atmospheric engines. 100 pounds of cargo. 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 when operating the spacecraft. 3.1.3 Skiff 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. It can provides. comfortably seat 5 passengers, and 1 pilot. Skiffs have a level 1 • Defense The spacecraft’s Defense. AI, a very weak power core, and very weak sub-light engines. • Upgrade Points What kind of upgrade points a spaceship 3.1.4 Skimmer has, and how many 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. it can only seat 1 pilot • Hit Points The spacecraft’s full normal hit points. 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. Spacecraft Cost and Purchasing Spacecraft common upgrades include light shields and extra armoring. Light 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 build their own using a specific monetary limitation. 3.1.6 Light Fighter The Light Fighter class is a smaller ship, bigger than a skimmer that is used for light patrols and light escort duty. They are 3.1 Spacecraft Classifications fairly armored. These ships are also primarily not designed for transport, and as such have small cargo holds, usually enough All Spacecraft have a hull, a life support system, a very weak for personal effects of the pilot and co-pilot. Common upgrades power core, and a very weak sub light engine. Most spaceships include light shields and extra cargo space for ammunition. Light have room for other upgrades, such as shields, armor, weapons, fighters have a moderate power core, very strong sub-light and redundant systems. Unless otherwise listed, a ship has only engines, and strong atmospheric engines these systems. 3.1.7 Heavy Interceptor 3.1.1 Droppod The Heavy Interceptor Class is a ship that’s primarily built for The Droppod class is a special kind of ship that serves a specific scrambling and sudden rapid engagement. More armored than function. A droppod is primarily used to transport passengers their light counterparts they are decently armed, but due to their and a small amount of cargo from a sublight ship to a planet, use, have small cargo holds that are used near-exclusively for and from a planet. Due to their use, they are not able to be ammunition. Common upgrades include light shields and extra steered, and only can launch from a ship to a planet, and from a armoring. Heavy interceptors have a moderate power core, planet back up out of the atmosphere, where they can be picked strong sub-light engines and strong atmospheric engines. 46

3.1.8 Light Gunship 3.1.14 Heavy Freight Car The Light Gunship class is a heavier armed version of the Light A Heavy Freight car class is ship that has no propulsion on it’s Fighter class, modified specifically to serve as highly offensive own, and functions primarily as a large cargo hold to hold cargo. platform. While not as fast as Light Fighters, they more than They are usually pulled behind other ships. They lack engines, make up for it in armor, and weapon possibilities. Common life support, or native space for a pilot or crew. Heavy Freight upgrades include light and medium shields, extra cargo space for Cars have couplers. ammunition, and more armor. Light Gunships have a moderate power core, moderate sub-light engines and weak atmospheric 3.1.15 Corvette engines. The Corvette class are decently sized ships that serve as floating bases for a host of small companies. They often contain multiple 3.1.9 Light Attacker living quarters, gravity generators, workshops, and a host of other The Light Attacker is a very heavily armored ship, primarily used living amenities for those on board. They are also commonly to deliver bombs, mines and other area-denial and wide target used as light transport ships and “jumpships”, which are ships weaponry, as well as larger, more powerful weaponry. They are that carry soldiers and their equipment to and from the battlefield. usually used in conjunction with fighters and gunships, who run Common upgrades include heavy and medium shields, a backup as escorts for these ships. Common upgrades include light and life support, secondary power cores, advanced navigations, and medium shields, more armor, and more locations for weapons. even docks to dock smaller ships. Because of their intended Light attackers have a moderate power core, weak sub-light purpose, they do not have very powerful engines. Corvettes have 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 3.1.16 Frigate A Light Freight car class is ship that has no propulsion on it’s The Frigate class is very similar to the Corvette class, but designed own, and functions primarily as a large cargo hold to hold cargo. specifically for medium range combat. Because of their size, They are usually pulled behind other ships. They lack engines, they require a crewman who solely manages the power usage, life support, or native space for a pilot or crew. Light Freight cars navigation, sensors, and communication. Without these crew have couplers. members, the ship can not function. They boast a healthy cargo hold, for transporting munitions. Common upgrades include 3.1.11 Heavy Fighter super heavy and heavy shields, backup life support, secondary power cores, advanced navigations, docks, Artificial Intelligence, The Heavy Fighter class is the usual base for various fighter Advanced targeting systems, advanced communications, and squadrons, boasting good speed, plentiful weapon mounts, and armor. Frigates have very powerful power cores and moderate moderate armor. Common upgrades include light and medium sub-light engines. shields, cargo space for ammunition, an artificial intelligence, a backup life support system and advanced sensors. Heavy Fighters have strong power cores, powerful sub-light engines and very 3.1.17 Destroyer strong atmospheric engines. The Destroyer class is a moderately sized ship, built primary for escorting Cruisers, Battleships and Carriers. They are often 3.1.12 Heavy Gunship heavily armed and armored, and usually serve as anti-missile, anti-fighter and anti-torpedo defense for the larger ships. Because The Heavy Gunship class is the preferred platform for fighter- of their size, they require a crewman who manages the power attackers and light bombers, that can serve as very good escorts usage and communication, and a crewman who manages for larger, less armed ships. Common Upgrades include medium navigation and sensors. Without these crew members, the ship can and heavy shields, extra cargo space for ammunition, and more not function. Common upgrades include super heavy and heavy armor, as well as Artificial Intelligence, Advanced Sensors, and shields, backup life support, secondary power cores, advanced Advanced Targeting systems. Heavy Gunships have strong power navigations, docks, artificial intelligence, advanced targeting cores, very strong sub-light engines, and strong atmospheric systems, advanced communications, and armor. Destroyers have engines. very powerful power cores and moderate sub-light engines.

3.1.13 Heavy Attacker 3.1.18 Cruiser The Heavy Attacker is a an extremely armored ship, the preferred The Cruiser class is a large size ship, used for anything from platform for heavy bombers and turret ships. They are usually blockading to heavy offensive attacks. They are usually extremely used in conjunction with fighters and gunships, who run as escorts well armed and armored, boasting a very large crew. Because for these ships. Common Upgrades include medium and heavy of their size, they require multiple crewmen to manage all of shields, extra cargo space for ammunition, and more armor, as their systems. Without these crew members, the ship can not well as Artificial Intelligence, Advanced Sensors, and Advanced function. Common upgrades include super heavy and heavy Targeting systems. Heavy Attakers have strong power cores, shields, backup life support, secondary power cores, advanced strong sub-light engines, and moderate atmospheric engines. navigations, artificial intelligence, advanced targeting systems, 47 advanced communications, and armor. Cruisers have extremely have violently powerful power cores and moderate sub-light powerful power cores and moderate sub-light engines. engines.

3.1.19 Battleship 3.1.20 Carrier The Battleship Class is the largest class of warship, usually the most heavily armored and armed in a wargroup. Like Cruiser The carrier class is a special class of warship, heavily armored, but class ships, these ships require multiple crewmen to manage extremely lightly armed. It is lightly armed because it’s primary the monstrosity of systems it requires to keep these ships space purpose is a platform for launching other smaller fighter ships. worthy and safe. Without these crew members, the ship can not It is often used as a mother ship to contain, repair, upgrade, the function. Common upgrades include super heavy and heavy fighters that it houses within it. Common upgrades include super shields, backup life support, secondary power cores, advanced heavy shields, backup life support, secondary power cores, light navigations, artificial intelligence, advanced targeting systems, engines, and armor. carriers have violently powerful power cores advanced communications, light engines, and armor. Battleships and weak sub-light engines. 48

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. Interceptor 1 0 75 lb. +7 Sub-Light: 5 12 3 B 22 2 T 22K +7 Atmos: 5 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 Car 0 0 150,000 lb. - None 8 5 B 15 0 S 5000 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: 3 6 5 B 65 5 S 132K +3 Atmos: 2 2 IW Power:35 14 EW Hvy. Freight Car 0 0 350,000 lb. - None 6 10 B 25 1 M 13K Corvette 2 8 8,000 lb. +3 Sub-Light: 3 8 14 B 250 6 M 300K +1 Atmos: 1 2 IW Power: 80 Frigates 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 Cruisers 15 200 120,000 lb. +1 Sub-Light: 3 6 95 B 500 15 H 100M Power: 95 24 IW 50 EW Battleships 20 500 300,000 lb. -1 Sub-Light: 3 5 220 B 650 19 G 200M Power: 95 24 IW 60 EW Carriers 18 220 450,000 lb. -6 Sub-Light: 2 2 500 B 800 22 C 800M Power: 135 10 IW 10 EW

Table 77: Equipment, Spacecraft 49

3.2 Spacecraft Weapons 3.2.3 Bombs Bombs are cases that are packed with explosives that, upon Spacecraft and Individual Scale impact, explode with a violent force. They are often used against ground targets, or against larger ships, which they are extremely When calculating these weapons for individual scale, effective against. Bombs ignore any shields a ship has. They lack multiply all damages by 10. HP and Armor for all a propulsion system and will simply float if used in space. spacecraft are multipled by 10 when attacked by individual 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 releasing them was traveling. They use 1 Weapon point. 3.2.1 Guns Guided Bombs A Guided bomb is a bomb that has a built in Guns are weapons that rapidly fire small metal projectiles through guidance system to assist and correct itself in flight after it is explosions to damage a target. They are cheap, but require released. In space, these weapons act identical to unguided cargo storage for the ammunition. Guns ignore any shields a ship bombs. They use 1 Weapon point. has. A ship may carry as much ammunition as it has space for. Ammunition for this type of weapon cost 20 Wealth Points per Unit. 3.2.4 Mines

Light Machineguns Light Machineguns are one of the staples of Mines are extremely similar to bombs, in that they are packed space weaponry, being cheap and effective against light craft, but with explosives and rely on their violent explosion to cause taken less often due to their ineffective nature against moderately damage. They are different from bombs in the fact that they armored craft and their very short range. They use 1 Weapon have some kind of timed or proximity device that make them point, and have a cargo requirement of 25 lbs. of cargo space much more useful in space combat, especially when being chased. per 400 rounds. Mines ignore any shields a ship has. When dropping a mine while in a dogfight, the Pilot makes a Pilot check. Heavy Machineguns Heavy Machineguns are the staple of close range space combat, dogfighting and chasing. They are more Proximity Mines Proximity mines are mines that explode when expensive than light machine-guns, but they pack a good punch a ship, any ship, flies within range of them. They arm themselves against most light and moderate craft. They use 1 Weapon point, automatically after 1 turn after they are dropped. A ship can and have a cargo requirement of 25 lbs. of cargo space per 200 carry 5 proximity mines per 1 Weapon point. rounds. Timed Mines Timed mines are mines that explode after a certain amount of time has elapsed. They can be timed from as short as to explode immediately to as long as 20 rounds. A ship can 3.2.2 Cannons carry 5 timed mines per 1 Weapon point. Cannons are weapons that fire heavier shells through explosions to damage a target. While they pack a much larger punch than 3.2.5 Lances guns, they have a much smaller ammunition store. Cannons Lances are thin, spearlike objects fired from a heavily compressed ignore any shields a ship has. A ship may carry as much spring turret. It derives its power from it’s kinetic energy, and has ammunition as it has space for. Ammunition for this type of the added bonus of requiring no explosives to function and can weapon cost 35 Wealth Points per Unit. be used by skilled pilots and gunners to make long range shots. Lances ignore any shields a ship has. Light Cannons Light cannons are close to medium-close range weapons, being very effective against armored craft with a good Tungsten lance A tungsten lance is a lance made primarily of range. They use 2 Weapon points and have a cargo requirement the dense mineral Tungsten, which is extremely effective against of 25 lbs. of cargo space per 10 rounds. armor. A ship can carry 2 tungsten lances per 1 Weapon point.

Heavy Cannons Heavy cannons are close to medium range Steel lance A steel lance is a lance made of the more common weapons, being even more effective against armored targets. hardened steel. While not as effective, they are lighter and more They use 3 Weapon points and have a cargo requirement of 25 can be carried. A ship can carry 6 Steel lances per 1 Weapon point. lbs. of cargo space per 5 rounds. Harpoon A harpoon is a steel lance with barbed hooks, and a Flak Cannons Flak cannons are cannons that launch a timed steel cable attached to the end that is tethered to a winch. If the explosive shell that explode in a cloud of metallic shrapnel. They attack connects, it can be used to keep a ship from escaping, or are used primarily against missiles, as a point defense against reel it in to make it easier to attack. If the ship that is harpooned small ships. They have a very short range due to this, and are has an engine rating that is at least two categories greater than rather large. Flak Cannons gain a +4 attack bonus when firing the ship that is harpooning or the ship that is harpooning is at at missiles or torpedoes. They use 4 weapon points and have a least two sizes smaller than the ship being harpooned, the steel cargo requirement of 100 lbs. of cargo space per 15 rounds. cable breaks immediately. A harpoon uses 1 weapon point. 50

3.2.6 Lasers Heavy Ion Heavy ion emitters are upgraded versions of light ion emitters, boasting both a better range and a higher output. They Lasers are devices that emit focused light through amplification use 2 weapon points and require 2 power to use. that heats and burns the target it strikes. Lasers are powered by the power core, and are very powerful at close range, but 3.2.9 Rockets are stopped by shields. Cooling is powered, and handled by the weapon itself . Rockets are unguided munitions that use rocket engines to deliver an explosive payload. They are generally used as a close Light Laser Light lasers make up for their weak emitters with range ship-to-ship weapon, and a medium range ship-to-surface rapid fire. They are extremely effective against armor. This weapon, as they are unguided and unable to correct themselves weapon uses 2 Weapon points and require 2 power to use. in flight. Because of the lack of guidance system, they are relatively inexpensive. Rockets ignore any shields a ship has. Heavy Laser Heavy lasers are more powerful and effective than their smaller counterparts but require far more power to use. Bay Rocket A Bay Rocket is a medium range, high damage This weapon uses 3 Weapon points and requires 5 Power to use. rocket. A ship can hold 4 Bay rockets per 1 Weapon point.

Turbolaser A turbolaser is a large laser built with capacitors, that Cluster Rocket A Cluster rocket is a short range, medium damage allow it to charge up energy before releasing it in one strong rocket, that can be fired singularly, or in burst of three. A ship burst. A turbolaser is only as powerful as the energy put into it. can hold 18 Cluster rockets per 1 Weapon point. Each round, a turbo laser may be charged up by routing power to the laser for up to 5 rounds. A character may choose to fire 3.2.10 Missiles the 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 Missiles are guided munitions that use rocket engines to deliver maximum of 5 power per turn. This damage stacks until it is fired, their payload. They differ from rockets for being slower, but or 5 rounds have passed after the turbolaser begins charging. can correct their path mid-flight and follow and chase down a This weapon uses 4 weapon points and requires a minimum of 1 target. Missiles must be locked on to use which takes 1 turn in power to begin use. combat. Once a ship has been locked on, the lock can only be broken by moving out of the range of the missile. Missiles have 2 HP, a 13 Defense, and a movement speed of 6, and must travel 3.2.7 Plasmas the distance to colide with a target. Missiles can be shot down. Missiles ignore any shields a ship has. Plasma weapons fire bolts of plasma at a target, working very similarly to their hand-held counterparts. Cooling is powered, Short Range Missile Short range missiles are missiles made and handled by the weapon itself. They have better range than for tracking targets at a very short range. They usually have a lasers, but because of this they have less damage. Plasma is modest payload due to the possible closeness they may be used. stopped by shields. They cost 1 weapon point per missile.

Light Plasma Light plasma emitters boast good damage with Medium Range Missles Medium range missles are a low power consumption. This weapon uses 2 Weapon point and compromise between short and long range. They have a much require 1 power to use. better payload, but are inoperable in extreme close range. They cost 1 weapon point per missile. Heavy Plasma Heavy plasma emitters boast very good damage against shields and armor, with moderate power usage. They Long Range Missile Long range missiles are made for firing at cost 2 Weapon points and require 3 power to use. targets long distances. They are made only for launching at long range targets as they need time to get up to speed; firing at a target that is too close will automatically miss the target. They 3.2.8 Ion cost 3 weapon points per missile.

Ion emitters fire ionized gas at a target, causing disruption of 3.2.11 Torpedoes shields, energy-based weapons, and even power cores and systems, but cause no damage on the hull, or armor of a ship. Torpedoes are guided munitions that use rocket engines to deliver When an ion emitter successfully attacks a ship’s shield, the their payload, similar to missiles. Where they differ is that they damage dice are doubled, but does not pass through to the ship, are internal only, can be reloaded by crew-members, and do or the next shield. If an Ion emitter successfully attack a ship’s not require a lock on to use. They are used near-exclusively hull, it drains the amount of power it causes in damage from the by larger ships, boast excellent range and very good damage, ship’s power core, for 3 turns. A ship can never lose more than but because of their speed, are only usable against ships that 75% of it’s total power this way. are medium size and larger. Torpedoes can only be attached to internal weapon points. Torpedoes have 6 HP, a 9 Defense, and Light Ion Light Ion emitters are low weight, low power usage, a movement speed of 4, and must travel the distance to colide with medium range. They use 1 weapon point and require 1 with a target. Torpedoes can be shot down. Torpedoes ignore power to use. any shields a ship has. 51

Light Torpedo Light torpedoes are used by most ships that Rail Gun A rail gun is an electrically powered electromagnetic simply can not house larger torpedo, and can be loaded by a projectile launcher. It launches a slug of ferrous material at single crewman. It takes a single crewman 1 round to reload a a target at an extremely high velocity, capable of hitting a single torpedo tube. They cost 1 internal weapon point, and have target at even the farthest of ranges. It uses 4 weapon points, a cargo requirement of 75 lbs. of cargo space per 6 torpedoes. requires 10 power, and has a cargo requirement of 20 lbs. of cargo space per round. Rail guns ignore any shields a ship has. Heavy Torpedo Heavy Torpedoes are the standard, boasting a Ammunition for this type of weapon cost 55 Wealth Points per Unit. very good range and excellent damage. It takes two crewmen 1 round to reload a single torpedo tube. They cost 2 Internal Gauss Rifle A gauss rifle is a projectile accelerator, that uses weapon points, and have a cargo requirement of 200 lbs. of various coils around a barrel to accelerate a ferrous object at cargo space per 6 torpedoes. a rapid pace. Gauss rifles are short to mid-range weapons, often taking the place of machine-guns due to their ability to fire 3.2.12 Other Weapons accurately and rapidly. It uses 2 weapon points, requires 3 power, and has a cargo requirement of 25 lbs. of cargo space per 200 These weapons are weapons that do not fall into any category. rounds. Gauss rifles ignore any shields a ship has. Ammunition for this type of weapon cost 50 Wealth Points per Unit. 52

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 Cannon 4d6+3 16-18 Ballistic 1-9 Semi 5 per 25 lb. 3 Weap 300 Restricted Flak Cannon 6d6 16-18 Ballistic 1-4 Semi 15 per 100 lb. 4 Weap. 450 Restricted Bombs Unguided Bomb 10d10 16-18 Concussion 0 Single 1 1 Weap. 100 Restricted Guided Bomb 10d10 16-18 Concussion 0 Single 1 1 Weap. 200 Restricted Mines Proximity Mine 2d10 16-18 Concussion 0 Single 5 1 Weap. 110 Restricted 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 Rockets Bay Rocket2 6d4 16-18 Concussion 1-6 Semi 4 1 Weap. 60 Restricted Cluster Rocket2 2d4 16-18 Concussion 1-6 Semi/Burst 18 1 Weap. 80 Restricted 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 1 Weap. 350 Restricted Torpedos Light 3d10 16-18 Concussion 2-16 Single 6 per 75 lb., 1 1 Int. Weap. 90 Restricted Heavy 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 78: 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. 53

3.3 Spacecraft Upgrades 3.3.8 Coupler(Body)

Spaceships can be upgraded in a number of slots: The Body, This upgrade fits the spaceship with a coupler, for towing, moving, the Powertrain, and The Computer. and transporting other ships through space. This upgrade is • Body The hull, armor, shields, life support, and any other required to couple to other ships. When coupling ships, the speed superficial equipment such as the lighting, windshields, paint of the ship towing is decreased by 1 for every size category larger job, and interior. the ship that is being towed is. It cost 2 Body Points • Powertrain The Engine, and any auxiliary equipment hooked up to it, such as afterburners. This also includes 3.3.9 Tiny Cargo Hold(Body) fuel storage and the power core, which generates power for the various systems. This upgrade fits the spaceship with a small cargo hold that holds 400 lbs. This space can be used for storage, workshops, • Computer This includes any digital system that can quarters, additional crew or passenger space and changed as be installed that aids in piloting, system management, the captain sees fit. Changing the space takes 2 days, and any communication, or targeting. addition that requires purchasing of kits or equipment must be Unless otherwise noted, a spacecraft can have as many purchased. When used as crew or passenger space, this adds up upgrades of each type as the owner can afford. to 2 additional spaces to a ship. It cost 1 Body point.

3.3.1 Paint Job(Body) 3.3.10 Small Cargo Hold(Body) This upgrade gives the spaceship a brand new color, tint and hue. The spaceship can be painted any color, or scheme the This upgrade fits the spaceship with a small cargo hold that character wishes. It cost no Body points. holds 1,000 lbs. This space can be used for storage, workshops, quarters, additional crew or passenger space and can be changed 3.3.2 Light Armor Upgrade(Body) as the captain sees fit. Changing the space takes 2 days, and any addition that requires purchasing of kits or equipment must be This upgrade fits the spaceship with light armor panels. It purchased. When used as crew or passenger space, this adds up increases the HP of the spaceship by 5. It cost 1 Body Point. to 5 additional spaces to a ship. It cost 2 Body points.

3.3.3 Medium Armor Upgrade(Body) This upgrade fits the spaceship with medium armor panels. It 3.3.11 Medium Cargo Hold(Body) increases the HP of the spaceship by 10. It cost 2 Body Points. This upgrade fits the spaceship with a medium cargo hold that 3.3.4 Heavy Armor Upgrade(Body) holds 2,400 lbs. This space can be used for storage, workshops, quarters, additional crew or passenger space and can be changed This upgrade fits the spacecraft with heavy armor panels. It as the captain sees fit. Changing the space takes 3 days, and any increases the HP of the spaceship by 25. It cost 3 Body Points. addition that requires purchasing of kits or equipment must be purchased. When used as crew or passenger space, this adds up 3.3.5 Armor Hardening(Body) to 12 additional spaces to a ship. It cost 3 Body points. This upgrade heat treats the armor pannels on the ship, increasing the hardness by 1. This upgrade can be taken as 3.3.12 Large Cargo Hold(Body) many times as it takes to achieve a 20 hardness on the ship. It cost 1 Body Point per upgrade. This upgrade fits the spaceship with a large cargo hold that holds 6,000 lbs. This space can be used for storage, workshops, 3.3.6 Internal Hardpoint Upgrade(Body) quarters, additional crew or passenger space and can be changed This upgrade fits the spaceship with an internal hardpoint that as the captain sees fit. Changing the space takes 5 days, and any gives a spaceship 2 weapon points that can be used for spaceship addition that requires purchasing of kits or equipment must be weapons. These can be fired by the pilot, or wired to a gunner purchased. When used as crew or passenger space, this adds up position. Because of it’s internal nature, it is impossible to detect to 30 additional spaces to a ship. It cost 4 Body points. when it is not in use. When taking this upgrade, the forward or rear firing arc must be selected. It cost 1 Body Point. 3.3.13 Emergency Atmospheric Landing Kit(Body) 3.3.7 External Hardpoint Upgrade(Body) This upgrade equips the ship with parachutes that are used to This upgrade fits the spaceship with an external hardpoint that slow its descent in an atmosphere preventing a hard, uncontrolled gives a spaceship 4 weapon points that can be used for spaceship landing in the case of emergency. It also equips the ship with weapons. These can be fired by the pilot, or wired to a gunner automatic inflaters, allowing a spaceship to float in case of a position. When taking this upgrade, the forward or rear firing arc water landing. It cost 1 Body point, plus 1 Body points for every must be selected. It cost 1 Body point. size category the spaceship is over Large. 54

3.3.14 Light Shields(Body) 3.3.18 Cloaking Module(Body)

This upgrade equips the ship with a light shield that will protect This upgrade equips the ship with a module that bends the light the spaceship from plasma, laser, and ion weapons. This shield around the ship, making it appear to be invisible to the naked protects against 5 damage from plasma, laser, and ion weapons. eye. While this module is active, all attacks at the ship suffer a If the damage exceeds the amount the damage the shield can -10 penalty. If a ship has the advanced sensors and is within 5 protect, that shield is overloaded and the remaining damage then range, this penalty is reduced to a -5. This upgrade requires 6 hits the ship, or if the ship has multiple shields, instead strikes the Power and cost 3 Body points + 1 Body point per size category secondary shield. Shields also require power to be maintained the ship is over small size. and take 1 turn to power on from an off state. If a shield is overloaded, then power must be routed to that shield to recharge 3.3.19 Countermeasures Module(Body) it. A shield recharges at the rate of 3 turns – Amount of Power This upgrade equips the ship with a module that launches routed to the shield over it’s requirement. Light shields require 1 electronic and heat countermeasures, immediately breaking any power, and cost 1 Body point. missile lock. Any ship that is locked onto the ship that launches countermeasures immediately has it’s lock broken, and must wait a full turn to initiate a missile lock. This module has enough 3.3.15 Medium Shields(Body) countermeasures to be launched 3 times before it must be This upgrade equips the ship with a medium shield that will resupplied, for 15 WP. Countermeasures may be launched at protect the spaceship from plasma, laser, and ion weapons. This any time, during anyone’s turn. This upgrade cost 1 Body points shield protects against 11 damage from plasma, laser, and ion + 1 Body point per size category the ship is over large. weapons. If the damage exceeds the amount the damage the shield can protect, that shield is overloaded and the remaining 3.3.20 Droppod Harness(Body) damage then hits the ship, or if the ship has multiple shields, This Upgrade equips the ship with a harness that can attach instead strikes the secondary shield. Shields also require power two droppods to the ship. It cost 1 Body point. to be maintained and take 1 turn to power on from an off state. If a shield is overloaded, then power must be routed to that shield to recharge it. A shield recharges at the rate of 3 turns – Amount of 3.3.21 Small Dock(Body) Power routed to the shield over it’s requirement. Medium shields This upgrade provides a dock and ship storage for any ship require 2 power, and cost 3 Body points. that is Small or smaller. When a ship is docked, it is defended by the ship it is docked with, can not be attacked and any damage or attack that is fired at this ship while it is docked is deferred to 3.3.16 Heavy Shields(Body) the larger ship it is docked in. While docked, a ship can not use any of it’s weapons, engines or shields. It cost 7 Body points. This upgrade equips the ship with a heavy shield that will protect the spaceship from plasma, laser, and ion weapons. This shield protects against 20 damage from plasma, laser, and ion 3.3.22 Large Dock(Body)Countermeas weapons. If the damage exceeds the amount the damage the This upgrade provides a dock and ship storage for any ship shield can protect, that shield is overloaded and the remaining that is Medium or smaller, or any two ships that are small or damage then hits the ship, or if the ship has multiple shields, smaller. When a ship is docked, it is defended by the ship it is instead strikes the secondary shield. Shields also require power docked with, can not be attacked and any damage or attack that to be maintained and take 1 turn to power on from an off state. If is fired at this ship while it is docked is deferred to the larger a shield is overloaded, then power must be routed to that shield ship it is docked in. While docked, a ship can not use any of it’s to recharge it. A shield recharges at the rate of 4 turns – Amount weapons, engines or shields. It cost 11 Body points. of Power routed to the shield over it’s requirement. Heavy shields require 4 power, and cost 5 Body points. 3.3.23 Huge Dock(Body) This upgrade provides a dock and ship storage for any ship that 3.3.17 Super Heavy Shields(Body) is Large or smaller, any two ships that are Medium or smaller, or any four ships that are small or smaller. When a ship is docked, it This upgrade equips the ship with a super heavy shield that is defended by the ship it is docked with, can not be attacked and will protect the spaceship from plasma, laser, and ion weapons. any damage or attack that is fired at this ship while it is docked This shield protects against 45 damage from plasma, laser, and is deferred to the larger ship it is docked in. While docked, a ship ion weapons. If the damage exceeds the amount the damage the can not use any of it’s weapons, engines or shields. It cost 20 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 3.3.24 Backup Life Support(Body) to be maintained and take 1 turn to power on from an off state. If a shield is overloaded, then power must be routed to that shield This upgrade fits the ship with a backup life support should the to recharge it. A shield recharges at the rate of 6 turns – Amount first one fail. Unlike the primary, this life support has it’s own of Power routed to the shield over it’s requirement. Super heavy power supply independent of the primary system, and can be shields require 6 power, and cost 10 Body points. powered for 72 Hours before it needs to be recharged. It costs 55

1 Body point + 2 Body points per size category the ship is over over medium size. The amount of power this engine requires is medium size. dependent on the category of the engine.

3.3.25 Small Repair Pod(Body) 3.3.31 Light Engine Installation(Powertrain) This upgrade fits the ship with a launchable repair pod that will This upgrade fits the spaceship with a light engine and a automatically repair the ship that launches it, or any ship within 1 lightspeed shield, giving it the ability to plot courses and jump Range. Due to these being launched, they can be attacked and into lightspeed without use of a light gate. This upgrade costs have a Defense of 9 and 6 HP. It Repairs a ship at the rate of 30 Body points. It takes a ship 3 turns to make the jump into 1d4 HP per turn, and cost 1 Body point. This pod can also repair lightspeed, and in order to jump into lightspeed, all shields must weapons at the rate of 1 weapon point per turn. be turned off and the ship must not move. A ship without the Advanced Navigation upgrade jumps blindly. Each time this ship 3.3.26 Large Repair Pod(Body) uses it’s light engine, it has a 50% chance of jumping through a celestial body, severely damaging the ship. Roll a D%. If the This upgrade fits the ship with a launchable repair pod that will result is 1-50, the ship has damaged itself beyond repair, and has automatically repair the ship that launches it, or any ship within its hull breached. 2 Range. Due to these being launched, they can be attacked and have a Defense of 6 and 18 HP. It Repairs a ship at the rate of 2d6 HP per turn, and cost 5 Body points. This pod can also repair 3.3.32 Faster Than Light Engine Installation(Powertrain) weapons at the rate of 2 weapon points per turn. This upgrade fits the spaceship with a FTL engine and a lightspeed shield, giving it the ability to plot courses and jump 3.3.27 Huge Repair Pod(Body) into lightspeed without use of a light gate, moving faster than the speed of light. The ship will move at C2 or the speed of light to This upgrade fits the ship with a launchable repair pod that will the 2nd power, which is fast enough to allow the ship to travel automatically repair the ship that launches it, or any ship within 9.5 light years a second. This upgrade costs 50 Body points. It 3 Range. Due to these being launched, they can be attacked and takes a ship 10 turns to make the jump into FTL, and in order to have a Defense of 3 and 32 HP. It Repairs a ship at the rate of jump into FTL, all shields must be turned off and the ship must 3d8 HP per turn, and cost 11 Body points. This pod can also repair not move. Any ship with a FTL engine must have the Advanced weapons at the rate of 4 weapon points per turn. Navigation upgrade to use it. 3.3.28 Afterburner Upgrade(Powertrain) 3.3.33 Power Core Upgrade(Powertrain) This upgrade fits the spaceship with afterburners used by racers, fighters, and interceptors to gain a sudden boost of speed. A pilot This upgrade fits the ship with a more efficient and powerful can activate the afterburners any time during his turn, and the power core. It increases the Power core by one category. It costs spacecraft immediately gains 2 speed for 2 rounds. After using, 2 Body points per upgrade + 1 Body point for every time this this upgrade requires 2 turns to recharge before it can be used upgrade has been performed on the ship. This upgrade can also again. This upgrade requires 1 Body Point. be performed to reduce the power of the power core, regaining 2 Body point per reduction + 1 Body point per category above the ship’s base power core. The amount of power the power core 3.3.29 Sub-light Engine Upgrade (Powertrain) produces is dependant on the category of the power core. This upgrade fits the spaceship with a more powerful sub-light engine, allowing it to fly faster. It increases the Sub-light engine 3.3.34 Backup Power Core(Powertrain) by one category. It cost 1 Body point per upgrade + 1 Body point per category above the ship’s base engines. This upgrade can This upgrade fits the ship with a backup power core, that also be performed to reduce the power of the engine, regaining 1 may be used as a secondary power source, or as a backup or Body point per reduction + 1 Body point per category above the emergency power supply, should the primary power supply fail. ship’s base engines. The amount of power this engine requires is This power core has a Very Weak rating, but can be upgraded Dependent on the category of the engine. just like any other power supply. It cost 3 Body points.

3.3.30 Atmospheric Engine Upgrade (Powertrain) 3.3.35 Advanced Communications(Computer) This upgrade fits the spaceship with an atmospheric engine, This upgrade fits the ship with advanced communication that allowing it to fly in atmospheres. If the ship does not have an allows hailing, message communication, and translation between atmospheric engine, it gains one, costing 1 Body point + 3 Body any known language and the sending of non-living objects that Points per size category the ship is over medium size. If the ship weight 25 lbs or less. The ship must be within 3 range or less to does have an atmospheric engine, It increases the atmospheric send an object. If a targeted ship has any kind of shield activated, engine by one category. It cost 1 Body points per upgrade + 1 Body the sending of objects will fail. It cost 15 body points. point per category above the ship’s base engines + 3 Body Points per size category the ship is over medium size. This upgrade can 3.3.36 Advanced Targeting Systems(Computer) also be performed to reduce the power of the engine, regaining 1 Body point per reduction + 1 Body point per category above the This upgrade is a targeting computer, that aids in attacking ship’s base engines + 3 Body Points per size category the ship is with all weapons. It provides a +1 Attack bonus per upgrade, and 56 requires 2 Power per upgrade. This upgrade may be taken a Upgrade Time Cost maximum of 10 times. Paint Job 2 days 30 Light Armor 4 days 120 Medium Armor 6 days 240 Heavy Armor 8 days 320 Armor Hardening 5 days 160 Internal Hardpoint 2 days 240 External Hardpoint 1 day 200 Coupler 6 hours 50 Tiny Cargo Hold 1 day 60 3.3.37 Artificial Intelligence(Computer) Small Cargo Hold 2 days 120 Large Cargo Hold 3 days 180 Emergency Atmospheric Landing Kit 3 days 345 This upgrade is an artificial intelligence module, capable of Light Shields 2 days 300 replacing a crew member and performing their job. Artificial Medium Shields 3 days 450 Intelligence is rated by what level it is. Each level an AI has can Heavy Shields 4 days 700 be applied to a different crew area, or it can be applied as a Super Heavy Shields 6 days 1000 bonus to an existing crew. Each level an AI is grants a +1 bonus in Cloaking Module 4 days 5000 one crew area. This upgrade can be taken multiple times, each Countermeasures Module 2 days 200 time increasing the level of the AI by 1, to a maximum of 10. This Droppod Harness 1 day 100 upgrade requires 2 power per upgrade. Small Dock 4 days 190 Large Dock 6 days 280 Huge Dock 8 days 400 Backup Life Support 1 day 100 Small Repair Pod 2 days 240 Large Repair Pod 3 days 450 Huge Repair Pod 5 days 750 Afterburner 4 days 1500 Sub-Light Engine 2 days 200 3.3.38 Advanced Navigation(Computer) Atmospheric Engine 3 days 150 Light Engine 10 days 10000 FTL Engine 14 days 20000 Power Core Upgrade 2 days 300 This upgrade gives the ship an advanced navigation computer, Backup Power Core 1 day 200 that uses star locations, various signals from confirmed locations, Advanced Communications 6 hours 400 such as light gates and location buoys to determine the ship’s Advanced Targeting 6 hours 200 exact location. The navigation computer also helps calculate the Artificial Intelligence 10 minutes 1000 most efficient routes for moving from one point to another. An advanced navigation system is also required for an on-board light Advanced Navigation 6 hours 500 engine or FTL engine to function safely. This upgrade requires 1 Advanced Sensors 6 hours 135 Power. Table 79: Equipment, Spacecraft Upgrades

3.3.39 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. 57

4 Spacecraft Movement and Combat 4.3 Facing and Firing Arcs

For simply traveling from point to point, all spacecraft have A weapon built into a spacrcraft can by mounted to fire in one engines that will allow them to travel through space. Skill checks of two directions: forward or aft (rear). Direction only matters are only required in extraordinary circumstances, usually during during dogfighting, as when in standoff combat, ships can fire all combat. of their weapons.

4.1 Characters in Spacecraft 4.4 Getting Started A character in a vehicle fills one of several possible roles, which determines what the character can do. Spacecraft Combat begins when two ships declare hostile intent against one another, by either locking on or targeting the other Pilot The Pilot of the spaceship controls its movement. Most ship. smaller spaceships have only one position from where the Spacecraft combat differs from Character combat, in that there spaceship can be piloted, but other larger ships can have even are two phases per round, the Movement Phase and the Attack more. Piloting a spaceship uses its move action. Phase.

Copilot A copilot can help the pilot by controlling various systems, and firing weapons. The copilot must be seated in 4.4.1 Initiative a location where they can access some form of controls. A spacecraft can have only one copilot at a time. A copilot can Initiative is determined by rolling initiative for each Spacecraft, also pilot the spacecraft if the driver cannot or chooses not to, using the spacecraft’s initiative modifier. provided there is a second set of controls at the copilot’s seat.

Gunner Most Spacecraft have built-in weapons. If such a 4.5 Movement Phase weapon is controlled from a location other than the driver’s or copilot’s position, a character can man that position and become The movement phase is the phase where the spacecraft move. the gunner. Gunners can have control of up to 12 weapon points The pilot moves the Spacecraft’s speed, either approaching or worth of weapons. fleeing the target spacecraft. If the target spacecraft is within 4 spaces of the target spacecraft, they can enter a dogfight. Loader A loader is a specific role, that loads torpedoes to Initiative order goes backwards, with the spacecraft with the be fired by the gunner. Their sole job is to reload torpedoes. highest initiative moving last. Once every spacecraft in combat Loaders, when not in use, are passengers. has moved, the Attack Phase begins.

Passenger All other personnel aboard the spacecraft are considered passengers. Passengers have no specific role in 4.6 Attack Phase the spacecraft’s operation, but may manage systems of the spacecraft. The attack phase is the phase that allows both spacecraft to attack.

4.2 Spacecraft Sizes 4.6.1 Attack Types Spacecraft use the same size categories as characters and creatures, as shown on Table: Spacecraft Sizes. The Spacecraft’s Single These attacks fire a single round. On a successful attack, size modifier applies to its initiative modifier and Defense. (The they allow the attacker to roll the damage listed on the weapon. size modifier is already included in the Spacecraft statistics on They can only be fired once per attack phase. Table: Spacecraft) Semi These attacks fire rounds in a singular round. On a Vehicle Size Size Mod. successful attack, allow the attacker to roll the damage listed on Colossal −8 the weapon. They can be fired twice per attack phase. Gargantuan −4 Huge −2 Burst These attacks fire a number of listed rounds on the weapon. Large −1 On a successful attack, they allow the attacker to roll the damage Medium +0 listed per round fired. They can be fired twice per attack phase. Small +1 Tiny +2 Auto These attacks fire rounds in a burst of 10 shots. On a Diminutive +4 successful attack, they allow the attacker to roll the damage listed Insignificant +8 + 2 extra damage dice. They can be fired three times per attack phase. Table 80: Spacecraft Sizes 58

Called Shots On Ships 4.8.1 Ram

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

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 driver must succeed on a away from one another. Skirmishing mode works as normal, Pilot 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 they are 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 4.6.3 Dogfighting are to avoid. When a spacecraft drops a mine, the Pilot rolls a Pilot Check to determine how well the mine was laid. The DC to Dogfighting is when two ships, usually fighters or gunships, avoid a mine is are locked in an ever-moving attack against one another. When 9 + Pilot Check. dogfighting, pilots can use their pilot rolls to evade attacks, dodge missiles and rockets, and avoid gun and cannon fire. Dogfighting 4.9.1.2 Bomb This is a bomb that is dropped by a spacecraft is usually done within 1 and 10 spaces away from one another. that is being perused. Because bombs are not specifically made for this use, they are much easier to avoid, but a skilled pilot can Dogfighting has a pursuer, and a pursued. The pursuer is in make them difficult to avoid. The DC to avoid is 3 + Pilot the position to attack, keeping the perused in front of their sights. Check The pursued is the one being chased, who can fire back if the ship is equipped with aft weapons. The pursued can also drop mines or bombs for the peruser to hit. When either pilot initiates 4.9.1.3 Structures This is a solid structure, such as another a dogfight, both pilots roll their Pilot skill. The Highest pilot roll is spacecraft, building, or any other object. Failing this check by the pursuer, and can make their attack. At the end of turn, both less than 5 means that the structure was sideswiped instead of pilots make a Pilot check with the last pursuer taking a -8 penalty completely dodged. to their Pilot check. The highest Pilot roll is now the new pursuer for the next round. Dodge A skilled pilot can use their skills to make themselves If either ship is more than 10 range away from one another, the harder to hit when engaged in a dogfight. The Pilot makes a Pilot dog fight is over and both ships return to skirmish mode. Check, and receives a bonus to defense for one round, equal to (Pilot Check / 3), rounded up. 4.7 Movement Phase Hazard TN 4.7.1 Simple Maneuvers Mine 9 + Pilot Check A simple maneuver is easy to perform. Simple maneuvers do Bomb 3 + Pilot Check not require the pilot to make skill checks. Structure 20 Dodge See Text 4.7.2 Stunts Table 81: Stunt TNs Stunts are maneuvers that require a Pilot check to perform successfully. 4.10 Collisions and Ramming

4.8 Simple Maneuvers A collision occurs when a vehicle strikes another vehicle or a solid object. Generally, when a vehicle collides with a creature or During a vehicle’s movement, the driver can perform any one other moving vehicle, the target can attempt a Reflex Save [TN15] of the following maneuvers: to reduce the damage by half. 59

4.10.1 Resolving Collisions spacecraft crews, along with the appropriate check modifier. Use the check modifier for all skill checks related to the operation of The base damage dealt by a spacecraft collision depends on the spacecraft (including Drive and Craft(Mechanical, Electrical the speed and size of the objects involved. Use the highest speed or Structural) checks). Use the attack bonus for all attack rolls and the smallest size of the two colliding objects and refer to performed by the crew. For quick reference, Table: Crewed Table: Collision Damage. Spacecraft shows the typical crew quality, and the crew’s total initiative and maneuver modifiers, for the spacecrafts covered in Speed Damage Die 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 Light d10 using GM characters’ abilities when they drive or attack from Smallest Object or Creature Size # of Dice spacecrafts. It’s merely a shortcut to save time if the GM doesn’t Colossal 20 have particular 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 82: Collision Damage Table 84: Spacecraft Crew Quality

After finding the base damage, determine the collision’s damage multiplier based on how the colliding spacecraft struck 4.13 Damaging Vehicles 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 three Table 83: Collision Direction 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 spacecraft (see Losing Control, below). The pilot of the other 4.13.1 Repairing Damage spacecraft must succeed on a Pilot check (DC 15) 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. of the spacecraft. If this check is successful, the pilot maintains control of the spacecraft. If it fails, the spacecraft goes into a spin. An out-of-control spacecraft may strike an object or other 5 Planets spacecraft. When that happens, a collision occurs. Spacecraft would be pointless without places to explore, 4.11.1 Spin conquer, and smuggle to. Below listed are rules on how to create new planets for the characters to travel to. This guide can be used The spacecraft spins wildly. All those on board must make a to generate new planets, locations, and places for characters to Fortitude Saving throw(TN18) or become sickened for 5 minutes. visit. Nearly every planet that is encountered will be orbiting a star of some type. 4.12 Crew Quality 5.1 Star Classes Rather than force the GM to create, or remember, statistics for everyone aboard a spacecraft, spacecraft statistics include This will determine what kind of star the system has. Stars are a general “crew quality” descriptor. Table: Spacecraft Crew spheres of plasma held together by gravity, undergoing fusion. Quality shows the five levels of crew quality for GM-controlled They provide light and heat, both of which are usually required 60 for most life. 5.3.4 Dense A Dense atmosphere is an atmosphere with an abundance of Star Class and Color D% Roll nitrogen and oxygen, requiring a condenser-diluter to make it O Class (Blue-White) 1-15 easy to breathe. A Class (White) 16-30 F Class (Yellow-White) 31-45 5.3.5 Unusual M Class (Red) 46-60 Unusual atmospheres are atmospheres that have a gas mixture K Class (Orange) 61-75 other than nitrogen and oxygen, but are not otherwise harmful. G Class (Yellow) 76-100 They can produce strange, but non-lethal effects. Table 85: Star Classes 5.3.6 Tainted 5.2 Planet Size Tainted Atmospheres are atmospheres that have gas mixtures that are poisonous to sentient beings. They require respirators Planetary size can determine the amount of gravity on the in order to survive in, but otherwise require no other protective planet, as well as how much space is available for development, equipment. agriculture, and expansion. Planet size can heavily influence what kind of industry does and does not work on a planet. 5.3.7 Corrosive

Planet Size and Aproximate Diameter D% Roll Corrosive atmospheres are atmospheres that are actively corrosive and will damage anyone not sufficiently protected. Extremely Tiny (75 – 125 Miles) 1-7 Corrosive atmospheres damage all creatures 3d6 Acid damage Very Tiny (126 – 250 Miles) 8-14 every minute they spend in the atmosphere without protective Tiny (251 – 500 Miles) 15-21 gear. Any spacesuit that protects against plasma damage will Very Small (501 – 1,000 Miles) 22-28 provide protection against corrosive atmosphere. Small (1,001 – 2,000 Miles) 29-35 Medium (2,001 – 3,000 Miles) 36-42 Large (3,001 – 4,000 Miles ) 43-49 Atmosphere D% Roll Very Large (4,001 – 5,000 Miles) 50-56 Vaccum 1-10 Extremely Large (5,001 – 6,000 Miles) 57-63 Thin 11-35 Huge (6,001 – 7,000 Miles) 64-70 Standard 36-55 Gigantic (7,001 – 8,000 Miles ) 71-77 Dense 56-70 Colossal (8,001 – 10,000 Miles) 78-84 Unusual 71-80 Enormous (10,001 – 15,000 Miles ) 85-99 Tainted 81-90 Vast (+15,001 Miles) 100 Corrosive 91-100

Table 86: Planet Sizes Table 87: Planet Atmospheres

5.3 Planet Atmosphere 5.4 Planet Hydrosphere A planet’s atmosphere is a layer of gasses that surrounds a A Planet’s Hydrosphere is a measurement of how much water planet, held by the planet’s gravity. Nearly all planets have a is on the planet, and how much land is on the planet. nitrogen and oxygen mixture, in various quantities. 5.4.1 Desert 5.3.1 Vaccum A Desert planet is a planet that is void, or near void of any A Vacuum atmosphere represents the lack of an atmosphere. surface water and most underground water, but can have frozen Vacuum atmospheres require a spacesuit and a respirator in icecaps on the poles. order to navigate without suffocating. 5.4.2 Dry 5.3.2 Thin A Dry planet is a planet that contains water but is sparingly in A Thin atmosphere is an atmosphere with light nitrogen and measurement. It may have pockets of water or oasis’s, in addition oxygen, that requires no spacesuit, but it does require a respirator to frozen icecaps. or a condenser-diluter. 5.4.3 Balanced 5.3.3 Standard A Balanced Planet is a planet that has some water, and may A Standard atmosphere is an atmosphere that is breathable contain at least one ocean, but will also contain a significant and comfortable without any additional equipment. amount of land mass. 61

5.4.4 Wet 5.5.6 Very High

A Wet planet is a planet with a significant amount of water. It This planet has between 1,000,000,000 and 10,000,000,000 will contain at least one major ocean. people who live on it. Smaller planets will have overcrowding, urbanization, and compartmental living. 5.4.5 Water 5.5.7 Extremely High A Water planet will be comprised nearly completely with water. It may have small islands dotting it’s surface. This planet has between 10,000,000,000 and 50,000,000,000 people who live on it. Smaller planets will have overcrowding, urbanization, and compartmental living, as well as underground Hydrosphere D% Roll living. Desert Planet 1-5 Dry Planet 6-25 Population D% Roll Balanced Planet 26-50 Barren 1-5 Wet Planet 51-90 Very Low 6-15 Water Planet 91-100 Low 16-30 Moderate 31-85 Table 88: Planet Hydrosphere High 86-95 Very High 96-99 5.5 Population Extremely High 100

Population is how many sentient beings are living on the planet Table 89: Population in a permanent or semi-permanent status. How this population lives is highly influenced by the hydrosphere, the size, and the atmosphere of the planet. There are a multitude of ways a 6 Man-made Celestial Bodies population can live on a planet, and it is highly encouraged for a GM to provide a reasonable or plausiable way for the population Locations and environments here include various satellites, to live on or around the planet. This population also includes any gates, space stations and other places that have been put in place space stations that may be orbiting the planet, or any ships of by sentient races for various reasons. permanent, or semi-permanent orbit around the planet.

6.1 Gates 5.5.1 Barren A gate is a large, circular ring floating in space that allows This planet has less than 10 people who live on it. Because a spacecraft to travel long distances in a relatively short time. of the small amount of people on the planet, it usually has no Gates are the main stations for moving around the galaxy and officially recognized government or political structure. the universe. There are multiple types of gates, each with their own function. Most gates are unidirectional, having an entrance 5.5.2 Very Low 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 This planet has between 10 and 1,000 people who live on it. bidirectional gate, that allows for travel in both directions.

5.5.3 Low 6.1.1 Light Gates

This planet has between 1,000 and 10,000 people who live on A light gate is a gate that accelerates any ship that flies within it. it to the speed of light, allowing it to travel at light speed without a light engine. These gates, due to their short range, are often numerous in solar systems, allowing a ship to navigate the local 5.5.4 Moderate solar system with ease. 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 6.1.2 Warp Gates space stations. A Warp gate is a gate that holds open a wormhole that allows a ship to travel through, and emerge from the other side, defeating 5.5.5 High the issue of the speed of light issue with travel. These gates are often major hubs, with exits being anywhere from 5 lightyears to This planet has between 1,000,000 and 1,000,000,000 who live 100 lightyears away from their entrance. They are used for long on it. Smaller planets will almost always have highly congested, distance travel, traveling between solar systems, strategic points, highly urbanized areas, and orbiting space stations. and major hubs. 62

6.2 Space Stations and Outposts Table 90: Population A Space station is a large station that is used for everything from a rest stop to market. The types are numerous, but nearly 7.2 Governmental Power Source all of them have docks for spaceships, as well as food and drink merchants. Most will have more than that, including weapons The governmental power source is how a government and trader merchants, as well as distractions from the monotony organizes and focuses it’s power and deciscion making. that space can bring on. Outposts are smaller versions of space stations, usually privately owned and smaller in size. Government Type D% Roll Autocracy 1-15 6.3 Other Man-made objects Oligarchy 16-30 6.3.1 Satellites Republicanism 31-45 Democracy 46-60 Satellites are autonomous floating spacecraft that broadcast Panocracy 61-75 and beam information. Chaos 76-100

6.3.2 Beacons Table 91: Governmental Power Source Beacons are floating spacecraft that emit specific information, usually comprising of locational coordinates and information 7.2.1 Autocracy about the system, as well as known hazards. An Autocracy is a government ruled by a single person, who has all of the power. Autocracies are all Dictatorships, who keep all of the power and control for themselves. Their word is law 7 Government and Politics and rule. Government denotes what kind of governing system the planet has, as well as how its politics function within that government. 7.2.2 Oligarch Planets can have multiple states, counties, or continents with multiple forms of government. An Oligarch is a government ruled by a small group of people. How they came into power or maintain power varies on the Oligarch. 7.1 Sovereign States Sovereign states denote how many recognized, sovereign Aristocracy Aristocracy is a form of government that places the states are on the planet. There may be more states, but they are power of government in the hands of a privileged ruling class, not officially recognized. who make decisions for the common classes. Bureaucracy Bureaucracy is a form of government where most, 7.1.1 Singular to all of the important decisions are made by non-elected officials. The planet has a singular sovereign state, that rules uncontested They are marked by being formulaic, inefficient, complex, and over the planet. inflexible.

Feudalism Feudalism is a form of government where the holders 7.1.2 Few of land rule over those that work their land in exchange for The planet has a few sovereign states, usually anywhere from safety, the use of it for their own food growth, and living space. 2-10, on the various landmasses or areas of the planet. Those that own the land receive the bulk of the product of the land worked, which can be used for their own personal use and 7.1.3 Some the excess sold off for profit.

The planet has a moderate number of sovereign states, usually Military Junta/Military Dictatorship The Military Dictatorship is anywhere from 10-50. when the highest member of the military holds the most control over the government. A Junta is different from this, in which 7.1.4 Many power is shared by multiple high level members of the military.

The planet has multiple sovereign states, with more than 50 Monarchy A Monarchy is a system of government where the states claiming legitimacy on the planet. rule of government is identified and passed down by bloodlines and families, rather than elections or selections. Reign usually Sovereign States D% Rolls last until the death of the current ruling monarch. Singular 1-20 Stratocracy A Stratocracy is a system of government where Few 21-50 military leaders are in charge of the government. It is similar to Some 51-80 a military Junta, but there is usually no difference between the Many 81-100 military and the government; Officials are officers, not elected 63 officials. Table 93: Republicanism Table

Technocracy A Technocracy is a system of government where 7.2.4 Democracy the decision maker are selected on the basis of technological expertise. This knowledge can be in weapons, engineering, A Democracy is a government ruled by large groups of people, farming, or a multitude of other forms of knowledge, based on usually through vote. the society and what it values. Pure Democracy Pure Democracy is a form of government Technologically Elevated Dictatorship A T.E.D. is a system of where everyone rules. If a leader is present it is only for major government where a small few individuals rule over a large things such as rule implementation, as nearly all regulations and majority through technological advancement, which is very laws are voted on by all citizens. heavily guarded. The advances may include anything from simple modern marvels such as matches and lighters all the way Ochlocracy An Ochlocracy is a form of government where the to armors that make traditional weapons on the planet ineffective. mob rules. Anyone who is a part of the minority is intimidated, T.E.D. are usually very guarded about visitors on the planet, so as removed, or re-educated. to keep their control by not introducing the advanced technology to the populace. Polyarchy A Polyarchy is a form of government where power is invested in a very large group of people, who then vote on Theocracy A Theocracy is a system of government where various policies. religious leaders head and run the government. Stochocracy A Stochocracy is a form of government where the Timocracy A Timocracy is a system of government where only leaders are chosen by a lottery, instead of voting. those who own real property, such as land or real estate, may participate in government. This usually encompasses voting, holding office, and participating in political discourse. Democracy Type D% Roll Pure Democracy 1-25 Ochlocracy 26-50 Oligarchy D% Roll Polyarchy 51-75 Aristocracy 1-10 Stochocracy 76-100 Bureaucracy 11-20 Feudalism 21-30 Table 94: Democracy Table Military Junta/Military Dictatorship 31-40 Monarchy 41-50 7.2.5 Panocracy Stratocracy 51-60 Technocracy 61-70 A Panocracy is a government ruled by everyone. Technology Elevated Dictatorship 71-80 Theocracy 81-90 Anarchy Anarchy is a form of government where there is no Timocracy 91-100 officially recognized government or power structure at all. These are usually extremely unstable and do not last very long, drifting Table 92: Oligarchy Table into another form of government after a short period.

7.2.3 Republicanism Sociocracy Sociocracy is a form of government where decision making is made by various individuals, who work out solutions A Republic is a government ruled by a group of elected to problems that are beneficial for all those involved. representatives.

Democratic Republic A Democratic Republic is a bit of a hybrid PanocracyType D% Roll style of government, which is both Democratic and Republican. Anarchy 1-40 Officials are elected by the populace to represent the people and Sociocracy 41-100 make decisions for them. Table 95: Panocracy Table Limited Monarchy A Limited Monarchy is a form of government where the governing powers of the monarch are limited by a framing document, such as a constitution. Such systems will have 7.2.6 Chaos a monarch, and an elected form of government and each reserve Chaos is a special form of government where there are no forms of government. leaders, and no power distribution at all. All Chaos power structures are barbarism. Republicanism Type D% Roll Barbarism Barbarism is the lack of any government. Barbaric Democratic Republic 1-50 societies usually default to the strongest, best armed, or toughest Limited Monarchy 51-100 person or groups of people. 64

7.3 Law Levels 7.3.5 Heavily Restrictive

Law levels denote what is acceptable to the political leaders The carrying of weapons is by permit only, which is a shall of the world. While there are multitudes of cultural laws that can issue. Anyone who is not a criminal may acquire a permit, and exist on a planet that can restrict literally any action or any kind self defense weapons are limited to semi-automatic firearms, of item possession, these levels focus specifically on weapon plasarms, lasarms and melee weapons. possession, use, and carrying. Military and Police are almost always exempt from these laws, but can be influenced by them. 7.3.6 Very Heavily Restrictive

7.3.1 Unrestrictive The carrying of weapons is by permit only, which is a may issue dependent on the issuing party, and when issued, only There are no laws or restrictions on carrying weapons for self handguns and melee weapons may be carried for self defense. defense. Any weapon may be carried or used in defense of life. Criminals and undesirables are unable to acquire permits. Known criminals can, and usually do, carry weapons openly.

7.3.2 Very Lightly Restrictive 7.3.7 Extremely Restrictive Explosives and indiscriminate weapons, such as land mines and The carrying of weapons is by permit only, which is a may traps are illegal for self defense, but all other weapons are legal issue dependent on the issuing party, and when issued, only for defense. Known criminals can, and usually do, carry weapons less-lethal weapons may be carried for self defense. Criminals openly. and undesirables are unable to acquire permits.

7.3.3 Lightly Restrictive Explosives and indiscriminate weapons, such as land mines Law Levels D% Roll and traps are illegal for self defense, but all other weapons are Unrestrictive 1-15 legal for defense. Criminals convicted of major crimes such as Very Lightly Restrictive 16-30 murder or assault are unable to carry weapons legally. Lightly Restrictive 31-45 Moderately Restrictive 46-60 7.3.4 Moderately Restrictive Heavily Restrictive 61-75 Self Defense weapons are limited to firearms, plasarms, lasarms Very Heavily Restrictive 76-90 and melee weapons. Criminals convicted of major crimes such as Extremely Restrictive 91-100 murder or assault and certain minor crimes are unable to carry weapons legally. Table 96: Law Level Table

8 New Environments 8.1 Weightless and Microgravity Weightless and microgravity environments function very differently from normal gravity areas. Regardless of how much weight a character is carrying in a weightless or micrgravity environment, they are never encumbered. Their movement cost is doubled. ——————————————————————————–——————————————————————————–– 65

Chapter VII The category of a plasarm or lasarm is determined by its size, wattage, and heat rating. Below are some general examples Plasmasmithing of what each category represents. Crafting any plasarm or lasarm has a base TN of 8, and the WP cost for the created plasarm or lasarm is the Total TN + 5 A plasmasmith is a person who repairs, modifies, designs, or Each listed kW rating on the Plasma damage table is builds plasarms or lasarms. This occupation is different from considered a category. 10 kW being the 1st category and 100 kW an armorer. The armorer primarily maintains (disassembly, being the 11th category. cleaning) weapons and performs limited repairs involving parts replacement and possibly work involving accurization. A gunsmith does factory level repairs, renovation (such as applying metal finishes), and makes modifications and alterations for special 2 Building a Plasma Blade uses. Plasmasmiths may also apply carvings, engravings and Characters with the ability can choose to build their own other decorative features to an otherwise finished plasarm. personal Plasma Blades as opposed to buying one or having one Plasmasmithing falls under Craft: Electronic, and all the rolls commissioned. and TNs are for that skill. Building a plasma blade is governed under the Craft Damage Wattage Category (Electronic) skill. 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 6d8+2 180 kW 15th 10 kW 45 −6 7d8+1 200 kW 16th 15 kW 40 −4 25 kW 35 −2 Table 97: Damage and Category by Wattage 35 kW 30 +0 40 kW 25 +5 45 kW 20 +9 1 Crafting a Brand New Plasarm or 50 kW 15 +15 65 kW 10 +17 Lasarm 75 kW 5 +22

When crafting a new plasarm or lasarm, a character must first pick what current category the plasarm or lasarm would fit 2.1 Personalized Plasma Blade into, or the best case that the plasarm or lasarm would fit into. A personalized plasma blade is built from the ground up for Aspects such as wattage, emitter type and range, and size, can a particular individual, based on the user’s preference, size, and all play into this. other specifications. A bladesmith may craft a personalized When crafting a plasarm or lasarm, a character must meet plasma blade for anyone at their request, but the user must the minimum requirements for wattage and a plasarm must have be proficient in the weapon in order to gain the benefit. A enough Heat for a single shot of the least heat conductive emitter. personalized weapon grants a +4 attack bonus, and a +1 damage Crafted plasarms still have to follow the rules of standard plasarm bonus. Anyone who is not the intended user of the weapon gains upgrades. a −4 Attack penalty. When crafting a personalized weapon, the TN for the weapon is increased by 10, the raw material wealth Example: If a plasarm has a minimum of 2nd category point cost is increased by 4× and the time is tripled. and the cost is +2 TN per category, then the minimum base TN would be 8+2+2. 2.2 Performing Upgrades All crafted Plasarms or lasarm can use all types of Coolant A bladesmith may perform upgrades to weapons at half cost packs. of the price of a normal upgrade, rounded up. The TN to perform The GM decides, based on the plasarm the players want to an upgrade is 18, and takes the normal amount of time it takes craft, what the size and weight of it would be. to perform the upgrade. 66

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

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3 Building Laser and Plasma 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 increment 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 98: Plasmasmithing, Laser Handguns 68

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 increment 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 99: Plasmasmithing, Plasma Handguns 69

3.3 Plasma Sub-machine Guns Plasma sub-machine guns are generally sized between Medium to 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 100: Plasmasmithing, Plasma SMGs

3.4 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 ranges. It is 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 (5rd-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 101: Plasmasmithing, Plasma Rifles 70

3.5 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 ranges. It is 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 102: Plasmasmithing, Beamcasters

3.6 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 (5rd-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 103: Plasmasmithing, Plasma Sniper Rifles

3.7 Explosive Lased Media Guns ELM guns come in two forms; standalone and underbarrel. They house a low Heat with a significantly powerful power output. 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 104: Plasmasmithing, ELM Guns