DnD5 DragonStar

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DragonStar5E.logo.jpg These are the conversion rules for playing a fantasy D&D5th edition game is a modified version of the Dragon Star setting. The setting can be found HERE

DragonStar5E.jpg

BASIC HOUSERULES[edit]

Character Classes and Basic Rules: classes and races from the Player’s Handbook 5th ed. (PHB) along with Xanathar's Guide to Everything (XGE), Mordenkainen’s Tome of Foes (MTF), Volo’s Guide to Monsters (VGM) the Wayfinder’s Guide to Eberron (WGE) and Eberron: Rising from the Ashes (ERA).

Resolve Points: as Hero Points in the DMG pg. 264 but with a few new extra uses.

  • A spell-caster type character could spend a Resolve point as an Action and regain ½ (round down) his level in spell levels back (4th level wizard could regain 2 levels of spells back, either a 2nd level spell or two 1st level spells). You must complete a long rest to use this feature again.
  • During a rest (short or long) you can spend a Resolve Point to re-gain ½ your HD (round down, min 1) in additional healing rolls that you must use immediately during this rest. These don’t count towards your Hit Die used for healing. You must completed a long rest to spend a Resolve point this way again. One can also spend a Resolve Point and recover one level of Exhaustion as an Action. You must complete a long rest before you can use a Resolve point this way again.

Melee Combat and Firing While Prone: When you target a foe with a ranged attack and when that target is in melee range with an ally your attack rolls is at disadvantage (just like making a ranged attack while in melee). You are not at disadvantage when using a firearm when prone.

Hardness: Vehicles and material stop so much damage automatically (ala Damage Reduction of older editions). Hardness reduces all damage by its level before applying it to the target.

Primitive Weapons & Armor: are ineffective at penetrating advanced armor and advanced weapons tend to cut right through primitive armor (see Gear). Natural weapons and armor are not primitive.

Slow Natural Healing: per the DMG pg. 267. You regain HD after a long rest but NO Hit Points. You can also recover one level of Exhaustion after a short rest (in additional to one you regain after a Long Rest).

Tool Proficiencies: is not being used. Instead covered by normal skills (see new skills).


TECHNOLOGY OF THE DRAGONSTAR
An important note about the setting is technology and magic. Over the last two thousand years technology has grown a great deal but so has magic. Today magic is so ingrained in the design and creation of most technological devices that the two are rather indistinguishable. This gear then counts as “magical” and can be affected by anti-magic. ‘Analog’ items are made with magi-tech but at a very low level and are not affected by anti-magic, dispel, ion attacks, etc.

Any item with a Powercell will not work with in an Anti-Magic or similar areas. These items can be subject to the Dispel magic spell. A caster choices one item and the wielder must make an Intelligence save. Failure means the item stops functioning for one minute (10 round). With an action a Mechanic skill check vs. the same DC can restore an items function. Items with powercells of C or D gain a +2 bonus to this save, E or F powercells gain a +5 and G or H powercells gain a +10. If the item has multiple powercells add +1 for two cells and +2 if it has 4 or more cells.

CHARACTER CREATION[edit]

1. Distribute 27 points to your 6 characteristics as per PHB
2. Pick one of the Species listed below and modify characteristics, add skills & abilities.
3. Pick a Class from the PHB or new classes Marshal and Technician. Assign skills and abilities.
4. Pick a Background from the choices below.
5. Pick any one Feat (from the PHB, VGM, MTF, XGE, WGE or the New Feats in Houserules).
6. Purchase additional gear with your starting cash. In DragonStar, 1 credit equals one gold piece.

SPECIES OF THE DRAGONSTAR EMPIRE[edit]

There are a multitude of intelligence species that make their home within the DragonStar Empire and beyond. These are only a few of those. Many of the following have been updated from the PHB, MTF, VGM, XGE and WGE. Additional notes in the PDF Volo’s Complete Subrace Handbook (VCSH).

Note that because not using Tools and Vehicle proficiencies any race or class that normally gets a tool proficiency should instead gain a Skill that is most appropriate (GM’s call)

HUMAN[1]
Ability Score Increase: Add +1 to all ability scores.
Human Versatility: You gain proficiency with any one Skill of choice. You can speak, read and write in Common and one extra language of your choice.
Human Domination: add +1 to your base Resolve total and the number you gain each new level.

AASIMAR[2]
Ability Score Increase, Darkvision, Celestial Resistance and Light Barer per VGM pg. 104-5.
Magical Understanding: gain proficiency with the Arcana skill for free.
Subraces: Protector, Scourge and Fallen per VGM pg. 105

CHANGELING[3]
Ability Score Increase and Shapechanger per WGE pg. 60 and ERA pg. 18
Changeling Instinces (updated) gain two of the following proficiencies – Capital Ship Pilot, Computer Use, Culture, Drive, Gambling, Mechanic, Medicine, Nature, Performance, Physical Science, Pilot, Technology or Thievery.
Polyglot: You pick up new languages in 30 days (instead of 90).
Slippery Mind: You have advantage saving throws against the charmed condition.
Unnerving Vingate: You can flash a quick vistage of horror over your face. As a bonus action you gain advantage with Intimidation.

DRAGONBORN[4]
Ability Score Increase, Dragon Ancestry and Damage Resistance per PHB
Scales: Dragonborn have a natural AC of 13 + their dexterity modifier if they are not wearing armor.
Scary: Dragonborn tend to be intimidating and start with proficiency in the Intimidate skill.

DWARF[5]
Ability Score Increase, Darkvision, Dwarf Resilience and Stonecunning per PHB
G-Adaption: don’t suffer disadvantage to actions in high-g, gain advantage on saves verse high-g maneuver (see the Environment) and advantage on any check to recognize gravity fluctuations.
Tool User: gain proficiency in either Mechanics or Technology skill for free.
Subraces: Hill and Mountain Dwarf per PHB and
Wild Dwarf

Ability Score Increase: Your Strength and Wisdom score increase by +1
Druidic: You know the druidcraft cantrip. Wisdom is your spellcasting ability.
Wildborn: You do not start with the Tool User dwarf racial trait. Instead you gain proficiency in the Nature and Survival skills and gain Weapon Proficiency with Blowguns. Finally you have advantage when attempting to make a poison.
Resilience: You have advantage on saving throws verses diseases.
Primitive: This works exactly like the Primitive limitation for Barbarians (see updated classes) including the limits on Backgrounds.

ELF[6]
Ability Score Increase, Darkvision, Keen Senses, Fey Ancestry and Trace per PHB
Nature’s Way: start with proficiency in either Nature or Physical Science skill for free.
Zero G Adaptive: Zero-g is not difficult terrain for them nor does it cause disadvantage on ability checks or attack rolls. They also recover from tumbling with a normal ability check instead of at disadvantage (see the Environments).
Subraces: High, Wood and Drow elves as PHB and
Avariel (Winged Elves)

Ability Score Increase: Your Wisdom score increases by 1.
Flight: You have a flying Speed of 30 feet. You can only be wearing light armor to use this trait. Also in order to benefit from a vacuum suit or similar environmental protects your wings must be bond within the sealed system. Having them unborn provides no environmental protection.
Languages: you also speak, read and write in Auran.

Eladrin (Fey Travelers)[7]

Ability Score Increase: Your Intelligence and Charisma scores increase by +1 each.
Fey Step: as a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you have used this trait, you can’t do so again until you finish a short or long rest.
Shifting Seasons: At the end of each short or long rest, you can align yourself with the magic of one season, regardless of the season that is dominating your personality. Doing so allows you to cast a certain cantrip, as shown in the Shifting Seasons Cantrips table. When you align yourself with a season’s magic, you lose the cantrip associated with the previous season and gain the cantrip associated with the new season. Your spellcasting ability for these cantrips is Intelligence or Charisma, whichever is higher.
Season Cantrip and Outlook.
* Autumn – Friends. This is the season of peace and goodwill, when summer’s harvest is shared with all.
* Winter – Chill Touch. Is the season of dolor, when the vibrant energy of the world is slumber. It is a time of sadness and regret.
* Spring – Minor Illusion. Is the season of cheerful and unfettered celebration, marked by merriment as winter’s sorrow has passed.
* Summer – Firebolt. Is the season of boldness and aggression, time of unfettered energy.

Grugach (Wild Elf)

Ability Score Increase: Your Strength and Wisdom scores increase by 1.
Druidic: You know the druidcraft cantrip. Once you reach 3rd level, you can cast the entangle spell once per long rest as a 1st level spell using this trait. Wisdom is your spellcasting ability.
Weapon Training: You are proficient with spears, javelins and nets.
Primitive: as Wild Dwarfs and the updated Barbarian class (see there)
Languages: you also speak, read and write in Sylvan.

Sea Elf

Ability Score Increase: Your Strength and Constitution scores increase by 1.
Child of the Sea: You have a swimming speed of 30 feet and you can breathe in air and water.
Friend of the Sea: Using gestures and sounds you can communicate simple ideas with Small sized and smaller beasts that have an inborn swim speed.
Wepon Proficiency: Instead of Bow (short and long) Sea Elves gain proficiency in Crossbows (light and heavy).
Languages: you also speak, read and write in Aquan.

GITHZERAI (only subrace of Gith allowed)[8]
Ability Score Increase, Monastic Training and Githzerai Psionics per MTF pg. 96
Limited Telepathy: the Gith can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking. This costs no action or concentration. The mental link must be established while the target creature is within sight of the Gith but afterwards they can maintain it without sighting the target creature (so long as they are within the 30ft area).

GNOME[9]
Ability Score Increase, Darkvision and Gnome Cunning per PHB
Social: gain proficiency in either the Deception or Persuasion skill for free.
Subraces: Deep, Forest and Rock Gnomes from the SC and PHB plus…
Deep Gnomes: Mask of the Deep. You can cast the disguise self-spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a short or long rest. If you are in direct sunlight, enemies have advantage on rolls made to see through your disguise. Intelligence is your spell casting ability with this spell.
Forest Gnomes: Wilderness Tracker. You gain proficiency in the Survival skill. You have advantage on Wisdom (Survival) checks made to track a creature in the forest, grassland, hill or jungle terrain.
Rock Gnome: Whatever’s at Hand. You have proficiency with improvised weapons, and your damage die when striking with improvised weapons becomes a d6 instead of a d4. You also gain proficiency with the Technology skill.

GOBLIN (ignoring VGSR pg. 12-14.) [10]
Ability Score Increase: Increase your Dexterity by 1 and your Intelligence by 2.
Age: Goblins reach maturity around 12 years of age and live to around 50 years or so.
Alignment: Goblins tend towards a chaotic outlook on life (individual freedom to do whatever they want) but they can be of any.
Size: Goblins are short, usually 3 to 4 feet but weigh about 80 pounds. Your size is Small.
Speed: Your base walking speed is 30 feet.
Darkvision: Goblins can see in dim light within 60ft as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness only shades of gray.
Foul Mouthed: Goblins are natural insulters and gain the use Vicious Mockery cantrip naturally. This is a natural ability and not subject to Dispel, etc. Intelligence is your spell casting ability.
Sneaky: Goblins start with proficiency in Stealth for free.
Tool Users: Goblins start with proficiency in either Mechanic or Technology for free.
Languages: You can speak, read, and write Basic and Goblin.

GOLIATH[11]
Ability Score Increase, Natural Athlete, Stone’s Endurance, Power Build and Mountain Born: per the VGM pg. 108-9
Looming Size: You deal the Versatile damage of a melee weapon when wielding it in only one hand.

HALF-ELF[12]
Ability Score Increase, Darkvision, Fey Ancestry and Skill Versatility per PHB
Mixed Bloodline: you have inherited some aspect of your ancient ancestors and start with either the Perception or Persuasion skill for free.

HALF-ORC[13]
Ability Score Increase, Darkvision, Relentless Endurance and Savage Attack per PHB
Survivors: gain proficiency with the Survivor skill for free.

HALFLING[14]
Ability Score Increase, Lucky, Brave and Halfling Nimbleness per PHB
Subraces: Lightfoot and Stout per PHB plus…
Lightfoot: Weightless Step. While you are hidden your footsteps make no noise. In addition traps whose trigger are pressure or weight activated do not activate if you cost them at half speed. Lightfoot Halflings also gain proficiency in Stealth for free.
Stout: Hearty: You have advantage on all Hit Dice rolls to recover hit points from any source (healing magic, short and long rest, second wind, etc.)
Tallfellow

Ability Score Increase: You Intelligence increase by 1.
Schooled Language: Tallfellow spend years studying their elven heritage and reading old works. You can speak, read and write in Elvish.
Keen Senses: You have proficiency in the Perception skill.
Learned: gain proficiency in either Nature or Physical Science.

LIZARDFOLK[15]
Ability Score Increase, Bite, Cunning Artisan, Hold Breath, Hunter’s Lore and Natural Armor per VGM pg. 111-113 but updated with two additional subraces from VGSR pg. 32.
Subraces: Black Scale and Poison Dusk updated with...
Blackscale

Alerted Base Statistics, Ability Score Increase, Ravenous Maw and Powerful Built: VGSR pg. 32

Poison Dusk

Replace your Ability Score Increase and Hungry Jaw traits. Poisonous Maw amends but does not replace your Bite trait.
Alerted Base Statistics, Ability Score Increase, Poison Maw and Color Shift: VGSR pg. 32

RATFOLK[16]
Ability Score Increase: Increase your Dexterity, Intelligence and Charisma by 1 each.
Age: Ratfolk mature and age about the same as humans do.
Alignment: Ratfolk are communal and as such are often lawful in their outlooks.
Sized: Ratfolk are short, usually 3 to 4 feet and weigh about 50 pounds. Your size is Small.
Speed: Your base walking speed is 25 feet. You also have a natural climb speed of 25 feet.
Communalism: Ratfolk are used to working with others as part of a team. Whenever a Ratfolk is within 10 feet of an ally and rolls a 1 on the d20 for an attack roll, ability or skill check or saving throw, she may re-roll the die and must use the new roll. Darkvision: Ratfolk can see in dim light within 60ft as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness only shades of gray.
Scrounger: Ratfolk gain proficiency in Stealth and Survival skills.
Languages: You can speak, read, and write Basic and Undercommon.

SHIFTERS[17]
Darkvision and Shifting per WGE pg. 64-66 and ERA pg. 36
Keen Senses: Shifters have heighened senses then most and gain proficiency in the Perception skill.
Shifting (updated): you can now use this trait a number of times before requiring a short or long rest equal to your Constitution modifier (minimum 1 time per rest).
Subraces: Beasthide, Longtooth, Swiftstride and Wildhunt from WGE pg. 66 or ERA pg. 37

TABAXI[18]
Ability Score Increase, Darkvision, Feline Agility, Cat’s Claws and Cat’s Talent: per VGM pg. 113-115, however you can treat your claws as finesse weapons.
Natural Leapers: You don’t require any movement to make long jump or high jump. The distance you can leapt without requiring a check for a long jump is your Dexterity or Strength score +10ft and for a high jump is your Dexterity or Strength score (whichever is higher).

TIEFLING[19]
Ability Score Increase, Darkvision, Hellish Resistance and Infernal Legacy per PHB
Infernal Study: gain proficiency in the Arcana skill for free.
Possible other Bloodlines (Subspecies) I may allow any of the bloodlines from various books but please ask first. Just want to check

THRI-KREEN[20]
Ability Score Increase: Increase your Wisdom by 2 and your Constitution by 1.
Age: Most thri-kreen only live to thirty years at most, but they are fully mature by the age of five or six and their reduced need for rest ensures they live the years they have to the fullest.
Alignment: Thri-kreen have virtually no social structure other than the clutches they form with their families and closest allies. The notion of sophisticated rules for social behavior is foreign to them. They are almost always chaotic in alignment, and often neutral with respect to good and evil.
Size: Most Thri-Kreen average around 7’ long and weighing around 300 lbs. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Alien Mind: Thri-Kreen have a hard time understand others and non-Thri-kreen have the same problem when interacting with them. Thri-Kreen and non-Thri-Kreen are at a disadvantage when using the following skills against each other – Deception, Insight, Intimidate and Persuasion.
Darkvision: You can see in dim light as if it were bright light, and in darkness as if it were dim light out to 60ft. You can't discern color in darkness, only shades of gray.
Desert Stride: Thri-Kreen ignore difficult terrains when moving in deserts, hills and mountains.
Exoskeleton: When you aren't wearing armor, your natural AC equals 13 + your Dexterity modifier.
Multiple Limbs: You have an additional set of arms. You may interact with an additional object or feature of the environment for free during your turn. You can carry an additional one-handed weapon using each of these extra arms, but cannot use the Versatile property of weapons carried in these extra arms. You cannot use these extra arms to initiate grapples or wear shields. These hands can be used for other tasks, such as opening doors, carrying torches, using tools, or performing the somatic components of spells, without difficulty when they are not holding weapons.
Natural Claws: Thri-Kreen have naturally sharp claws that do 1d4 + Strength damage and are considered light weapons. You are proficiency with this attack.
Torpor: Instead of sleeping, you enter a torpid state, during which you remain fully aware of their surroundings. After four hours of torpor, you gain the same benefit that a human does from 8 hours of sleep. Also, magic can't put you to sleep.
Languages: Thri-Kreen can speak, read, and write Basic and Thri-kreen. The Thri-kreen language is relatively simple to understand, but it is difficult for members of other species to speak it.

VISHKANYA[21]
Ability Score Increase: increase your Charisma score by 2 and your Intelligence by 1.
Age: Vishkanya mature and live about as long as humans.
Alignment: Vishkanya tend towards a lawful nature.
Size: Vishkanya are at tall as humans but often have thinner or light builds.
Speed: Your base walking speed is 30 feet
Allure: Vishkanya are an alluring and charming people, so you gaining proficiency in either Deception or in the Persuasion skill (pick one).
Darkvision: You can see in dim light as if it were bright light, and in darkness as if it were dim light out to 60ft. You can't discern color in darkness, only shades of gray.
Poison Resistance: You gain Resistance to poison damage and Advantage with saves agaist the Poisoned condition.
Poisonous Spit: You have a poisonous spit that acts like the Poison Spray cantrip. However this is an innate ability and is not detected by magic nor can it be dispelled or affected by anti-magic zones. Charisma is your sell casting ability with this spell.
Languages: You can speak, read, and write Basic and Draconic.

WARFORGE[22]
Ability Score Increase, Construction Resilience, Sentry’s Rest, Intergrated Prptectiom and Specialized Design. per WGE pg. 67-70 or ERA pg 36. Note that your Integrated Protection armor count as advanced armor again advanced weapons.
Fixed Origin: You don’t select a background. Instead you gain any three Skill proficiencies at first level
Full-Body Prosthesis: As a completely artificial body, you use the better of your Constitution or Charisma for the maximum amount of strain that you can have from Spellware (see Gear).
Hard to Read: Warforge’s faces don’t move much and as such others have disadvantage on any Wisdom (Insight) checks made against them.

WOLFEN[23]
Ability Score Increase: Increase your Constitution by 2 and Dexterity by 1.
Age: Wolfen reach maturing around 15 years of age and tend to live about as long as humans.
Alignment: Wolfen are a very diverse people socially tending towards choas alignments and indivualism.
Size: Most Wolfen are taller than humans, average 6’6” and around 200lbs. You are Medium sized.
Speed: Your base walking speed is 35 feet.
Bite Attack: You can use your fangs or claws to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Scent: Wolfen have the Scent ability. Within 30 feet creatures do not gain advanced against you unless you are incapitabed. You can also 'guess' squares where invisible creatures are hiding within that range. But note that you must be able to use its sense of smell (so if they are wearing a filter mask or in a void suit, etc. they cannot benefit from scent). Strong winds or overpowering smells can also lower or eliminate this ability. This also grants them advantage on Wisdom (survival) checks to follow trails, when hunting, etc.
Shifting Stance: If the Wolfen has nothing in its hands it can shift onto a quadrupedal stance and increase its base Speed to 45ft. At the end of its movement it can automatically shift back to bipedal.
Survivalist: Wolfen gain proficiency in the Survival skill.
Languages: You can speak, read, and write Basic and Sylvan.

Other Races: with GM’s permission you might take other races but they are rare (or best as NPC).

CLASSES UPDATES FROM THE PHB[edit]

Any class that gains a tool proficiency should substitute for one of the New Skills instead.

BARBARIAN[24]
Proficiencies: Armor – Light armor, Medium armor, Shields; Weapons – Simple weapons, Martial weapons; Skills – any three from Acrobatics, Animal Handling, Athletics, Gambling, Gather Information, Intimidate, Nature, Perception and Survival.
Equipment: any one Martial melee weapon with Advanced Alloy upgrade; two other Martial Weapons (but without the upgrade) or two Simple melee or thrown weapons with the Advanced Alloy upgrade; an Explorer’s kit (the non-advanced, from the PHB); a set of traditional tribal clothing; a set of Light primitive armor (PHB) or an extra 20 gold piece; belt pouch with 100 gold pieces (credits).
Primitive – This character does not have knowledge of technology and advanced gear. Can’t use advanced gear until at least one level after their introduction to the greater universe. Until then they do not gain the proficiency bonus with them and are at disadvantage with advanced skills checks. They gain no advanced skill, armor or weapon proficiency from their background or race. The feat Skilled and Weapon Master would allow the character to gain these proficiencies. Otherwise, multi-classing after 1st level (if the barbarian is out in the Empire) also grants them normal proficiencies. One could put on and operate the basic functions of a Skinsuit and fire a blaster rifle but not easily change the powercell. Restricted backgrounds to Bruiser, Colonist, Drifters or Wildlander.

BARD[25]
Proficiencies: Armor – Light armor; Weapons – Simple weapons, Pistols, plus either Martial Weapons or Rifles; Skills – Any five of your choice.
Equipment: a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; one Martial weapon with Advanced Alloy upgrade from the PHB; a Skinsuit; either a Light Flak Vest or Ballistic Cloth armor; one Musical instrument worth 150 credits or less (acts as a +1 magical arcane focus); either an Explorer pack or Spacer pack; a Comlink; an extra 150 credits of cash.
Notes: Gain Charisma mod +2 in Bardic Inspiration. Can be granted to anyone who the bard can see and who she is in communications with via a comlink, etc. The bard could even be viewing the target via a camera and so long as she can communicate with them, she can grant her inspiration.
The College of Valor also grants you proficiency with either Rifles or Heavy Weapons.

CLERICS[26]
Proficiencies: Armor – Light armor, Medium armor; Weapons – Simple weapons, Pistols; Skills – any three from Arcana, Culture, Gather Information, Insight, Medicine, Persuasion, Religion or Technology (add Gambling for Trickery domain or Technology for Knowledge domain).
Equipment: a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a simple melee weapon from the PHB or a Basic melee weapon worth 25 credits or less; a Skinsuit; either a Force Body Vest or Aramid Combat armor; Holy vestments worth 200 credits and a +1 magical Holy symbol; either an Explorer pack or Spacer pack; a Comlink; and extra 100 credits of cash.
Notes – the War Domain also grants you proficiency with either Rifles or Martial Weapons.
Clerics can also use the City Domain from UA: Modern Magic.

DRUIDS[27]
Proficiencies: Armor – Light armor; Weapons – Simple weapons, Pistols; Skills – any three from Arcana, Culture, Gather Information, Insight, Medicine, Nature, Persuasion and Religion.
Equipment: a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a simple melee weapon from the PHB or a Basic melee weapon worth 25 credits or less; a Skinsuit; either a Light Flak Vest or Ballistic Cloth armor (made of natural fibers); a +1 magical Druidic focus; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of cash.

FIGHTERS[28]
Proficiencies: Armor – Light armor, Medium armor, Heavy armor, Shields; Weapons – Simple weapons, Martial weapons, Pistols, Rifles and Heavy weapons; Skills – Choose three skills from Acrobatics, Animal Handling, Athletics, Culture, Drive, Gambling, Gather Information, Insight, Intimidate, Mechanic, Perception, Pilot and Survival.
Equipment: a Blaster Pistol, Hand Canon or two Heavy Autoloaders, and either an Assault Rifle, Combat Shotgun or a Laser Carbine, all with an extra clip of ammo or power cell; any two Martial melee weapon with Advanced Alloy upgrade from the PHB or Basic melee weapons; a Skinsuit; either a Force Body Vest or Tactical Body armor; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of cash.
Notes – Fighting Styles include Archery (only bows or crossbows), Defensive, Dueling, Firearm Focus (when making ranged attacks with an advanced firearm, add +1 to your attack rolls to hit and +2 to your damage rolls), Great Weapon Fighting, Protection, Two-Weapon Fighting.

MONK[29]
Proficiencies: Armor – none; Weapons – Simple weapons, Martial Weapons and either Pistols or Rifles; Skills – Choose any three from Acrobatics, Arcana, Athletics, Culture, Gather Information, Insight, Religion or Stealth.
Equipment: a Laser Pistol along with one additional power cell; a simple melee weapon from the PHB or a Basic melee weapon worth 25 credits or less; a Skinsuit; either an Explorer pack or Spacer pack; a Comlink; an extra 50 credits of cash.
Notes – Your attacks with Martial arts and Martial art weapons are not considered primitive.

PALADIN[30]
Proficiencies: Armor – Light armor, Medium armor, Heavy armor, Shields; Weapons – Simple weapons, Martial weapons, Pistols plus either Rifles or Heavy weapons; Skills – Choose three skills from Athletics, Drive, Culture, Gather Information, Insight, Intimidate, Medicine, Persuasion, Pilot, Religion or Survival.
Equipment: a Blaster Pistol or Hand Canon and either an Assault Rifle or Laser Carbine, all with an extra clip of ammo or power cell; any two Martial melee weapon with Advanced Alloy upgrade from the PHB or Basic melee weapons; a Skinsuit; either a Force Body Vest or Tactical Body armor; either an Explorer pack or Spacer pack; a Holy symbol worth 50 credits; a Comlink; an extra 50 credits.
Notes – Fighting Styles include Defensive, Dueling, Firearm Focus (when making ranged attacks with an advanced firearm, add +1 to your attack rolls to hit and +2 to your damage rolls), Great Weapon Fighting, Protection, Two-Weapon Fighting.

RANGER[31]
Using the rules (revised below) for the UA: Revised Ranger.
Proficiencies: Armor – Light armor, Medium armor; Weapons – Simple weapons, Martial weapons, Pistols and Rifles; Skills – Choose four among Acrobatics, Animal Handling, Athletics, Drive, Culture, Gambling, Gather Information, Insight, Investigation, Mechanic, Nature, Perception, Pilot, Stealth and Survival.
Equipment: a Laser Pistol or Heavy Autoloader plus either a Bolt Rifle or Shotgun, each with one additional full clip or power cell; any two Martial melee weapon with Advanced Alloy upgrade from the PHB or Basic melee weapons; a Skinsuit; either a Force Body Vest or Aramid Survival armor; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of cash.
Notes – Fighting Styles include Archery (only with bows or crossbows), Defensive, Dueling, Firearm Focus (when making ranged attacks with an advanced firearm, add +1 to your attack rolls to hit and +2 to your damage rolls), Two-Weapon Fighting.

ROGUE[32]
Proficiencies: Armor – Light armor; Weapons – Simple weapons, Pistols plus any four specific weapons of choice; Skills – Choose five among Acrobatics, Athletics, Computer Use, Culture, Deception, Drive, Gambling, Insight, Investigation, Mechanic, Perception, Performance, Persuasion, Pilot, Sleight of Hands, Stealth, Technology and Thievery.
Equipment: a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; any two Simple melee weapon from the PHB or Basic melee weapons, each worth 30 credits or less; a Skinsuit; either a Light Flak Vest or Ballistic Cloth armor; either an Infiltrator’s pack, Spacer pack, or Surveillance pack; either a Forgery kit, Hacker’s kit or Security kit; a Comlink; an extra 100 credits of cash.
Notes – For a rogue’s Expertise they gain it with Thievery and one additional skill of their choice. Thieves’ Chant is renamed Outlaw Code and includes hand signals, code words, street graffiti, etc.

SORCERER[33]
Proficiencies: Armor – none; Weapons – Simple Weapons, Pistols; Skills – Chose three from Arcana, Deception, Drive, Gambling, Insight, Intimidate, Persuasion, Pilot and Religion.
Equipment: a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a Simple melee weapon from the PHB or Basic melee weapon, worth 25 credits or less; a Skinsuit; a +1 magical Arcane Focus; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of cash.

WARLOCK[34]
Proficiencies: Armor – Light Armor; Weapons – Simple Weapons, Pistols; Skills – Choose three from Arcana, Culture, Deception, Drive, Gambling, Intimidate, Investigation, Persuasion, Pilot and Religion.
Equipment: a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a Simple melee weapon from the PHB or Basic melee weapon, worth 25 credits or less; a Skinsuit; either a Light Flak Vest or Ballistic Cloth armor; a +1 magical Arcane Focus; either an Explorer pack or Spacer pack; a Comlink; and extra 100 credits of cash.
Notes – can use the UA: Modern Magic Warlock Outworldly Patron of the Ghost in the Machine.

WIZARD[35]
Proficiencies: Armor – none; Weapons – Simple Weapons, Pistols; Skills – Choose three from Arcana, Culture, Drive, Insight, Investigation, Mechanic, Medicine, Physical Science, Pilot, Religion and Technology.
Equipment: a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a Simple melee weapon from the PHB or Basic melee weapon, worth 25 credits or less; a Skinsuit; a +1 magical Arcane Focus; a base Dataslate with your softspells included; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of cash.
Notes – can also choice Arcane Traditions UA: Modern Magic the Technomancy and from UA: Wizards Revisited, the Theurgy traditions.


Holy Symbol, Druid Focus and Arcane Focus: a standard magical focus (of all types) costs 50 credits and grants a magical +1 to magical attack rolls and damage with any magical damaging spell that the caster uses. These are considered Common magical items DragonStar. One could also purchase an advanced one for 250 credits that also adds +1 to the spell caster’s Saving Throw DC.

New Classes[edit]

MARSHAL[36]
Marshals could be diplomats and military commands. As the later, you often begin your career in the same way as rank-and-file soldiers, but move into a command position either by accident in the field when the former commanding officer falls to enemy attack, or more often by taking classes on how to be someone responsible for a team. Perhaps you have a natural talent for leadership despite being a soldier like the rest. As a ambashator you know how not only inspire allies and disturb eneminies but to hold your own in noble and the elite of astrocorp society.

CLASS FEATURES
As a marshal, you gain the following class features.
HIT POINTS
Hit Dice: 1d8 per marshal level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per marshal level after 1st.
PROFICIENCIES
Armor: Light armor, Medium armor
Weapons: Simple weapons, Pistol, Rifle
Saving Throws: Wisdom, Charisma
Skills: Select four skills from Athletics, Computer Use, Culture, Deception, Drive, Gambling, Investigation, Insight, Medicine, Perception, Persuasion, Pilot and Survival.

EQUIPMENT
You start with the following equipment in addition to any you gain from your background: a Laser Pistol or Heavy Autoloader plus either a Bolt Rifle or Shotgun, each with one additional full clip or powercell; any two Martial melee weapon with Advanced Alloy upgrade from the PHB or Basic melee weapons; a Skinsuit; either a Force Body Vest or Aramid Combat armor; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of extra cash.

LEVEL PROFiCIENCY FEATURES
1st +2 Command Talent, Team Coordination
2nd +2 --
3rd +2 Archetype
4th +2 Attribute Score Improvement
5th +3 Command Talent
6th +3 Extra Attack
7th +3 Archetype Feature
8th +3 Attribute Score Improvement
9th +4 --
10th +4 Command Talent
11th +4 Archetype Feature
12th +4 Attribute Score Improvement
13th +5 --
14th +5 --
15th +5 Archetype Feature, Command Talent
16th +5 Ability Score Improvement
17th +6 --
18th +6 Archetype Feature
19th +6 Ability Score Improvement
20th +6 Command Talent, Manifestation of Greatness

FEATURES
Command Talent: At 1st level the Marshal gains one Command Talent (see list below) as long as she qualify for it. She gains an additional Command Talent for every 5 additional levels (5th, 10th, etc.).
Team Coordination: Starting at 1st level, as a free action, at the beginning of the round, you can swap your initiative with any other ally you can see and who can hear and understand you. Also, as an action, you can grant any one ally within line of sight, whom can hear and understand you, gain an additional action on her turn.
Archetype: At 3rd level you can chose one of the following Archetypes – Diplomat, Inspiring Commander or Tactician.
Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th and 19th level increase ability score(s).
Extra Attack: Beginning at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Manifestation of Greatness: Starting at 20th level you gain a pool of 1d4 natural 20’s when you finish a long rest, which you can use to replace any one ally’s, whom you can see and who can hear and understand you, d20 roll as a reaction.

COMMAND TALENTS
Starting at 1st level the Marshal gain one of the following command talents of choice. The marshal must meet prerequisites listed. You must be able to see those whom you wish to affect and they must be able to see and hear you to benefit.

  • Bolster Ally: As an Action, you can bolster one ally who can see and hear you, automatically remove one of the following Condition – Charmed, Frightened or Stunned. You also grant him a number of temporary hit points equal to his character level plus your Intelligence or Charisma modifier. These temporary hit points only last until the target takes its next rest. You cannot boost the same ally until it has taken a rest.
  • By Example: You don't issue order from a distance; you stand shoulder to shoulder with those you lead. All allies that can see and hear you gain your proficiency as a bonus on Wisdom and Charisma saving throws. As an Action, for the next minute (10 rounds), all allies who you can see and hear you gain a +1 bonus to their AC. You must complete a rest to grant AC bonus again.
  • Enlightenment: Select one of the following skills – Intelligence (Investigation) or Intelligence (Technology), Wisdom (Insight), Charisma (Intimidation) or Charisma (Persuasion). You have Expertise with this skill (double proficiecny bonus) going forward. You can select this trait multiple times, selecting a different skill each time.
  • Flash of Inspirational: You gain a flash of isight. Before your make skill roll with the following skills - Intelligence (Investigation) or Intelligence (Technology), Wisdom (Insight), Charisma (Intimidation) or Charisma (Persuasion) you can gain a natural 20 with the skill check. You must complete a rest before you can use this trait again.
  • Field Advice: Using only your words, you call your comrades back from the most harmful of afflictions. As an Action, you give a rousing speech, and all allies that can see and hear you and understand you suppress all effects of exhaustion for one hour. You must complete a long rest before you can use this ability again.
  • Ignite Fervor: Whenever you hit an opponent in melee or ranged attack, you can as a Reaction, choose one ally who can see and hear you and understand you and who saw you strike your opponent. That ally gain Advantage on their next attack roll against the same opponent. If they have multiple attacks, the advantage is only on the first one. Prerequisite: Marshal 5th+ level.
  • Inspire Confidence: As an Action, you can inspire confidence in all allies whom can see and hear you and understand you, granting them a +2 bonus on all Attack rolls and a +2 bonus on Ability checks and Saves for 1 minute (10 rounds) or until you’re Incapacitated or reduced to 0 hit points. Once inspired, your allies do not need to see or hear you to remain inspired. You must complete a long rest to use this trait again.
  • Inspire Zeal: Whenever an allying who can see and hear you and understand you, makes a successful attack against an opponent that you can also see, you can spend your Reaction to turn the result into a critical success. You must complete a rest to use this talent again. Prerequisite: Marshal 10th+ level.
  • Mask Of Authority: Your friends believe in themselves more just knowing you are around. All allies that can see and hear you and understand you can re-roll all 1s on their damage rolls (must take the result of the re-roll even if it results in another 1s).
  • Strength Resolve: as the Inspiring Leader feat (PHB) with the following changes – first you can use either you Intelligence or Charisma modifier and second you double your chosen attributes modifier bonus for the total temporary hit points granted. A creature must complete a rest before they can benefit from either Inspiring Leader or Strength Resolve again.

MARSHAL ARCHETYPES
DIPLOMAT[37]
The Diplomat is get not only at talking with people and coordinating actions, but they can influence and force others to do as they say in some situations. Note that all of these talents are mind-affecting effects. Also many of the following features require a Saving Throw to resist their affects. Diplomat’s use their Charisma modifier when setting the ability saving throw DC = 8 + your proficiency bonus + your Charisma modifier.
Willing Smile: You gain this ability at 3rd level when you acquire this archetype. As an Action you can talk a non-hostile target into almost anything. A target that is not fighting and is not hostile too you, who can also hear and understand you, must make a Charisma save or gain the Charmed condition (PHB pg. 290) against you. If you attack it or take any hostile action against it, the condition ends automatically. Otherwise it ends if you do not spend at least an action renewing your ‘friendship’ at least once every minute (10 turns).
Cutting Words: You gain this ability at 7th level Marshal. You are good at insulting your enemies, causing them to become distracted or angry in combat. On your round, as a Bonus action, one target that can see and hear and also understand you, must make a Wisdom save. Failure means that it is at Disadvantage on its Attack rolls until the start of your next turn. You also gain Selling Ice on an Ice World at 7th level. This allows to automatically purchase standard goods (non-illegal or military ware) at 10% off the base price or sell such goods for 10% more.
Sharper Words: You gain this feature at 11th level Marshal. You are really good at insulting people or causing them to become flustered with your words. On your round, as a Bonus action, you attempt to distract or fluster a group within 30 feet of you that you can see and whom can see and hear and understand you. They must all make a Wisdom save. Failure results in the targets suffering Disadvantage to all Attack rolls until the start of your next turn. Note that those that are higher level than you are at an Advantage to this save and they can also spend a Resolve point to ignore it if they choice as a Reaction.
I Think We Got Off on the Wrong Foot: You gain this feature at 15th level Marshal. As a reaction, at any time, you can expend one of your Hit Dice to instead of healing get a ‘natural 20’ on your next Charisma or Wisdom save, ability or skill check before making the roll. Hit Dice recover as normal. As an Action you demand the surrender of a target within 30ft of you that is at ½ or less its maximum Hit Points, who can hear and see you and understand you. It must make a Charisma save. Failure means that it surrenders to you and your allies, dropping any weapons (even one’s it is hiding) and will not no hostile actions against you or your allies, allow itself to be searched and/or restrained, etc. If the target is higher level than you it gains advantage on this save. If you or any of your allies take hostile actions against it, it automatically recovers and will attack and/or defend itself as normal and you cannot use this feature against it again. You have to take a rest before you can use this second feature again.
Everything you Got: You gain this feature at 18th level Marshal. As an Action, select one target within 30ft of you that can see and hear and understand you. That target must make a Charisma save. Failure imposes the Stunned condition onto the target until the start of our next turn. If the target suffers any damage during this time it gets a new save. Success automatically ends the condition after the damage is rolled.

INSPIRING COMMANDER
The inspiring commander marshal could be a natural born leader of a mercenary troop or have been trained in the Star Legions Officer Core. He leads by example and inspiration.
Control The Battle Theatre: You gain this ability at 3rd level when you acquire this archetype. When rolling for initiative, you and each ally that can see or hear you add your Proficiency bonus to their initiative roll. On each of your rounds, as a Bonus action, you grant one ally who can see and hear you and understand you, a 1d4+1 bonus on an attack roll, saving throw, skill or ability check or to its AC against one attack. It must take this bonus before the start of your next turn or it is lost. An ally loses this bonus immediately if they can’t see or hear or if you are incapacitated or reduced to 0 hit points.
Deployment Tactics: You gain this ability at 7th level Marshal. You use your tactical knowledge to direct allies in battle to move more effectively. On your round, as a Bonus action, you and all allies who can see, hear and understand you gained the benefits of your Control the Battle Theatre, add +10 feet to Speed and ignore penalties for difficult terrain when moving until the start of your next turn. Allies do not lose the benefits of Control the Battle Theatre if they cannot see you (they still need to be able to hear from you, via communicator, etc.)
Rally: You gain this feature at 11th level Marshal. As a Bonus Action, you can rally your allies and bring them back from the edge of defeat. All allies who can see and hear and understand you, and who has less than half their total hit points remaining, gains their level plus your Charisma modifier in temporary hit points, gains advantage on any saves against the Frightened Condition and a +2 bonus to all damage rolls they make. This bonus last for up to 1 minute (10 rounds). Allies lost these bonuses if you are Incapacitated or reduced to 0 hit points. You can use this ability again after you have completed a rest. Secondly, you can provide a courage example for your allies. As a Bonus action you remove the Frightened Condition from any number of allies who can see and hear and understand you, equal to your Charisma bonus.
Assault Tactics: You gain this feature at 15th level Marshal. As an Action you may designate a single creature or object as the target of an assault. You and all allies who are able to see and hear and understand you, deal an additional points of damage equal to ½ (round down) your level plus your Charisma modifier to the target with each successful melee or ranged attack, until the start of your next turn.
Field Commander: You gain this feature at 18th level Marshal. You know how to use existing terrain to the best of your advantage and get your troopers to the right place at the right time. As a Reaction, you bark out a short command to find cover. All allies who you can see and who can hear and understand you improve their Cover by one step (including no cover which becomes ½ cover) as they grab and use all existing cover to their absolute advantage. If they move on their turn before you next action they lost this bonus unless they use ½ their Speed in movement to get to another cover location. This bonus lasts until the start of your next turn.

TACTICIAN[38]
You use your analytical mind to evaluate the tactical situation of the battle field and then coordinate your allies or troopers on how best to respond to the situation. Your abilities allow you to react to the changing tactical situation of the battle.
Tactical Command: You gain this ability at 3rd level when you choose this archetype. You gain Tactical Points (TP) equal to your Intelligence modifier (min 1) plus additional points each time something unfortunate happens to you or an ally. As these points compound, you are able to counter with positive effects. Points are lost when you take a short rest or long rest or when you roll for initiative. Spending points usually takes either a bonus action or a reaction.
You receive +1 tactical point (TP) when each of the following occurs…

  • An ally you can see or communicate with rolls a natural 1 on an attack.
  • An ally you can see suffers a critical hit.
  • An ally you can see is reduced to less then half its hit point maximum.
  • An ally you can see is reduced to zero hit points.
  • Three or more allies you can see suffer damage from an area effect.

You can then spend acquired TPs the followings ways…

1. Attack!!! (3-9 points): As a bonus action, select one ally per 3 points spent (maximum 3 allies); the targeted ally makes a single attack as a reaction immediately.
2. Elevate Strategy (2+ points): As a bonus action, select one ally per 2 points spent; the targeted ally immediately either move (at its normal speed) or take a bonus action. Targeted ally still get its’ turn when it comes up.
3. Intelligent Defense (1 point): as a reaction, one ally gains a +3 bonus to AC until the beginning of your next turn: if you move before then, the bonus is lost.
4. Opportune Weakness (3 points): As a reaction, one ally’s successful attack becomes a critical hit.
5. Outmaneuver (2 points): As a bonus action spend 2 points to move a creature within 30 feet of you that is your size or smaller up to 5 feet (it cannot be moved into hazardous terrain). The target suffers disadvantage on attack rolls until the beginning of your next turn.
6. Tactical Shift (1-3 points): As a bonus action, select one ally per 1 point spent (maximum 3 allies); the targeted ally can either make Disengage action for free on her turn or can move immediately up to ½ its Speed as an immediate Reaction.
7. Reverse Course Of Action (10 points): As an action, all enemies you can see must make an Intelligence save against DC 8 + your proficiency modifier + your Intelligence mod. If they fail, they are at disadvantage for all attacks, ability checks and saves until the end of your next turn.

Reevaluate Strategy: You gain this ability at 7th level Marshal. You can be ready for any battle situation that might arise. Instead of using your Hit Dice to recover hit points during a short rest, you can use them to gain TP points. For every Hit Die you spent this way using a bonus action, you gain 1d4+2 TP. These points last until your next rest.
Tides of War: You gain this feature at 11th level Marshal. You now gain +1d4 TP each time you or an ally meet a Coordination condition (see above) instead of just one.
Battle Instinct: You gain this feature at 15th level Marshal. You have an instinct for reading ambush sites and can react to such situations quickly. If the enemies gain a surprise action against you and your team, you gain an additional +5 TP. If any creature hits you with an attack at any time (not just the surprise round), you gain an additional +1 TP.
Battle Leader You gain this feature at 18th level Marshal. You can issue a last commands to your troops if you know you are about to fall. If you are reduced to 0 hit points, you gain +10 TP that you can use as many Coordination abilities that you want immediately (and the various abilities that you would spend your points on do not require any other action, bonus action or reaction). In addition you can spend any and all remaining TP points at this time also.


TECHNICIAN[39]
Technicians fill the roles as scienist, medical and engineering personnel, solving problems and repairing the ship, its crew, or more often both. As engineers, scientists, doctors, mechanics… and a host of other roles, technicians are vital to the safety and wellbeing of their ship and crew, being relied upon constantly to create ingenious solutions to the countless problems that plague spacers.
Technicians are hardy enough to assist in the combat pillar, usually in a support role, but truly shine in exploration pillar, overcoming obstacles and creating innovative solutions to problems with their broad skill set.

CLASS FEATURES
HIT POINTS
Hit Dice: 1d8 per Technician level.
Hit Points at 1st level: 8 + your Constitution modifier.
Hit Points at Higher Level: 1d8 (5) + your Constitution modifier per Technician level.
PROFICIENCIES
Armor: Light Armor.
Weapons: Simple Weapons, Pistols
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Capital Ship Pilot, Computer Use, Culture, Drive, Life Science, Gather Information, Insight, Investigation, Mechanic, Medicine, Nature, Perception, Physical Science, Pilot and Technology

EQUIPMENT
You start with the following equipment in addition to any you gain from your background: a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a Simple melee weapon from the PHB or Basic melee weapon, worth 25 credits or less; either an Armored Flight suit or a Skinsuit and a Light Flak Vest; either a Golem Control Rig, a Medical kit or a Repair kit; an Explorer pack or Spacer pack; a basic Dataslate; an extra 150 credits of extra cash.

LEVEL PROFiCIENCY FEATURES
1st +2 Expertise, Savant
2nd +2 Fast Hands. Specialization
3rd +2 --
4th +2 Attribute Score Improvement
5th +3 Quick Thinking, Savant
6th +3 Extra Attack
7th +3 Specialization Feature
8th +3 Attribute Score Improvement
9th +4 Expertise
10th +4 Specialization Feature, Savant
11th +4 --
12th +4 Attribute Score Improvement
13th +5 --
14th +5 --
15th +5 Expertise, Specalization Feature, Savant
16th +5 Attribute Score Improvement
17th +6 --
18th +6 Specialization Feature
19th +6 Attribute Score Improvement
20th +6 Expertise, Savant

FEATURES
Expertise: At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability skill check you make when you use this proficiencies. You gain a new expertise in one additional skill at 9th, 15th and 20th level.
Savant: At 1st level you gain a Savant ability. Pick one from those listed below. Gain a new Savant ability at 5th, 10th, 15th and 20th level.
Fast hands: At 2nd level, you halve the time it would normally take to complete certain tasks, minimum 1 action. Pick one of the following skills this applies to – Computer use, Mechanic or Medicine.
Specialization: At 2nd level you chose your technician specialization. Pick either a Golem Master, Medic, Mechanic or Operator.
Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase ability score(s) or gain a feat.
Quick Thinking: Starting at 5th level you can now take one additional Bonus or Reaction on each of your rounds (so 2 of either Bonus actions a round or 2 Reactions in a round).
Extra Attack: Beginning at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

SAVANT ABILITIES
These are generic savant abilities that all Technicians can acquire. There are also specialized ones listed under each Archetype that are only allowed for that Archetype.

  • Breakthrough: You have made some technological breakthrough with a piece of technology that uses a class skill that you have proficiency with. You gain a +2 equipment bonus to using this skill so long as you have the piece of equipment that you have upgraded in this way. You can take this ability more than once but the bonus must be applied to a different piece of tech. For Golem Masters and Operators, this could be applied to a specific golem or vehicle, and only for one of its checks (must be chose when ability is picked).
  • Do Science on it!: With any one Intelligence or Wisdom skill that you have proficience (or Expertise) with you add +5 to your next skill roll total. You must complete a rest before you can use this ability again.
  • Friggin’ love Science: as a bonus action you have Advantage on one of the following skill checks – Computer Use, Mechanic, Medicine, Nature, Physical Science, Religion, Technology or Thievery. You must complete a rest to use this ability again.
  • Outwit and Outthink: On your action and until the end of your next turn, you can make ranged attacks using your Intelligence or Wisdom (pick one) modifier for attack and damage rolls instead of your Dexterity. You can do this a number of rounds up to your Intelligence or Wisdom modifier times (pick one; Min 1) before you must complete a rest to regain all of these uses again.
  • Science, Not a Soldier: When you take the Disengage action, you can make a single weapon ranged attack as a bonus action.
  • Widget Bag: You have a bag of miscellaneous spare parts, useful material and salvage worth 200 +50 credits per Technician level. During a rest you can scavenge for components and parts, in most industrial or civilized areas. Doing so you can regain 10 x 1d4 credits for a short rest (but only once per long rest) and 25 x 1d6 credits for a long rest.

TECHNICIAN ARCHETYPES
GOLEM MASTER[40]
Non-sentient robots and drones are called Golems in the DragonStar setting. A Golem Master is a specialize tech who controls them.
Mechanical Minion: You gain this ability at 2nd level when you acquire this specialization. The Golem Master requires a Golem Control Rig or Excortex Implant to control his drone. You bond with one drone that you have acquired. It responses to your commands so long as you are within your ‘command range’ (standard range is 5 miles baring any blockage). Add your Proficiency bonus to the drone’s AC, attack bonus and damage rolls as well as saving throws and any skill it is proficient with. You can order it to move as a free action, or as a Bonus action you can order it to take the Attack, Dash, Disengage, Dodge or Help action. As an action you can direct it to use all of its actions (movement, action, reaction). If you are incapacitated or reduced to 0 hit points the drone can only take its move action. If your drone is outside the command range it can still action semi-independent (but without your proficiency bonuses) so long as you can communicate with it via a comlink.
You can see what it sees drone even if it is out of your range and can order it to act.
Drone Upgrade: You gain this ability at 7th level Technician. You have upgraded one drone with an enhanced AI processor allowing it to a full round of actions and all the actions listed with only a Bonus action on your part each round to issue commands. If you are incapacitated or reduces to 0 hit points or if the drone can now take any action based on your last commands, interpret and try and logic what you might have last wished, etc. It loses your proficiency bonuses as listed above.
Best Friends 2.0: You gain this ability at 10th level Technician. Using your golem interface you may attempt to hack an enemy robot or drone as an Action. The target resists with an Intelligence save DC 8 + proficiency bonus + your Intelligence modifier. Failure and it gains the Charmed condition with you. Also, whenever a creature you can see targets you or a friendly drone or robot within five feet of you, you can use a reaction to redirect the attack to yourself or your friendly drone.
Drone Upgrade II: You gain this ability at 15th level Technician. You have upgraded one of your drones with a true AI and can act as an independent character that aids you as you wish it to even if you are incapacitated, at 0 hit points or out of contact with the drone. In this situation is gains ½ (round down) your proficiency bonuses even when you are incapacitated in this way. Otherwise you must still issue it commands with a bonus action to gain your full proficiency bonuses.
Ghost in the Machine: You gain this ability at 18th level Technician. You can fully split your awareness between your own actions and that of your drone, allowing each of you to take a full round of actions in a turn and requiring no bonus action on your part. If you are incapacitated your consciousness can remain active in your drone, and continue to act as normal (and in direct control of the drone). It can remain their even if your body died!!! If you are resurrected or restored to life somehow your consciousness returns to your real body again.

GOLEM MASTER ONLY SAVANT ABILITIES
You must have taken the Golem Master specialization to gain these savant abilities. Note that these upgrades can also be installed into a golem or drone with cash instead. The affects do not stack.

  • Combat Tracking Software: You can update a drone’s software, once, with a +1 to its ranged attack rolls. You can take this ability twice, granting a drone to a +2 with ranged attacks.
  • Target Acquisition: You update a drone’s targeting system, once, so that now it re-rolls any 1s or 2s that it rolls on ranged attack damage. It must accept the result of these rerolls.
  • Target Scanner: You can update a drone’s targeting system, once, so that now it scores a critical hit with ranged attacks with a 19 or 20 (so long as the 19 still hits the target).

MEDIC[41]
Medics are trained medical professionals well verses in diagnosing and treating a variety of ailments and injures.
Healing Hands: You gain this ability at 2nd level when you acquire this specialization. With a Medical Kit (see Gear pg. 77), when you use a full round action to heal an adjacent creature you heal it an additional 1d8 + your Technician level in hit points. If you get a 20+ on your check you heal it an additional +1d8 hit points. This uses a unit from the Medical Kit.
Back on your Feet: You gain this ability at 7th level Technician. Requires a Medical Kit to use and requires one of the kit’s unit of supplies. As an action when the Medic is stabilizing a disable creature that he is adjacent to, if the medic succeed not only does the creature gain 1 HP but it gains an additional number of HP equal to your Wisdom modifier plus your Technician level (up to its max HP). Targets can benefit from this multiple times per rest but at a cost of a unit of uses from the Medical Kit.number of HP equal to your Wisdom modifier plus your Technician level (up to its max HP).
Fast Healer: You gain this ability at 10th level Technician. Requires a Medical Kit to use but does not requires one of the kit’s unit of supplies. During a rest make a DC10 Wisdom (Medicine) check to restore one spent Hit Dice to a creature, two spent Hit Dices if your check was 20+ or higher. A creature must complete a long rest before they can benefit from this use again.
Field Medic: You gain this ability at 15th level Technician. Requires a Medical Kit to use but does not requires one of the kit’s unit of supplies. During a short or long rest while the healer is granting advantage on their Hit Die rolls (from the Medical kit in Gear) she also restore an additional number of HP equal to ½ (round down) her Technician level + her Wisdom modifier for each Hit Dice spent during the rest. She can add up to her Technician's level in allyies (including herself) in this way. The medic also also now preform field surgery with a normal skill roll instead of being at disadavntage.
Don’t’ you die on me!: You gain this ability at 18th level Technician. Requires a Medical Kit to use and requires one of the kit’s unit of supplies. As an action and make a DC20 Wisdom (Medicine) skill check on a creature whom you are adjacent to and you restore a creature that has died within the last minute to life with 1 hit point but also one level of Exhaustion.

MEDIC ONLY SAVANT ABILITIES
You must have taken the Medic specialization to acquire this Savage abilities.

  • Diagnose and Cure: As an Action, you use your medical kit on a willing creature you are adjacent too. This does not cost one the kit usage. For the next minute (10 rounds) the target gains advantage on its next Strength, Constitution, Intelligence or Wisdom saving throw. A target can only have this feature applied to it once. Once it has used the feature you can then reapply it again.
  • Physician Heal Thyself: As a bonus action, you recover hit points equal to your 5+ Wisdom modifier + your Technician level. Once you have used this ability, you must complete a rest to use it again. You can take this ability again, allowing you to use this feature an additional before requiring a rest.
  • Race to the Fallen: You can use the Disengage action as a reaction so long as you move at least ½ your Speed directly towards an ally on the same turn.

MECHANIC[42]
Specialists who apply their knowledge of all things ‘machine’ in a wide variety of sciences and technical aptitudes towards repair and maintenance of starships, vehicles, golems, and equipment.
Intimate Knowledge: You gain this ability at 2nd level when you acquire this specialization. You are considered proficiency with all weapons on any starship even if you don’t have the Heavy Weapon proficiency normally. Whenever you use a Repair kit to repair damage you add your Technician’s level as a bonus to the amount repaired to vehicles. You have the equivalent of the Widget Bag Savant ability, even if you have not selected it. If you select this savant ability your bag has 200 + 100 times you level in share parts and you can salvage 20 x 1d4+1 with a short rest, 50 x 1d6+1 with a long rest.
Miracle Worker: You gain this ability at 7th level Technician. As a bonus action you grant yourself advantage on your next Mechanic skill check. You must take a rest before you can use this ability again. You can use this ability twice, before requiring a rest, at 12th level Technician and three times when you reach 17th level Technician.
Hot Wire: You gain this ability at 10th level Technician. The number of rounds required to perform either a Jury-Rig to repairs or to restoring power is halved, round down (minimum 1 round; with Fast Hands ability the number of rounds is ¼, minimum 1 round) and you restore twice the base amount of hit points or force field points when doing so. If you succeed with this jury-rig check by +10 over the DC any hit damage restored this way does not return at the end of the scene amount of hit points or force field points when doing so.
MacGyver: You gain this ability at 15th level Technician. You are able to construct useful items or tools to accomplish something generally not allowed given the available resources available. Either the GM can supply a random assortment of items you can use to create a tool or you can make a case for common items one is likely to find in order to solve an immediate crisis. This may involve searching an area or assuming certain items are available; if your widget bag currently contains at least 200 credits worth of parts, you can always be assumed to have a variety of small useful items such as screws, nails, paper clips, duct tape, and chewing gum. If the GM is convinced by your argument, make a Technology skill check to see if the improvised gadget or solution works. When you use this trait, you cannot use it again until you finish a long rest.
Pure Engineer: You gain this ability at 18th level Technician. When you make an Intelligence (Mechanic) or (Technology) skill check you set it as a natural 20. You must complete a rest to use this feature again. Also any repairs that you perform cost 50% less in supplies going forward.

MECHANIC ONLY SAVANT ABILITIES
You must have taken the Mechanic specialization to gain this savant abilities.

  • Ablative Plating: With a DC15 Mechanics check, 100 credits worth of spare parts and at least one hour of work you can improved the Armor Class of any personal armor by +1. This affect lasts for the next combat encounter. You can make the effect permanent by spending 500 credits and with an 8 hour work day. You can still add the ablative on top of this (i.e. granting you +2 AC over the base armor’s value) but it now costs you 250 credits in spare parts each time you do this. A failure on any of these rolls means a loss of the spare parts but no other penalty.
  • Chief Engineer: You can attempt to boost the power output of a starship’s engines to help your crew in an emergency. As an Action with a DC15 Mechanic check you grant a boost to one of the following system – Boost Sensors ads advantage to any Computer Use check to do scans, Increase Force Fields Threshold by +10, Increase Speed by +2 squares (starship scale) or Increase Weapons Output adding +1d weapon dies to all starship energy weapons. If you succeed with a 20+ you can boost two systems at the same time. These bonuses last until the start of your next turn. Failure results in Maneuver damage to the ship. Each time you succeed with this check costs the ship 1 energy point.
  • Grenade Expert: Add your proficiency bonus to the damage with thrown grenades, grenade launchers and mortar rounds that you fire.
  • Knack: You can also automatically succeed on your next jury-rig check with a vehicle that is not disabled. You can use this talent again after you have taken a rest.
  • Midas Touch: With a DC15 Mechanics checks, 250 credits worth of spare parts with at least one hour of work you upgrade a firearm. For the next combat encounter increase the damage dice (one if multiple) with the firearm by +1 step (a Hand Cannon would deal 1d8+1d6 piercing damage, etc.)
  • Sapper: When you set explosives with a demotion kit, increase the damage by +2d weapon dice, add +10ft to the AOE and add your proficiency bonus to the DC for saving throws to avoid damage.

OPERATOR[43]
Operators are skilled starfighter pilots, mech-walker controllers, combat tank drivers, aerocraft aces, and anyone else who specializes in vehicle control and combat operations.
Expert Control: You gain this ability at 2nd level when you acquire this specialization. You are able to learn Vehicle Stunts. Select one stunt from the list below. You can select one additional stunt at 7th, 11th, 15th, and 18th level. Stunts and Savant abilities count as the same (are interchangeable for you). Some of these stunts require the vehicle to attack an enemy target. When a vehicle you are in operating and proficient with it hit with a successful attack, you can use your Reaction to halve the damage the vehicle just suffered. The vehicle cannot be disabled, stunned or not moving to use this feature. You are also considered proficient with any of the vehicles weapons that you are piloting or driving so long as you are also proficient with the vehicle type.
Inside Out: You gain this ability at 7th level Technician. You are one with your machine. Any vehicle under your direct control that you are proficient in its operation, adds your proficiency bonus to the vehicle’s AC and vehicle saves and you gain an additional +2 insight on all of its attacks, skills and ability checks with vehicle mounted weapons.
Flat-Out: You gain this ability at 10th level Technician. Increase the vehicle of any vehicle you are operating that you are also proficient with by +10ft base feet (+1 starship scale) and you advantage on the Increase Speed maneuver check.
Combat Ace: You gain this ability at 15th level Technician. Also as a bonus action you grant yourself advantage on your next attack roll, saving throw or vehicle operating skill check with a vehicle you are operating that you are proficient with. You can use this ability twice, before requiring a rest, at 15th level Technician and three times when you reach 20th level Technician.
I’m the best there is: You gain this ability at 18th level Technician. Before you make an attack roll or save or vehicle control roll with a vehicle weapon attack or vehicle save, you use a bonus action and can assume to have rolled a natural 20 on this check. You can’t use this ability again until you have taken a rest.

STUNTS & OPERATOR ONLY SAVANT ABILITIES
You must have taken the Operator specialization to acquire any of these abilities and you can take them either as generic Savant Technician abilities or Operate Stunt abilities. You must be proficient with and operating the vehicle in question for these abilities as well.

  • Counter Maneuver: If a vehicle or creature hits your vehicle while it is moving with a physical attack (ram or a melee attack), you can make ram attack against the target as a reaction (see Ram). If you hit, add one damage die to the damage dice base. Your vehicles only suffers ¼ of the same value.
  • Damage Avoidance: As a bonus action, you half all ‘maneuver damage’ that you might suffer with a vehicle until the start of your next turn.
  • Defensive Driving/Flying: As a bonus action, you gain a +2 bonus to AC and saving throws with a vehicle you control until the beginning of your next turn.
  • Drop The Hammer: As a bonus action, you can increase your vehicle’s speed by ½ it Base Speed until the start of your next turn. You are not at disadvantage with any other Maneuver check you might preform before the beginning of your next turn nor do you make a maneuver check.
  • Expert Speedester: You know the limits of your vehicle better than anyone else. As a bonus action you can remove either a Reeling, or Stunned conditions that is affecting your vehicle at the time. You need to take a short or long rest to use this ability again.
  • Kamikaze: As an action, you can make a ram against another vehicle or creature with your vehicle, you are not at disadvantage if they target is at least your size or larger. If you hit, add two damage dice to your total damage. Your vehicles suffers the same damage. If you succeed with this attack and are still alive, you cannot use it again until you finish a long rest.
  • Keep it Together: When a vehicle you are operating takes damage that would bring it down to 0 Hit Points, it immediately regains your level in Technician + your Intelligence modifier back. You cannot use this ability again until you have taken a long rest.
  • Relentless Pursuit: When you are attempting of ‘Force ‘Dogfight’ (see Vehicles) you have Advantage on your Vehicle operation check for that initial check (but only to Force one).
  • Signature Move: As a bonus action, gain a +1d6 bonus with all Dexterity (Drive), (Pilot) and Intelligence (Capital Ships) check until the end of your turn. Vehicle Evasion: If the vehicle you are operating is hit by an area of effect attack, it takes half damage if you failed your saving throw and no damage if you succeed with the save. You cannot use this ability when the vehicle is stationary, reeling, stunned or disable.

BACKGROUNS[edit]

SciFi backgrounds then to be a bit different then fantasies and as not using Tool Proficiencies…
Affluent[44]: You were born into privilege. Regardless if yours is the first generation with such wealth or the lasted tracking back hundreds of years, your early years where not one of poverty. If you wanted something you could generally get it, regardless of cost.
Skill Proficiency: Culture plus one of Deception, Gambling. Intimidation or Persuasion.
Languages: Two languages of your choice.
Equipment: Four sets of elite clothing, one set of traveling fine (but common) clothing, a basic Energy Shield or an extra 500 credits, a credstik with 300 credits on it.

Bruiser[45]: This is not a record of your physical capacity. You may not be strong or agile or just stubborn. You simply won’t back down from a fight, and have been known to provoke one on occasion. You could be a flat-out bully, or someone always willing to stand up for themselves or other against any form of oppression. Unlike other backgrounds, this mentality started early in school and probably remained with you for the rest of your life.
Skill Proficiencies: Athletics and Intimidate, plus either Gambling or Insight.
Languages: One language of your choice.
Equipment: Two set of common clothing, Brass-knuckles, Solid-Core Staff or Shock Gloves, a trophy from a fight (official or informal), credstik with 150 credits on it.

Celebrity[46]: Perhaps you were on reality Vid, maybe you hit a billion views on Utube or over the VWeb, or you were the lead singed in last years a one-hit wonder group. You could be an actor, a winning athlete, an extreme sportsman, an underground brawler, etc. Whatever the case, people recognize you.
Skill Proficiencies: Culture and Performance, plus one of Athletics, Acrobatics, Deception, Gambling or Persuasion.
Equipment: either a Disguise kit, a Musical instrument or one Game set worth up to 150 credits, one flashy (elite) costume, two set of common clothing, credstik with 150 credits on it.

Colonist[47]: You grew up on a rouged outworld colony. Maybe your parents were homesteaders or exiles from the core worlds but all you knew was life on the frontier was never easy and often very dangerous. Wild beasts and occasionally the planet itself were often your enemy as you struggled to help build your world.
Skill Proficiency: Athletics and Survival, plus either Animal Handling or Drive.
Equipment: Two set of common clothing, a combat knife, a Bolt Action Rifle or Shotgun with 10 extra standard rounds, 50 gold coin.

Delinquent[48]: You dabbled in some form of criminal activity, a petty theft or severe in organized crime. This is not assuming you enjoy it or whether or not you were even caught. Perhaps you embraced the life of a career criminal, only for said life to bite you back via a double-cross or jail time. Ignoring such presumption, you could have just been an irresponsible youth lacking proper education or parenting that fell in with the wrong crowd...unless you were the ringleader.
Skill Proficiencies: Sleight of Hand and Stealth, plus one of Deception, Intimidate or Thievery.
Languages: One language of your choice.
Equipment: One set of common clothes, a Dagger, 200 credits worth of ill-gotten goods, either a Disguise kit, Forgery kit, Security kit or Thieves tools, credstik with 100 credits on it.

Disciple[49]: A large chunk of your early life was spent in prayer, surrounded by others that validated your devoutness. Companions could have been family members or unrelated followers. Maybe you escaped a cult; maybe you are still a loyal member of a massive society. Were you raised in loving family or the victim of fanaticism? Perhaps you were given to a monastery where you learned a variety of skills from martial arts or wine making. Your opinion on faith or religion is unrelated to the selection of this background, though you would be required to select a faith, real or not.
Skill Proficiencies: Insight and Religion, plus one of Culture, Medicine, Nature or Persuasion. Languages: One language of your choice.
Equipment: Holy items (if said faith endorses them) including books and symbols worth at least 150 credits, two sets of common clothes, credstik with 50 credits on it.

Drifter[50]: By force or by choice, you have moved from location to location, following friends or family as they struggled for income. Regardless of your education level, you acquired more from your time on the road (or space lanes) than anything learned from books. Drifting doesn’t always equate to being homeless—perhaps you lived out of a vehicle or a small apartment, huddling with others for warmth. Perhaps you have no connections at all, and live your life one day at a time. You may be a runaway or an orphan, why has yet to be determined.
Skill Proficiencies: Deception and Survival plus either Drive or Stealth.
Languages: Two languages of your choice
Equipment: A set of common clothes, backpack, bedroll, a Dagger or Brass-Knuckles, 10 gold coins.

Enforcer[51]: You were either in Law Enforcement, a Bounty Hunter or corporate security personal. You dealt with criminals and never-do-wells. You might not have been an honest person and could have accepted bribes, or you were by the book and enforced even minion infractions cause that's the law, or maybe somewhere inbetween.
Skill Proficiencies: Insight, Perception plus either Drive, Intimidate or Pilot.
Equipment: one Old Uniform, two sets of common clothing, a autopistol with extra full clip of regular rounds of ammunition, credstik with 100 credits on it.

Intellectual[52]: It’s not a matter of how smart you are but more your choice to never stifle your curiosity about the universe. You always asked questions. If parents didn’t satisfy, you pestered teachers, and when they failed, you took matters in your own hands and embraced books or online sources. Regardless of your capacity to solve problems or retain complex theories, you refused to accept an explanation without evidence.
Skill Proficiencies: Computer Use and Investigation, plus one of Nature, Physical Science or Technology.
Languages: Any one language or your choice.
Equipment: Two sets of common clothes, an enhanced dataslate (Int 14 & Wis 14, proficiency +3) with +1d4 additional Library subjects (pg. 75), credstik with 100 credits on it.

Laborer[53]: You’ve always appreciated the value of a day’s work. You can’t handle sitting in a cubicle. To you, a life is not worth leading unless you get your hands dirty. There’s a decent probability you were raised on a farm, or idolized a parent or sibling following blue-collar work, a pursuit in mining, manufacturing, or construction. Perhaps they were a firefighter or paramedic. Despite a possible lingering fascination with creative arts, a need has been instilled to contribute to society in a physical way. You don’t have to be strong, just committed.
Skill Proficiencies: Athletics and Mechanics plus either Animal Handling or Culture. Languages: One language of your choice.
Equipment: One set of artisan tools or repair kit, two sets of common clothing, a set of work coveralls with environmental-seal upgrade, credstik with 50 credits on it.

Merchant[54]: You were raised in the markets and bazaars of many stations and worlds, carrying out the vial commerce that fuels the empire’s expansion into the stars. You might have grown up on a tramp freighters, working the Outer Rim of the Colonies, or been a part of one of the great AristoCorps.
Skill Proficiencies: Deception and Persuasion, plus one of Insight, Perception or Technology.
Languages: Two Languages of your choice.
Equipment: one set of fine clothes, one set of work coveralls, two sets of common clothing, a dataslate, credstik with 300 credits on it.

Military[55]: You served one or more tours of duty in a military force, and attained rank before mustering out to find a life of adventure in space. Perhaps it was a planetary defense force, interstellar or system navy, or even just a local militia.
Specialty: During your time in the service, you received special training. Choose one of the following options to determine your specialization.
Armor Crew: trained in armored land vehicles. Gain proficiency in Super-Heavy weapons. You are proficient in Athletics and either Drive or Mechanic skill and gain one Language of choice.
Basic Infantry Training: You trained in basic to learn to use a wide variety of weapons and armor for personal combat. You gain proficiency in any two of following: any one Armor type (except Exo-Suits), Rifles, Heavy Weapons or Super Heavy Weapons. You are proficient in Athletics and Intimidate and gain one Language of your choice.
Flight School: You trained in flight school for aerial or space combat. Gain proficiency in Super-Heavy weapons along with skills Perception and Piloting. Also start with one additional Language of choice.
Corps of Engineers: You served the corps of engineers, blasting and building fortifications for the service. You gain proficiency with Mechanics, Physical Science and Technology skill and one Language of choice.
Field Medicine: You served as a field medic in the service. You gain proficiency with one of the following of choice – Rifles, Light Armor, Medium or Heavy Armor. You are proficient with Life Science and Medicine and gain one Language of your choice.
Military Academy: You attended a prestigious military academy. You gain proficiency in Culture and Insight along with either Intimidate or Persuasion. Also gain two Languages of your choice.
Special Operations: You served with special operations, which is all that you are allowed to say. You are proficiency with Rifles or Heavy Weapons. You gain proficient with Stealth and Survival, and one Language of your choice.
Exo-Armor Trooper: You were trained to fight in power armor. You gain proficiency in Exo-Armor and Heavy weapons. You are proficient in Athletics and Intimidate, and gain one additional Language of your choice.
Equipment: one Military uniform (used), one set of combat fatigues, one set of common clothing, a Combat knife and one melee weapon with Advanced Alloy upgrade, credstik with 50 credits.

Recluse[56]: You’re an introvert, requiring solitude from time to time. You may not hate people; you just can’t handle groups for long periods of time. As such, your default stance is to dive into books or in front of a computer. It may go further, forcing you to live life as a hermit in a hut or as a hobo pining his days in a van down by the river. This is unlikely as you are required to be functional in some way among other people. This concept could encompass a monastic order, or you could be geek. You are not required to create an extravagant reason why you avoid people—you could just be a nerd. You excel when allowed to act by yourself.
Skill Proficiencies: Computer Use plus any two Intelligence or Wisdom based skill.
Equipment: Two sets of common clothes, advanced dataslate (Int & Wis 14, proficiency bonus +3), with +1d4 additional Library subjects (pg. 75), credstik with 100 credits.

Regular Joe[57]: You don’t consider yourself special—you don’t excel in any one thing. And yet, you are still a unique and interesting snowflake. The combination of skills and strengths, despite nothing marking you as the best in the world, still distinguishes you to the world... it’s just the world will probably never know. You are the one society depends on to be reliable. You lack any debilitating psychological traits, but you are also not gifted to be outclass those around you. This does not assume you will never achieve anything—it just says you were never expected to.
Skill Proficiencies: Any three skills of choice.
Equipment: Two sets of common clothing, credstik with 50 credits.

Smooth Talker[58]: As a mirror to the recluse, you find interacting with people thrilling. They invigorate you, and you find confidence and motivation when surrounded by those paying attention. You are often the leader in a situation, or you desire to be said leader. In school, you quickly found that words and actions would gather the interest of others, encouraging you to continue the practice. You can’t stand remaining still in front of a computer, or in isolation. You have to get out and about!
Skill Proficiencies: Deception, Gambling and Persuasion
Languages: One language of your choice.
Equipment: One gaming set worth up to 25 credits, one set of elite clothes, one set of common cloths, credstik with 300 credits.

Voidborn[59]: You were born and raised onboard an interstellar vessel that traveled between the stars or one of the outer system asteroid belts (Belters as they are called who mine these mineral). Having spent much if not most of your life in space you tend to be a bit different than those “grounders”.
Skill Proficiencies: Acrobatics and Athletics and either Mechanic or Pilot.
Languages: One language of your choice.
Equipment: Void suit, two sets of work (lower) coverall clothing, a spacer’s pack, a trinket from space, a credstik with 150 credits.

Wildlander[60]: You hail from a primitive world that either has only recently made contact with the DragonStar Empire or maybe it is still “unknown” but the site of illegal mining and you were captured to work as a slave laborer for them. Your people never heard of the civilizations from other worlds or the technology but somehow you have found your way into the greater universe.
Skill Proficiencies: Animal Handling, Athletics and Survival.
Language: One language of your choice.
Equipment: Native traveling clothing (lower or common class), a native trinket worth 50 gold, any one primitive weapon, and 50 gold coins.

NEW SPELLS[edit]

Magical School Type Mod: Technomagic
Certain of the spells in this section have a special tag: technomagic. Such spells are cast normally, but the technomagic tag indicates that their magic specifically references and interacts with computer systems and electronic devices.

ARCANE GRAFFTI[61]
Conjuration cantrip
Bards, Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
This spell allows you to inscribe your personal rune or a short message, which can be no larger than 2 feet tall and consist of no more than six words, on a nonliving creature or object. The writing can be visible or invisible. An arcane graffiti spell enables you to etch the words upon any substance (even stone or metal) without harming the material upon which the mark is placed. If invisible graffiti is made, the casting of any spell within 30 feet causes the words to become visible for 5 rounds.

ARCANE HACKING
2nd level transmutation (technomagic)
Bards, Clerics (Trickery), Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Range: Self
Components: V, S, M (comlink or hacking kit)
Duration: Concentration, up to 1 hour
You gain advantage on all Computer Use checks or Thievery when using Hacking kit to improve a hostile computers attitude towards you. This spell also allows you to break 2nd-level and lower protective spells such as arcane lock or glyph of warding by making an Computer Use or Thievery if using a Hacking kit against the spell save DC of the spell’s caster.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spell’s level is equal to or less than the level of the spell slot you used.

BURGLAR’S BUDDY
2nd level illusion (technomagic)
Bards, Clerics (Trickery), Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S, M (a camera lens cover)
Duration: 1 minute
You create a magical area around you, suppressing all mechanical or electronic intrusion alarms and alarms sensors in the area. Burglar alarms or other intrusion alarms within the affected area simply fail to function; sensors for intrusion alarm systems (such as motion detectors, IR detectors, pressure sensors, electric eyes, laser tripwire and so forth) also fail to function, sending no signal to monitoring stations. Video surveillance devices stop sending whatever the image they were photographing the moment when the spell was cast.

CALL VEHICLE'[62]
3rd-level conjuration
Bards, Sorcerers, Warlocks, Wizards
Casting Time: 10 minutes
Range: 30 feet
Components: V, S
Duration: 8 hours
You summon a spirit that assumes the form of a nonmilitary landcraft or hovercraft of your choice, up to Huge size that appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice) in origin. The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish Racer Landcar might be jet black in color, with tinted windows and a sinister looking front grille.
You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability and it does not run out of power or gas for the duration. While driving the conjured vehicle, you are considered proficient with Drive, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle.
If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear. You can’t have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can conjure a Huge sized nonmilitary watercraft or Gargantuan landcraft or hovercraft. When you cast this spell using a spell slot of 6th level or higher, you can conjure a Huge sized nonmilitary aerocraft, helicopter or anti-grav vehicle. When you cast this spell using a spell slot of 8th level or higher, you can conjure any atmospheric vehicle, including military one or you can conjure a Gargantuan size Starship.

COMMUNE WITH THE CITY[63]
5th level divination (ritual)
Bards, Clerics (Knowledge, Nature), Druids, Sorcerers, Warlocks, Wizards
Casting Time: 1 minute
Range: Self
Components: V, S
Duration: Instantaneous
You briefly become one with the city and gain knowledge of the surrounding area. Above ground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • Terrain and bodies of water
  • Prevalent buildings, plants, animals, or intelligent creatures
  • Powerful entities (CR 1 or higher celestials, fey, fiends, elementals, or undead; but not location)
  • Influences from other planes of existence
  • Electrical currents, wireless signals, and active transit lines and tracks. For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks.

CONJURE KNOWBOT
4th level conjuration (technomagic)
Bards, Cleric (Knowledge), Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 10 minutes
You touch a single computerized device (like a dataslate or golem or A.I. automated system) or computer system to conjure a knowbot – a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer-related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses (including your proficiency with Computer Use if you have it).
You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately re-establishes the bond. The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell’s duration expires.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell’s duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1.000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires.

CONTROL GRAVITY[[64]]
6th level transmutation
Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: Concentration up to 1 minute
You can control gravity within a 20 foot radius area, up to 40 feet high, within range, causing it to reverse, to become low, become zero-g, or become extremely high. Targets within the area gain a Dexterity save to ‘move’ out of the area and are unaffected. Those who failed suffer the effects of the type of gravity you impose for the duration or as long as they remain within the area. See Environment rules on Gravity types (pg. 12) on what gravity you cast the spell. If two control gravity spells affect the same area, they negate each other in the area of overlap.
If you reverse gravity in an area, you cause unattached objects and creatures in the area to fall upward and reach the top of the affected area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the spell’s area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell’s duration, affected objects and creatures fall downward. Creatures who can fly or levitate can keep themselves from falling in either direction. High, low and Zero-G gravity affect targets as per the Environmental Houserules for the duration.

CONTROL MACHINES
5th level transmutation (technomagic)
Bards, Clerics (Knowledge), Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (piece of a destroyed device or machine)
Duration: Concentration up to 1 minute
You wrest control of a targeted construct be it a golem, vehicle, computer A.I. etc. You can issue commands to this construct on your turn and when you first cast this spell, for it to act on its turn. If any construct is under the command of another being it can make an Intelligence save to retain control, causing the spell to fail.
While this spell is in effect, the affected constructs follow any command you give them, even if it would be dangerous to the controlled constructs. At the end of the spell, the constructs revert to their normal behavior. If they are intelligent, they know and remember that you used magic to control them. Vehicles require an A.I. and Automation in order to move.
Higher Levels: When you cast this spell using a spell slot of 6th level or higher, each additional level that you cast it at allows you to control and additional construct as above.

DATAREAD
2nd level divination (technomagic)
Bards, Clerics (Knowledge), Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You run your finger over any machine readable data source (computer, dataslate, etc.) to understand the content of the data. You experience the data as it would normally be experienced through an appropriate machine.
For example, if reading a music device, you hear the music in your head. If reading a word processor file, you visualize and read an image of the page. If reading a barcode, you see the serial number, pricing information, or other barcoded data.
The amount of time required to experience the data is the same as that required to read it by conventional means. You can normally read 2 pages of documents in 1 minute. This spell does not decode encrypted data. Without the encryption code, an encrypted document or file appears as a seemingly random string of characters. If you know the encryption code, however, you can read encrypted data normally with this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for 10 minutes. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for 1 hour.

DEGAUSS
1st level transmutation (technomagic)
Bards, Clerics (Trickery), Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
By touching a single device that contains electronic files, such as a computer, you can erase one set of files on that device. For example you could touch a dataslate and remove the Technology skill proficiency from the system. The device needs an Intelligence save or loss either a proficiency or datafile of notes, research files, criminal records of one subject, etc. of your choice.

DETECT ENVIRONMENT
1st level divination
Bards, Clerics, Druids, Paladins, Rangers, Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
For the duration you sense the environmental conditions around and within 120 feet radius area around you perfectly (i.e. you learn the atmosphere and any natural hostile toxins, gravity, hot or cold, pressure and any radiation, see Environment).
Higher Levels: When you cast this spell using a slot of 2nd level or higher you double the area of affect with each level (double at 2nd, double again at 3rd, etc.)

DIGITAL PHAMTOM
2nd level abjuration (technomagic)
Bard, Cleric (Trickery), Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Range: Self
Components: V, S, M (a small piece of copper wire or optical fiber)
Duration: Concentration, up to 1 hour
This spell works to actively hide your presence within a computer system. For the spell’s duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by the system A.I., administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.

DISCHARGE[65]
3rd level abjuration
Bards, Clerics, Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: Instant
You can dissipate the charges from one technological object, temporarily depower one device using a powercell. One target that you can see must succeed with an Intelligence save or that object is completely depowered and cannot be used for 1 minute afterwards. A successful Mechanic check and an action against the same DC can turn the device back on. A construct (golem, vehicle, etc.) that runs on a powercell can also be affected. If controlled the use that creatures save plus any bonus (from powercell size and number, vehicle saving throw bonus, etc.) for the same affect.
Higher Levels: When you cast this spell using a slot of 4th level or higher you can affect one additional device or construct, etc. so long as both items are within 30 feet of each other.

ELECTROMAGNETIC PULSE
3rd level evocation (technomagic)
Bards, Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
When you cast this spell, you send a powerful burst of energy that ruins electronic circuitry in a 20-foot cube. Anything with a Powercell must make an Intelligence save or if carried requires the user to make an Intelligence save as if it by a Pincher attack (see new Weapon Properties).

GLYPH OF WARDING
Updated – this spell can be used to also inscribe a glyph onto a datafile or other important restricted computer system. These cannot normally be hidden from those that would want to brake them but if they do the spell relays its effect to whatever the target is located.

HAYWIRE
3rd level enchantment (technomagic)
Bards, Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected if it does not have an Intelligence score. If an electronic device is held by a creature or one with an Intelligence score must succeed on an Intelligence saving throw or have the device affected by the spell.
At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect. At the end of its turn it gets a new Intelligence save. Success ends the condition.

1. The device shuts down and must be restarted. Do not roll again for this device until it is restarted.
2–4. The device does not function.
5. The device experiences a power surge, causing an electric shock to the wielder (if any) and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one.
6. The device is usable as normal.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd.

HEAL DEVICE
2nd level transmutation (technomagic)
Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instant
Your touch heals on device, construct, vehicle, computer, etc. 2d8 plus your Intelligence modifier.
If the device does not have hit points you make an automatic Mechanics skill check at +10 to fix a broken device no greater then 10lbs of weight.
At Higher Levels. When you cast this spell using a slot of 2nd level or higher you heal an additional 1d8 for each additional level of spell you cast it at. For devices that lack hit points you can fix an addition 10lbs with your Mechanics roll.

INFALLIBLE RELAY
1st level divination (technomagic)
Bard, Sorcerers, Warlocks, Wizards
Casting Time: 1 minute
Range: Self
Components: V, S, M (a phone chip)
Duration: Concentration, up to 10 minutes
With this spell, you can target any creature with which you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest comlink or similar communication device within 100 feet of the target begins to ‘ring’. If there is no suitable device close enough to the target, the spell fails.
The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spell’s duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation.

INSTANT CONNECTIVITY
5th level conjuration (technomagic)
Bards, Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a device connected to the Ethernet worth at least 50 credits)
Duration: Instantaneous
With the aid of instant messaging software, you physically transport the subject or subjects from one place to another. If several willing creatures link hands in a circle, up to eight creatures can be affected by the spell at the same time.
At least one of the creatures affected must be touching a computer with EtherRealm connection. The targets must be sent to a specific computer or comlink that is currently active online. Instant connectivity causes the targets to appear in the room from which the receiving device is, automatically gaining surprise on anyone else in that room.
You must have seen the receiving device for at least 1 minute from 5 feet or less to be able to target that device. If any of the devices have some kind of security (or if the device is in a secure network), the spell cannot be cast until the security is disabled.

IRRADIATE
3rd level conjuration
Clerics, Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: instantaneous
This spell floods a 10 foot radius that you can see with a radiative environment, but only for a few seconds. Creatures in the area must make a Constitution saving throw or suffer the exposer effects of Dangerous radiation (see Environment pg. 13). Creatures within the area are exposed to the radiation only once; the radiation does not linger in the area. The saving throw to resist the radiation effects is set by the spell rather than the standard save DC for radiation.
At Higher Levels: When you cast this spell using a slot of 4th level causes Extreme levels of radiation affects and if cast at 5th level slot it causes Deadly levels of radiation to everyone in the area.

LIFE BUBBLE
Bards, Clerics, Druids, Paladin, Rangers, Sorcerers, Warlocks, Wizards
2nd level abjuration
Casting Time 1 reaction, which you take when you or someone you see within 100ft.
Range: 100 feet
Components: S
Duration: 1 hour
You surround a targeted creature that you can see with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, dense, thin, and toxic atmospheres), as well as underwater or in a vacuum. Targets are immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. The shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt saving throws, as well as atmospheric pressures. Finally the shell grants advantage on saves verse all types of radiation and resistant to radiation damage.
Life bubble doesn’t provide protection from energy damage spells (including irradiate spell); it also doesn’t provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as underwater).
At Higher Levels: When you cast this spell using a slot each additional level allows you to affect one additional target. They do not need to be close to each other but you must be able to see them.

MACHINE INVISBILITY
3rd level illusion (technomagic)
Bard, Cleric (Trickery), Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a glass lens, which the caster fogs by breathing on it)
Duration: Concentration, up to 10 minutes
Four creatures of your choice within range cannot be detected by video cameras, electronic sensors, or other high-tech detection machines for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target’s person. The targets remain visible to vision. Affected creatures can still attack, cast spells, etc. while the spell is functioning without disrupting it.

MASK METAL
1st level illusion
Bards, Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Components: V, S, M (a magnet)
Range: Touch
Duration: Concentration, up to 1 hour
This spell makes a single metal object weighing no more than 24 pounds undetectable to metal detectors. Hand Scanners and similar devices are at disadvantage to detecting the item.

MASS LIFE BUBBLE
4th level transmutation
Bards, Clerics, Druids, Paladin, Rangers, Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Range: 100 feet
Components: S
Duration: 1 hour
You can magically shield up to six creatures of your choice that you can see within the range immune to the harmful environmental effects, as with the life bubble spell.
At Higher Levels. When you cast this spell using a spell slot of 5th higher, you can target six additional creatures for each slot level above 4th.

RECHARGE POWERCELL
1st level transmutation (technomagic)
Bards, Clerics, Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Range: Touch
Components: V, S, M (old discarded and non-functional battery at least a B type)
Duration: Instant
Your touch instantly and fully recharges two AAA or AA powercells or a single A powercell.
At Higher Levels. When you cast this spell using a slot of 2nd level you can recharge a single B powercell, or a 3rd level slot you recharge a single C powercell, or a 4th level slot you recharge a single D powercell, or a 5th level slot you recharge a single E powercell, or a 6th level slot you recharge a single F powercell, or a 7th level slot you recharge a single G powercell, or finally with an 8th level slot you recharge a single H powercell.

REMOVE RADIOACTIVITY
4th level conjuration
Bards, Clerics, Druids, Wizards
Casting Time: 1 action
Range: touch
Components: V, S
Duration: instantaneous
You remove all ongoing effects of radiation from a single target that you touch. This does not heal lost hit points but it removes the poisoned condition and restores the target back to its original full hit point maximum without requiring any additional rest or medicine.
When cast as area, a single casting of remove radioactivity removes radiation from a 20 foot radius area around the point you touch. This spell has no power to negate naturally radioactive materials, and as long as such materials remain in an area, the radiation that was removed may return.

SYNCHRONICITY[66]
Bards, Clerics, Druids, Sorcerers, Warlocks, Wizards
4th level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn’t inconvenienced by mundane delays of any sort. Traffic lights are always green, there’s always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target’s movement are made with disadvantage.
Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available.
Additionally, the target has advantage on all ability checks made to drive a vehicle of any type.
In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, compare the spell attack bonus of the casters who have launched synchronicity on them, the one that has the best bonus has the priority. In case of a tie, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other.

WIRE WALK[67]
4th level conjuration (technomagic)
Bards, Sorcerers, Warlocks, Wizards
Casting Time: 1 action
Range: 10 feet
Components: V
Duration: Instantaneous
This spell instantly transports up to six willing creatures of your choice that you can see within range to the location of a comlink or similar device that you call. The comlink must be answered (either by a creature or by an answering machine), and it works only over an open line. You arrive adjacent to the device (within 5 feet of it), and any other creatures transported by the spell appear next to you.

GEAR & EQUIPMENT[edit]

Characters cannot start with Military or Illegal grade gear or weapons at character creations unless its’ part of bonus gear. Afterwards characters purchasing such but must find dealers to make these purchases (with a Gather Information check, DC15-25). On average it takes 2d6 hours to find a Restricted items dealer and 2d6 days to find an Illegal or Military items dealer. Restricted equipment costs 10% to 50% more (the “license fees”), while Illegal hardware or Military grade items cost 100% to 200% more (the black market price).
Purchasing items from the PHB costs of one gold piece is equal to one credit.

POWERCELLS
Most powercells are interchangeable, except for weapon cells, which must be custom made to match the specific weapon it will be used in. Powercells can be hardened verse Dispel, EMP, Pincher and Ion attacks for x5 the base cost. Hardened powercells have advantage with saves against such affects.

  • AAA – 60 to a pound. Cost 1 credit each. 10 minutes to recharge.
  • AA – 16 to a pound. Cost 5 credits each. 10 minutes to recharge.
  • A – 4 to a pound. Cost 15 credits each. 15 minutes to recharge.
  • B – 1 pound. Cost 40 credits each. 20 minutes to recharge.
  • C – 5 pounds. Cost 100 credits each. 30 minutes to recharge.
  • D – 15 pounds. Cost 250 credits each. 45 minutes to recharge.
  • E – 50 pounds. Cost 750 credits each. 1 hour to recharge.
  • F – 150 pounds. Cost 2,500 credits each. 2 hours to recharge.
  • G – 500 pounds. Cost 7,500 credits each. 4 hours to recharge.
  • H – 1,500 pounds. Cost 25,000 credits each. 8 hours to recharge.

NOTE that any of those weapons, armor, and other gear with (*) it means that this item does not use an Powercell or Energy source of a starship and counts as 'Analog' quality and not subject to Dispel or Anti-magic zones.

WEAPONS PROPERTIES[edit]

NEW DAMAGE TYPES

  • Explosive: Deals Force, Bludgeoning and Piercing damage.
  • Flux: includes Force and either Bludgeoning or Slashing (depending on weapon) damage types.
  • Mist: include Fire, Force, Radiant and Slashing damage types.
  • Plasma: includes Fire, Force and Radiant damage types.
  • Poison: targets must make a Constitution save or gained the Poisoned condition. The target can make a new save at the end of each of its rounds against the same DC but with a cumulative +1 to the roll for each additional turn it fails. Success ends the condition. Large creatures are +2 with this save, Huge are +5, larger are immune.
  • Restrained: a target to must make a Strength save gained the Restrained condition. The target can make a new save at the same DC at the end of its round. An ally can aid another as an action to grant Advantage. Success ends the condition. Large creatures are +2 with this save, Huge are +5, larger are immune.
  • Splinter: weapons deal Bludgening, Piercing and Slashing damage.
  • Stun: a ‘living’ target must make a Constitution save or gain the Stunned condition. The target can make a new save at the end of its turn at the same DC but with a cumulative +1 to the roll for each additional turn it fails. Success ends the condition. Large creatures are +2 with this save, Huge are +5, larger are immune.

NEW WEAPONS PROPERTIES

  • AP (Armor Penetrating): these weapons ignore all forms of Resistance, including that provided by class features, feats, cover, vehicles and starships. Corporal creatures that have immunity to the damage of a weapon with AP instead only have resistant to this damage.
  • Auto: this weapon has the Autofire option, expending 10 rounds each time it is fired this way. See Autofire rules in Houserules. Autofire Only weapons must always fire full auto while Heavy Autofire weapons must always fire full auto and use 20 rounds. Heavy Autofire has twice the normally listed area of affect. Switching modes between single fire and autofire mod takes 15ft of move during the attackers’ round. The weapon must have 10 rounds (20 for heavy auto only) remaining and in the autofire mod to use this feature.
  • Bulky: attack checks are at Disadvantage on the same round that the attacker moves (anything about Speed 0) and attacks with this weapon.
  • Burst Fire: this weapon can fire a three rounds burst of ammunition at once with an attack action. The shooter takes a -2 to its attack roll but adds +1d weapon damage to the damage if it hits (i.e. a SMG that deals 1d10 piercing damage deals 2d10 instead or 3d10 with a critical hit). Switching between single fire burst-fire mod takes 15ft of move. The weapon must have 3 rounds remaining and in the burst-fire mod to use this feature.
  • Cold: cold attack weapons have a chance of slowing a target down. Anytime a living creature is struck with a cold weapon, they must make a Strength save (at disadvantage if the attack roll was a critical) with the DC listed in properties. If they fail they are at ½ Speed. Target gets a new save at the end of each of its rounds. Success ends the condition.
  • Direct Fire: These are area of affect weapons that require an attack roll to hit and deal damage in the area. Targets of a direct hit do not gain a saving throw. On a failed weapon attack roll, all targets gain Resistance to the damage (and ¼ damage with a successful Dexterity saving throw).
  • DT: Double tap. This weapon can fire two rounds of ammunition at once, instead of one with an attack action. The shooter gets a -1 to its attack roll but adds +2 to the damage if it hits. The weapon must have 2 rounds remaining and in the single fire mod to use this feature.
  • Feed: is a type of reloading ammunition for firearms. Feed means that the each round of ammunition must be loaded into the weapon, one at a time. Each round requires 15 feet of movement to load. ‘b’ means a break load, where the barrel(s) are hinged much like a door and rotate perpendicularly to the bore axis to expose the breech for reloading; ‘i’ means an internal magazine, generally loaded through a breech at the top of the weapon’s barrel; ‘c’ is a rotating cylinder (revolver) that between 4 and 8 rounds.
  • Flame: these weapons can set targets on fire. This is an Area of Effect attack; these weapons fire in a Cone (PHB pg. 204) out a number of feet depending on the weapon (see individual descriptions. Anything the area must make a DC8 (DC12 for a heavy flamer) + your proficiency bonus (if proficient) + your Dexterity modifier Dexterity save. Success suffer half damage. Failure full damage and the target has caught fire. At the beginning of their turn (before they can act) the target suffers 2d4 fire damage. Each round the target can try and put themselves out as an action and making Intelligence saving through at the same DC. The target has advantage on this roll if it falls prone to roll around on the ground. The fire is automatically extinguished if the target immerses themselves fully under water.
  • Laser: weapons fire a condensed, well-defined beam of light that inflicting heat (fire) damage. All lasers can fire a special type of Pulse attacks. The first consumes two shots of ammunition and with a successful hit deals +2 damage. The second pulse attack consumes five shots of ammunition and adds +1d weapon dice damage with a successful hit (i.e. a Laser Carbine would deal 2d10 on a successful hit). Both features require that the weapon have enough ammunition. A critical hit also imposes the Blind condition on the target until the start of your next turn. Lasers are recoilless and do not impose any extra disadvantage when fired in zero-gravities.
  • Magnetic: weapon accelerate metal shells using magnetic coil technology. If the weapon kills the target, the round continues in a straight light past it. The attacker can make a free attack roll on any target in a straight line behind the dead one, if such a target exists. Critical hits inflict a one additional weapon die of damage over the normal doubling (i.e. a railgun deals 2d8 normally and 5d8 on a critical hit). Magnetic weapons are recoilless and do not impose any extra disadvantage when fired in zero-gravities.
  • Mist-Blade: these are extremely advanced force-blade weapons (think lightsabers). When powered off they are simply a handle of the weapon. These blades deal double damage to Energy Shields Hit Points. Requires a special powercell (dedicated cost x20 normal) that lasts for two hours of continues use.
  • Painful: these violent weapons inflict massive pain onto living creatures with a successful hit. The target must make a DC10 + ½ the damage inflicted Wisdom save. Failure means the target suffers Disadvantage for all attack rolls, and ability and skill checks until the end of its’ next turn.
  • Pincher: these weapon deliver an electromagnetic pulse that can disrupt any item that requires a power cell. With a hit, choice one item on the target that is using a powercell. The target gets a DC8 + your proficiency bonus (if you proficient with the weapon) + your Dexterity modifier Intelligence save. Failure means that an item turns off until the end of your next turn. A critical hit forces the target to make a DC8 + ½ the damage inflicted (max DC20) Constitution save or gain the Stunned condition until the start of your next turn.
  • Plasma: these weapons damage affects the entire body of the target. They ignore all resistance unless the target is within a full sealed environmental (or vacuum) suit. On a critical hit the deal an extra +1d weapon dice to (i.e. a Plasma pistol deals 2d8 damage on a critical hit would deal 5d8 damage) and the next round they deal the basic, unmodified, weapon dice of damage to the target again (i.e. the plasma pistol above would deal another 2d8 damage the following round).
  • Power (Flux) Weapons: an advanced flux-power field surround the weapon making it incredibly deadly. When not charged it acts as a normal weapon of the same type (i.e. Power Swords are just longswords when not powered). A typical powercell last for 20 minutes of continues use.
  • Primitive: all weapons and armor from the PHB are considered primitive. Anyone wearing advanced armor of any type gains Resistance against damage (even magical) from primitive weapons. Primitive armor and shields provide no AC vs. advanced melee or ranged weapons.
  • Reload: weapons with ammunition require time to reload the magazine or powercell. If the weapon only says reload it requires some of your Move to reload the weapon (except for bows and crossbow, then see PHB). With lower case lettering, reload stands for – ‘m’ (magazine) requires 15ft of Move to expend and reload a new clip into the weapon; ‘pc’ (powercell) requires 15ft of Move to expend and reload a weapon with one new powercell (for weapons that require multiple powercells). If you wish to also collect an empty clip or spent powercell (too reload or recharge later) it takes 30ft of Move. When its not listed how long a powercell will last assume 30 minutes of continual use.
  • Shotgun: impact with tremendous force at close range but diminish rapidly further out. Within 10ft of the target adds one additional weapon dice damage (i.e. 2d8 becomes 3d8, etc.) but they inflict only one die damage at long range (i.e. 2d8 becomes 1d8).
  • Silent: these weapons have built in sound and flash suppressors that offer superior baffling. In order to hear the ‘shots’ requires a DC15 Wisdom (Perception) at disadvantage if within 15ft.
  • Sonic: these weapons are extremely loud, especially to the target, dealing thunder damage. On a critical hit the target gains the Deafened condition for one minute (10 rounds).
  • Tearing: weapons are vicious weapons tear up the flesh of targets. When ‘powered’ these weapons improve the critical hit range to 19 and 20 (so long as the 19 would still hit) and inflict one additional weapon die of damage with a critical (i.e. a fangblade that would normally deal 2d6 damage would now deal 5d6 with a critical hit). Anyone with a talent or feat that grants a greater critical range, lowers it by an additional one (i.e. if normally get a critical on a 19 or 20, they now score one on an 18, 19 or 20, etc. so long as it still hits). The powercell lasts about 10 minutes of continues use.
  • Three(3)-Handed: this weapon requires to be wielding with three arms (Thri-kreen or with cybernetics Extra Arms).
  • Touch: this weapon requires a simple melee touch attack to hit and gains +2 to melee weapon attack rolls. These weapons do not add Strength or Dexterity modifiers to their damage or affects.
  • Toxic: these weapons have specially treated poisonous rounds. Any target struck, after suffering the base damage, must also make a DC15 Constitution save against poison. Success means they suffer 1d4 poison damage; failure results in them suffering 2d4 poison damage and gained the Poisoned condition. At the end of each of its rounds the target gets a new Constitution save against the same DC. Success removes the Poisoned condition.
  • Under-Mount (UM): These weapons can be mounted under the barrel of another firearm. Generally only under a rifle barrel. If mounted to another weapon you can switch between the two weapons as a free action and they occupy the same space and count as two light weapons (see Two-Handed fighting PHB).
  • Vibro-Blades: microscopic vibrating strands have been added along the edges of a piercing or slashing weapon, that when powered vibrate at incredibly high frequency to increase cutting powers. When powered off they deal the basic weapon damage (i.e. a virbo-dagger only deals the basic dagger damage). The powercell lasts for 10 minutes of continue use.
  • Wire-Blades: a microscopic monofilament wire is held rigidly within an electrical-field making an extremely dangerous weapon in melee combat. Targets require a reaction to make a DC15 Wisdom (Perception) check or the attacker gains advantage on its first attack roll each round (but only the first) against the target. If however the attack rolls a natural 1 on its attack roll, it instead hits itself (unless it spends a Resolve point to avoid). Powercells last about 10 minutes of continues use.

ADVANCED WEAPONS[edit]

The weapons listed below are mostly just weapons from the PHB that have been upgraded. All automatically lose the Primative quality.

ADVANCED MARTIAL MELEE WEAPONS
These weapons count as Martial Weapons for proficiency.
Fangblade[68]: this longsword style weapon if fitted with a spinning-rotating chain of diamond or adamantine-edge blades along its edge. This is extremely loud, but also very effective of tearing through its targets. Unpowered the blade is a normal longsword (Restricted).
Fangblade Axe: as the fangblade but fitting onto the edge of a battleaxe (Restricted).
Mist Blade[69]: also called Light-Blades, this weapon is only a handle until activated which produces a blade of pure energy (Military).
Power Axe: as a power sword but build on a battleaxe (Military).
Power Gauntlet: these gauntlets deliver a powerful blast with one’s punch, allow them to damage even structures. Each is sold separately, but if a pair is worn add +1 to your AC (Restricted).
Power Maul[70]: as a power sword but build on a maul (Restricted).
Power Staff: as a power sword but build on a quarterstaff (Restricted).
Power Sword[71]: these are swords that have advanced generators components built within the weapons handle and along the blade itself that can create a powerful force-field like effect. When activated its field acts as a super cutter that can inflict damage against structures (Military).
Vibro-Dagger: this weapon has a monofilament wire embedded along the edge of the blade that when activated vibrates on a microscopic scale but allowing it to cut through most material with easy. When powered there is a distinctively loud buzzing (Restricted).
Vibro-Spear: as a vibro-dagger but fitted to the blade of a spear (Restricted).
Vibro-Sword: as a vibro-dagger but fitted to the edge of a bladed rapier (Restricted).
Wire-Blade: advance and dangerous weapon (Military).
Zap Baton: this metal truncheon deliver powerful electrical shocks.

WEAPON COST DAMAGE WT PROPERTIES
Fangblade 2,000 2d6 slashing 9 Heavy, loud, reload (pc/C), tearing, versatile (2d8)
Fangblade axe 3,000 2d8 slashing 12 Heavy, loud, reload (pc/C), tearing, versatile (2d10)
Mist blade 80,000 2d12 mist 2 AP, finesse, holdout, light, reload (pc/B)
Power axe 25,000 2d10 flux (slashing) 6 AP, heavy, reload (pc/B), versatile (2d12)
Power blade 20,000 2d8 flux (slashing) 4 AP, heavy, reload (pc/B), versatile (2d10)
Power gauntlet 12,500 2d6 flux (bludgeoning) 3 AP, finesse, light, reload (pc/B)
Power maul 18,000 2d12 flux (bludgeoning) 10 AP, heavy, reload (pc/B), 2-handed
Power staff 15,000 2d6 flux (bludgeoning) 5 AP, reload (pc/B), versatile (2d8)
Vibro-dagger 400 1d8 piercing 1 Finesse, holdout light, loud, reload (pc/A)
Vibro-spear 650 1d10 piercing 3 Loud, reach, reload (pc/2A). versatile (2d6)
Vibro-sword 850 1d12 piercing or slashing 3 Finesse, loud, reload (pc/2A)
Wire-Blade 5,000 2d10 slashing 2 Finesse, holdout, light, loud, reload (pc/B)
Zap-stick 500 2d6 lighting 2 Finesse, light, pincher, reload (pc/2A), touch

ADVANCED SIMPLE MELEE WEAPONS
These weapons count as Simple Weapon proficiency.
Brass Knuckles: are a piece of metal shaped to fit around one’s knuckles to enhance your punching.
Collapsible Baton: this club collapses down to an easily concealable and stored sized but when draw can instantly extend out to its normal size (about two feet long on average).
Combat Knife: an advanced carbon blade that can also be mounted onto a rifle or similar weapon to act as a bayoneted (dealing 1d8 piercing damage when used in such a way but becomes 2-handed).
Pain Prod: somewhat illegal in most civilized areas, this evil weapons can deliver painful electrical jolts to their target and a favored weapon of pirates and slavers. (Restricted).
Solid Core Staff: a dense metal core quarterstaffs that can strike with considerable force.
Shock Gloves: these deliver a powerful electrical shocks that can stun a target with a punch.

WEAPON COST DAMAGE WT PROPERTIES
Brass knuckles* 5 1d4 bludgeoning ½ Finesse, holdout, light
Collapsible baton* 25 1d4 bludgeoning 1 Finesse, holdout, light
Combat Knife* 50 1d6 piercing or slashing 1 Finesse, light, UM
Pain prod 200 1d6 lightning 2 Finesse, light, painful, reload (pc/B), stun (15), touch
Solid-core staff* 75 1d8 bludgeoning 7 Heavy, versatile (1d10)
Stock glove 100 n/a ½ Finesse, holdout, light, reload (pc/A), stun (15), touch

MARTIAL RANGED WEAPONS
These weapons count as Martial Weapon Proficiency. All count as Silent (pg. 54) and can be fitted with a red-dot laser weapon upgrade
Carbon Crossbow: made of sleek advanced carbon metal and fitted with sights. If the attacker takes the Aim special action she also ignores penalties for long range with her attack roll.
Compound Bow: composed of advanced carbon and fitted with a series of pulleys, cams and levels to enhanced the weapons power. This allows the user to add both its Strength and Dexterity modifier to damage.
Double-Bow: a huge bow that requires at least three arms to pull and medium size creature or larger.

WEAPON COST DAMAGE WT PROPERTIES
Carbon crossbow* 250 2d6+1 piercing 4 Ammunition (range 150/500), heavy, loading, 2-handed
Compound bow* 250 1d10 piercing 3 Ammunition (range 150/500), heavy, 2-handed
Double bow* 250 2d6 piercing 5 Ammunition (range 200/600), heavy, 3-handed

SUPER HEAVY MARTIAL MELEE WEAPONS
These huge weapons as listed above and are built for exo-suits or giants (at least huge) sized creatures. Are considered Martial Weapons for these creatures.

WEAPON COST DAMAGE WT PROPERTIES
Mecha power-axe 50,000 3d12 flux (slashing) 70 AP, reload (pc/2D)
Mecha power-guantlet 25,000 2d10 flux (bludgeoning) 40 AP, finesse, reload (pc/D)
Mecha flangblade 30,000 3d10 slashing 60 Reload (pc/2D), tearing
Mecha mist-blade 800,000 3d12 mist 30 AP, finesse, reload (pc/2C)
Mecha sword* 2,000 2d8 slashing 50 Versatile (2d10)

FIREARMS[edit]

PISTOLS
You are not at disadvantage using a pistol in melee (as with most ranged weapons). Also small sized creatures can use heavy pistols in two handed and not be at disadvantage with it. This only works for pistol weapons though.
Palm Pistol: these are light, easily concealable auto-loading slug-throwing pocket pistols.
Derringer: a two barreled (one on top of the other) break-barrel loader pocket pistol.
Revolver[72]: a simple but reliable repeating handgun with six revolving cylinder.
Heavy Revolver: a heavy version of the standard revolver.
Autoloader Pistol[73]: a light semi-automatic pistol, fairly cheap and reliable and popular for self-defense.
Heavy Autoloader: a high caliber semi-automatic pistol often used by law enforcement and the military forces.
Hand Cannon[74]: a five cylinder, heavy caliber revolver popular with bounty hunters and big game hunters due to its high stopping power (Restricted).
Shotgun Pistol: this two barreled (over-under or side-by-side) pistol fires shotgun rounds.
Machine Pistol[75]: a light, fully automatic pistol (Restricted).
Splinter Pistol: This weapons use advantage ballistic rounds that ‘splinter’ on impact, something like hollow-point rounds, but possess a denser core that splints the round at designated points and tears through the target’s flesh with superior power (Military).
Caseless Pistol: the rounds of this semi-automatic pistol are consumed when the weapon fires, allowing additional ammunition to be fitted into the magazine clip and for a more compact firearm (as it does not require the ejector mechanism, etc.) (Restricted)
Stun Pistol: this non-lethal pistol is popular with the non-violent or those who want prisoners.
Coil Pistol: this pistol uses advanced magnetic coils to accelerate a metal round at supersonic speeds.
Holdout Laser: a pocket laser pistol, firing concentrated light beam.
Laser Pistol[76]: standard laser pistol, popular throughout society.
Blaster Pistol: packing more punch via particle acceleration, the blaster pistol is popular with most militaries (Restricted).
Reever Pistol: pistol that fires necrotic rays that literally rotting living flesh off the target’s bones. Affected targets cannot benefit from healing until the start of your next turn and require a DC15 Constitution saving throw or lower their maximum Hit Point total by the amount of damage they just suffered. These lost hit points can only be restore during a long rest at ½ the normal rate (Illegal).
Posion Ray Pistol[77]: an fairly illegal weapon that fires concentrated rays of posion energy at its foes (Illegal)
Grenade Launcher (GL) Pistol: a one-shot break-barrel pistol that can be loaded with a variety of rifled grenades and fired for distance (Military).
Air Dart Pistol: this specially designed semi-automatic pistol fires small needles via air compression (including in the clip). They inflict no damage but can deliver any medical or toxic injections.
Needler Pistol: somewhat illegal, this semi-automatic pistol fires poisonous, high-density needles (Restricted).
Hand Flamer: this bulky pistol with large powercell protects flames out in a fifteen foot cone. (Military).
Capsicum Sprayer: a special spray pistol that contains pure capsaicin, with a Scoville rating more than 10,000,000 (double pepper spray). If the attacker scores a critical hit against the target its’ at disadvantage with its initial save.
Screamer: firing concentrated sounds at extremely high decibels, this weapon literally rips flesh apart. (Restricted).
Restraint Pistol: this heavy pistols fires a super-tech, ultra-fast hardening goo that restrains a target in place.
Plasma Pistol[78]: heavy pistol firing devastating concentrated plasma bolts. (Military)

WEAPON COST DAMAGE RANGE WT PROPERTIES
Palm pistol* 100 1d6 piercing 40/200 1 DT, holdout, light, reload (8m), silent
Derringer* 65 1d6 piercing 40/200 1 DT, feet (2b), holdout, light
Revolver* 200 1d8 piercing 50/250 2 Feed (6c)
Heavy Revolver* 250 1d10 piercing 50/250 3 Fead (6c), heavy
Autoloader Pistol* 400 1d8 piercing 50/250 2 DT, light, reload (18m)
Heavy autoloader* 500 1d10 piercing 50/250 3 DT, heavy, reload (12m)
Hand cannon* 550 2d6 piercing 50/250 5 Feed (5c), heavy
Shotgun pistol* 350 2d6 piercing 20/80 4 DT, feed (2b), heavy, shotgun, UM
Machine pistol* 450 1d8 piercing 50/250 3 Auto, light, reload (30m)
Splinter pistol 1,000 1d12 splinter 50/250 3 DT, reload (13m)
Caseless pistol 700 1d8 piercing 50/250 2 Auto, DT, light, reload (30m)
Stun pistol 250 n/a 10/60 2 Light, reload (pc/A shots 10), stun (13)
Coil pistol 2,000 1d8 piercing 100/400 2 Holdout, light, meganetic, reload (10m)
Holdout laser 600 1d6 fire 100/400 1 DT, holdout, laser, reload (pc/A shots 10)
Laser pistol 750 1d8 fire 100/400 2 DT, burst, laser, light, reload (pc/2A shots 40)
Blaster pistol 850 2d6 fire 50/200 5 DT, heavy, reload (pc/B shots 15)
Reever pistol 1,500 1d10 necrotic 20/200 4 Reload (pc/B shots 15)
Posion Ray Pistol 1,000 1d10 posion 30/200 4 Reload (pc/B shots 20)
GL pistol* 600 grenade 100/300 5 Grenades type, loading, UM
Air dart pistol* 250 special 20/100 4 Light, reload (4i), UM
Needler pistol* 500 1d6 piercing 50/250 2 Light, reload (8m), toxic
Hand flamer 800 2d6 fire special 6 Flame, heavy, reload (pc/C shots 10), UM
Capsicum sprayer* 200 n/a 5/20 2 Light, poison (21), reload (3m)
Screamer 1,000 2d6 thunder 50/100 4 Reload (pc/B shots 12), sonic
Restraint pistol 2,000 n/a 50/200 5 Reload (pc/B shots 8), restrained (18)
Plasma pistol 5,000 2d8 plasma 50/200 6 Direct fire (AOE 5ft), heavy, plasma, reload (pc/2B shots 10)

RIFLES
Note that all rifles are automatically 2-handed weapons.
Bolt-action Rifle: this simple rifle requires the shooter to reload the muzzle chamber after each shot. He pulls back the bolt, which ejects the spent round, then pushing forward and locking it reloads it.
Shotgun: a pump action shotgun rifle.
Semi-Automatic Rifle: fairly popular rifle with hunters and colonists for home defense due to cost.
Submachine Gun: a fully automatic light rifled weapon to spray your foes with bullets.
Assault Rifle[79]: a heavier version of a SMG, a standard military weapon for mercenaries (Restricted).
Combat Shotgun[80]: a fully automatic rifled shotgun (Restricted).
Caseless Rifle: as with the caseless pistol (Restricted).
Sniper Rifle: build with advanced sights and scope, this is a military semi-automatic rifle (Restricted).
Heavy Sniper Rifle: a heavier caliber sniper rifle (Military).
Splinter Rifle: a heavier version of the splinter pistol (Military).
Railgun[81]: uses advanced magnetic coil accelerators to fire rounds at hypersonic speeds (Military).
Grenade Launcher: a semi-automatic grenade launcher with internal clip with a pump action reload feature (Military).
Sonic Stunner: a non-lethal rifle version of the stunner, popular with law-enforcement.
Laser Carbine: very popular, the laser carbine is light enough to be used by most creatures.
Laser Rifle: standard issue military combat laser (Restricted).
Sniper Laser Rifle: somewhat delicate laser rifles with enhanced sights for accuracy and range. (Military).
Blaster Rifle[82]: heavy particle acceleration rifles. (Military).
Assault Blaster Rifle: a fully automatic, medium squad support blaster rifle. (Military).
Cold Gun: fire a freezing ray of cold that can inhibit target’s speed (as well as kill them) (Restricted).
Lightning Rifle: packing a powerful electrical blast they can even short out electronic devices (Restricted).
Air Rifle: specialize rifle that fires injector rounds.
Needler Rifle: a rifled version of the pistol needler, it has a better range (Restricted).
Flamer: these heavy rifles project flames out in a thirty foot cone. (Military).
Plasma Rifle: heavy plasma weapons to take out even bunkers. (Military)

WEAPON COST DAMAGE RANGE WT PROPERTIES
Bolt-action rifle* 400 2d6 piercing 200/1,000 8 Feed (5i)
Shotgun* 400 2d8 piercing 50/120 10 Feed (5i), heavy, shotgun, UM
Semi-auto rifle* 550 2d6 piercing 200/1,000 7 DT, reload (20m)
SMG* 600 1d10 piercing 150/800 6 Auto, burst, DT, reload (50m)
Assualt rifle* 750 2d6 piercing 200/1,000 9 Auto, burst, DT, heavy, reload (60m)
Combat shotgun* 700 2d8 piercing 50/120 15 Auto, burst, DT, heavy, reload (30m), shotgun
Caseless rifle 1,200 2d6 piercing 200/1,000 10 Auto, burst, DT, reload (100m)
Sniper rifle* 850 2d8 piercing 300/2,500 12 Bulky, DT, feed (5i), heavy, silent
Heavy sniper rifle* 1,500 2d10 piercing 300/2,500 18 Bulky, DT, feed (5i), heavy
Splinter rifle 1,400 2d8 splinter 200/1,000 11 Auto, burst, DT, heavy, reload (40m)
Railgun 8,000 2d8 piercing 300/1,500 20 AP, heavy, magnetic, reload (10m)
Grenade launcher* 750 grenade 100/300 10 Feed (6i), grenade type, heavy, UM
Sonic stunner 700 n/a 50/200 5 Reload (pc/A shots 10), sonic
Laser carbine 950 1d10 fire 250/1,500 6 DT. burst, laser, reload (pc/B shots 120)
Laser rifle 1,250 1d12 fire 250/1,500 9 DT, burst, laser, reload (pc/B shots 100)
Sniper lasgun 1,500 2d8 fire 500/3,000 14 Bulky, DT, heavy, laser, reload (pc/C shots 30)
Blaster rifle 2,000 2d8 fire 100/800 12 Heavy, reload (pc/C shots 25)
Assault blaster 10,000 2d8 fire 100/800 24 Auto, bulky, burst, heavy, reload (pc/2C shots 50)
Cold gun 5,000 2d8 cold 100/500 15 Cold, reload (pc/C shots 20)
Lightning rifle 5,000 2d6 lighting 200/1,000 14 Pincher, reload (pc/C shots 20)
Air dart rifle* 300 n/a 50/200 6 Reload (20m), silent
Needler rifle* 1,000 1d8 piercing 100/500 6 Reload (16m), toxic, silent
Flamer 1,200 2d6 fire special 22 Flame, heavy, reload (pc/D shots 30)
Plasma rifle 15,000 2d10 plasma 100/500 20 AP, direct fiure (AOE 10ft), bulky, heavy, plasma, reload (pc/C shot 10)

HEAVY WEAPONS
Automatically have the Bulky, Heavy and 2-Handed weapon properties. Heavy weapons not mounted (bipod, tripod, Weapon Gimble or Grav-Suspensors) can only be used by Medium sized creatures at disadvantage to weapon attack check with them. Larger sized creatures are not at disadvantage. All are Military availability.
Machinegun: squad support weapons to lay down heavy automatic fire.
Caseless Machinegun: caseless version.
Splinter Machinegun: a heavier splinter machinegun.
Anti-Armor Rifle: these heavy rifles fire super dense rounds to penetrate bunkers, tanks, etc.
Auto-Grenade Launcher: this grenade launcher includes an oversized 20 round cylinder magazine. It can fire up to three grenades with an attack action. The shooter determines where each grenade lands, including making them land on each other (thus targets in the area suffering three affects at the same time).
Mortar: semi-portable tube with mounting used mostly as a military support weapon. See Grenades for damage and notes. Breaks down into three 20lbs pieces for easier carry.
Rocket Launcher: one-shot/use weapon is fired directly at a vehicles. Against Large sized targets or smaller have advantage on their save.
Lasgun: a heavy, semi-portable laser rifle for assault and infantry squad support weapon.
Heavy Assault Blaster[83]: heavy fully automatic particle acceleration rifles.
Heavy Railgun: a heavy railgun using advanced magnetic acceleration.
Heavy Plasma Gun: heavier version of the plasma rifle.

WEAPON COST DAMAGE RANGE WT PROPERTIES
Machinegun* 2,500 2d8 piercing 200/1,000 30 Auto only, reload (200m)
Caseless machinegun 3,000 2d8 piercing 250/1,500 22 Auto only, reload (500,)
Splinter machinegun 4,000 2d10 splinter 200/1,000 26 Auto only, reload (300m)
Anit-armor rifle 3,500 3d12 piercing 250/1,500 30 AP, reload (12m)
Auto-GL* 1,800 grenade 100/300 50 Grenade tyoe, reload (30m)
Mortar* 2,000 mortar 150/1,000 60 Loading, mortar type
Rocket launcher* 1,500 3d6x3 explosive 600/5,000 20 AP, direct fire (AOE 10ft), loading
Lasgun 20,000 3d6 fire 600/5,000 60 AP, laser, reload (pc/D shot 60)
Heavy assult blaster 30,000 3d8 fire 200/1,000 80 AP, direct fire (AOE 5ft), reload (pc/2D shots 40)
Heavy railgun 40,000 3d10 piercing 400/3,000 90 AP, heavy auto only, magnetic, reload (200m)
Heavy plasma gun 60,000 4d10 plasma 300/1,500 120 AP, direct fire (AOE 15ft), plasma, reload (pc/E shots 30)

Ammunition and Powercells[edit]

For energy weapons like lasers, they require a powercell to fire. Look under the weapons properties and then add the cost for any multiple powercells for each weapon cell. For example a Laser Rifle uses a B cell, so a new fully charged powercell cost 40 credits and weights 1 lbs. These powercells are dedicated to that weapon type (i.e. Laser Rifle only) and not interchanged with other weapons or gear that use that powercell
For slug-throwers, magnetic coil guns, etc. they require slugs and clips.
For most pistols is costs 50 credits for 100 rounds that weight around 8 lbs. New clips cost 10 credits each and weight ¼ lb. when empty. Hand Cannons ammo cost 100 credits for 100 rounds and weight 12 lbs. Speed-loading Revolver & Hand Cannon cylinders are also available for 25 credits and weigh ½ lb. each and change them from Feed to Reload (m). Most rifle rounds cost 100 credits for 100 rounds and weight 12 lbs. A new rifle magazine clip cost 15 credits and weights ¼ lb. empty. Splinter Pistol rounds cost 150 credits and weigh 10 lbs. for 100 rounds, while the Rifle version cost 250 credits and weigh 15 lbs. and machine gun splinter rounds weigh 20 lbs. and cost 400 credits for 100 rounds. Mags cost the same as normal firearms. Sniper rifle and machinegun rounds cost 150 credits for 100 and weigh 15 lbs. New sniper magazine clips are 10 credits and weight ¼ lb. empty. Heavy machineguns, autocannons and chaingun ammo cost 250 credits for a 100 and weigh 25 lbs. Machineguns use belts or boxes for ammo that cost 25 credits each and weigh 1 lb. ‘empty’.
For caseless weapons, full clips must be purchased. Each costs in credits is 2 times the number of rounds for a full chip and the full weigh is on average ½ lb. for pistols, 1 lb. for rifles, 5 lbs. for a machinegun and 30 lbs. for a heavy machinegun.
Capsicum cartridge cost 25 credits each and weigh ¼ lb.
A full clip for a Needler pistol cost 100 credits and weighs ¼ lb. and a rifle cost 250 credits at ½ lb. (and they are Illegal).
Magnetic/Coil/Railgun/Mass Drive weapons are sold as full clips also and cost 10 credits times the number of rounds in a full clip times the full clip’s weigh. This includes a powercell incorporated into the clip. Full clips generally weight one-fourth the weapon itself weight (i.e. a Coil pistol clip is ¼lb and cost 25 credits, while a Mass Drive mag is 125lbs and cost 3,750 credits).

SPECIAL AMMUNTION
)One advantage that the basic slug throwers and caseless firearms (only( have is that they can use a variety of different types of ammunition the weapon. These modifiers can also be applied to bow’s arrows or a crossbow’s bolts but assume that each special arrow or bolt has a base costs one credits for each.

  • Acid Slug: deal +1d6 acid damage to base damage. On the following round the target suffers another 1d6 acid damage. Cost is 25 times the normal cost. (Restricted)
  • Adamantine Rounds: dense heavy-core rounds for heavy autoloaders, hand canons, shotguns, and rifles (and arrow and bolt). Ten times the cost per round and add the AP property to the weapon.
  • Cold Iron: triples the cost of the rounds and deals extra damage to certain creatures.
  • Rubber Rounds: deal minimum damage but target is at disadvantage on all attack rolls and ability and skill checks until the start of your next turn. If you roll a critical hit the target instead gains the Stunned condition until the start of your next turn. Cost is double for normal rounds.
  • Shaped Capsules: military grade shape-charged explosive rounds for heavy autoloaders, hand canons, shotguns, rifles, arrow and bolt. Add properties AP and +1d8 explosive damage to the weapon. Cost is 30 times the normal round cost. (Military)
  • Shock Slugs: Cost 20 times the normal cost and adds the Pincher weapon quality and lightning damage to the round.
  • Silver Rounds: ten times the base cost of the round and deals extra damage to certain creatures.

INJECTOR ROUNDS
These rounds are fired from an Air firearms, but can also be delivered through a hypospray injector or syringe (see Medical Gear). Huge sized creatures and larger along with anyone in an Exo-suit or with an active Energy Shield are immune to these rounds. Large size creatures and anyone wearing Heavy armor impose disadvantage on air round attacks. Injectors do not work on undead or incorporate creatures. All injected drugs are considered analogy except Detonator nanites.

  • Detonator: This injection introduces nanites into the subject that are programed to activate based on parameters you set before injection. As a reaction to a condition you determine, the target takes 3d6 necrotic damage and gain the Poisoned condition until the end of its next round, DC18 Constitution for half and not suffer the Poisoned condition. Cost 25 credits dose (Military).
  • Fear: A psychotropic that makes the subject see the thing it most fears all around it. The subject makes a DC15 Constitution save or gains the Frightened conditions which includes all friends and foes. At the end of its turn the subject makes another Constitution save, success means it recovers, otherwise it remains frightened until the save is made. Cost 50 credits dose (Illegal).
  • Narcosynthesis: Truth serum multiplied by fifty. Subject must make a DC20 Constitution save or for the next hour it is at disadvantage with all Charisma (Deception) checks and others gain advantage on all Wisdom (Insight) checks against it. Cost 25 credits dose.
  • Open Mind: This injection is a concoction of barbiturates, amphetamines akin to LSD. The subject makes a DC15 Constitution save or gains the Charmed condition against any and all suggestions made to it by anyone speaking to it that the target can hear and understand. It can make new save at the end of each of its turns to remove the condition. Cost 50 credits dose.
  • Pain: This injection does not inflict pain, but rather hypersensitive the dermal nerve network, making the subject fell all sensations with uncomfortable intensity. The subject gets a DC15 Constitution save or each time the target takes damage it suffers and additional 1d6 damage from each attack that hits it this round. This is not double by critical hits. The subject can make a new save at the end of each of its turns to remove the affect. Cost 30 credits dose (Restricted).
  • Paralysis: This broad-spectrum mélange of neuromuscular-blocking drugs can inflict near instant paralysis in a subject. A subject hit must make a DC15 Constitution save or gain the Paralyzed condition. At the end of each of its turns afterwards it gets a new save. Success removes the condition. Cost 75 credits dose (Illegal).
  • Sleep: This heavy dose of diazepam and various opioids might actually kill a horse. A creature hit must make a DC15 Constitution save or fall Unconscious. If hit again with the same injection within 1 minute, the DC increases by +5 (cumulative to a max DC25). The target remains unconscious for five minutes or until the sleeper takes damage or something takes an action to shakes it awake. Also gains one level of Exhaustion on failed save. Cost 100 credits dose.
  • Slow: This strange medley of drugs causes muscle relaxation by depressing the central nervous system. A subject hit must make a DC15 Constitution save or its Speed is halved (round down to nearest 5ft) and is at disadvantage on Dexterity ability and skill checks and attack rolls. At the end of its turn the subject can make a new save to remove this affect. Cost 75 credits dose.

WEAPON UPGRADES AND MODIFICATIONS[edit]

These modifiers can be added to most weapons (melee or firearms).
Advanced Alloy Metals*: added to any Primitive weapon. Removes the Primitive quality from all weapons and adds +2 damage to piercing and slashing (only) weapons damage. Cost x10 base PHB price in credits (arrows and bolts can also have this affect but at x20 the cost).
Bipod*: for heavy weapons mount. Takes 1 action to set up or take down. Medium sized creature not at disadvantage for firing Heaving weapons. Wt. 10lbs, Cost 50 credits.
Concealed Hostler*: Shoulder or hip holster that hides under a coat (+4 equipment bonus to users’ Stealth to hide a pistols or melee weapon on himself). Has space for 4 extra clips. Wt. ½lb, Cost 50 credits.
Enhanced Sights*: These sights doubles the weapon range (a 50/200 becomes 100/400) but only with the Aim maneuver. Cost 250 credits, Powercell A/8hrs.
Expanded Magazine*: slug throwers only. Double the shots available for weapons with magazine. This also doubles the weight of the clip. Doubles the reload Move cost. Triple clip cost (not available for revolvers or their speed loaders).
FOF Limiter: a smartgun upgrade is capable of avoiding friendly targets. When making autofire area of affect attacks exclude any squares that contain friendly creatures. The allies must be programmed into the system. Takes 5 minutes and a DC10 Computer Use Skill for each ally added. Wt. +2lbs, Cost 1,500 credits, Powercell 2A/8hrs.
Forearm Weapon Mount*: a hands-free attachment allowing the use of one light one-handed weapon (melee or firearm). Wt. +2lbs, Cost 200 credits.
Hidden Arm Sling*: Auto-draw sling for a light pistol or knife. Does not count as an item manipulation to draw and hidden under sleeve (+4 equipment bonus to Stealth to hide from others seeing it when not employed). Wt. ½lb, Cost 150 credits.
Hotshot: blasters, laser and plasma weapons only. Supercharges the weapon, causing it to burn through more charges to increase the damage. Adds +1d8 to base damage (i.e. and laser carbine would deal base 1d10+1d8 damage) using 5 charges each attack. Wt. +1lb, triple the base weapons cost. To add a selector (allowing normal damage/charges and hotshot, changing between the two requires 15ft of movement), the cost is instead times ten (Military).
Melee Attachment*: melee weapon under-mount (think bayonet). Wt. +½lb, Cost 50 credits.
Motion Predictor: complex target-tracking cogitator. Autofire weapon only. Disadvantage for others to make their Dexterity save against AOE attack and allows the users to use its reaction to make an Opportunity attack within ½ the base range of the weapon. Wt. +1lb, Cost 2,500 credits, Power A/4hrs.
Recoil Gloves: advanced grav glove ignore Double-Tap penalty and Burst Fire and reduces Auto-fire to -3 (none if braced). Wt. 2lb, Cost 1,500 credits for each hand (pistols and rifles only; if can use the Pistol one-handed only requires one glove), Powercell A/2hrs (required for each glove).
Red-Dot Laser Sight: ranged weapon attacks within a weapon’s base range (i.e. not long range) adds +2 damage. Wt. +½lb, Cost 150 credits, Powercell A/8hrs.
Silencer*: Can be attached to most slug thrower weapons only but not shotguns or revolvers. Disadvantage on DC15 Perception checks to hear the gun fire but only with semi-auto fire (single shot or double-tap). Does not work for revolvers or shotguns (Restricted). Wt. ½lb, Cost 500 credits.
Suppressor*: Can be attached to most slug thrower weapons only but not shotguns or revolovers. Disadvantage on DC15 Perception checks to hear the gun fire including autofire. Includes a flash suppressor also adds same disadvantage with visual perception checks to see the muzzle flash of the firearm. Does not work for revolvers or shotguns (Restricted). Wt. ½lbs, Cost 500 credits.
Variable Tanks: for flame weapons only. Triple the cost of the flamer base powercell cost of the special canisters for the various damage effects. Note also that the powercells only provide ½ the normal shots. These special powercells can contain any ONE of the following effects (and must be purchases seperately)…

* Liquid Nitrogen: change damage to cold and add property Cold. Targets who failed their save also move at ½ their base Speed (round to the nearest 5ft) until the end of their next round.
* Corrosive: change damage to acid and add property AP. Also the weapon deals ½ of the original damage against the target the following round.
* Toxin: change the damage to poison and requires the target to make a Constitution save vs. the damage dealt or gain the Poisoned condition for 1d6 rounds.
* Adhesive: non-damage affect but still roll the damage. This is the DC that all subject in the area of affect must make Strength saves against or gain the Restrained condition. They can make a new save at the end of their turn against the same DC to end the condition.

Weapon Gimble: a harness that allows a medium sized creature to fire a Heavy Weapons without disadvantage (still at disadvantage if attacker moves and attacks in the same round). It does have the draw-back of reducing the wearer’s speed by 10 feet. Wt. +25lbs, Cost 250 credits, Powercell B/12hrs.

GRENADES and EXPLOSIVES[edit]

Explosives do not add ability modifiers (Dexterity or Strength) to damage total.

  • Indirect: These weapons can be thrown or fired over osculates or into area that the attacker cannot see. The range remains the same. If you cannot see the target area, chose a space where the explosive will land but targets automatically gain advantage on their saving throw.

All ranged explosives and grenade weapons have two range increments. Within the first increment use the standard AOE attack as above. For long range (the second increment) all targets in the area gain Advantage on their saving throws against the affects. If this attack is also an indirect attack (see above) then the targets also gain Resistance to any damage dealt by the attack. This stacks with ½ damage from a successful save.

Hand grenades count as Simple Weapons for proficiency and are thrown with a range of 30/90.

Grenade Launchers have a range of 100/300. These grenades must be specially made to be fired from a grenade launcher. They cost twice as much as a normal grenade of the same type. These type of grenades have the two setting as normal grenades but they can also be set with air-burst. This allows the weapon to explode in the air where the operator can still see and ignore the indirect penalty if the attacker wishes (he still has to guess where the weapon is going to explode). This requires a DC10 Mechanics use check to set property and always requires 15 feet of movement.

Explosive packs are heavy explosives. They have detonation timer included. Generally they can be set from one to ten rounds (6 to 60 seconds) with a DC15 Mechanics skill check. You can’t really throw these effectively, but in an emergency you could with a range of 30ft and this roll is at disadvantage (as if a long range attack).

Mortars are really just big grenades with a range of 150/1,000. Add +2d weapon dice to damage, four times the weight, triple the AOE and ten times the cost (i.e. a Fragmentation mortar deals 4d8 explosive damage, weighs 4lbs, AOE of 30ft, costs 250 credits each). They share all other features of grenades and launchers (including setting fusses, etc.). Generally because of the range, Mortar operators often rely on forward observes relying coordinates to them. This is a Perception check by the forward observer and an Insight check by the attacker with the following DC - direct communications between both 12 each, some interference 15 each. If these rolls are made they can ignore the indirect penalty. If one is made then indirect penalty applies, if both fail they the round is wasted and falls short/long (auto miss).

DESCRIPTIONS
Concussion: explosive using air pressure as well as shrapnel to disrupt enemy lines.
Smoke: after detonation a smoke grenade fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anything farther then 5ft away is considered Heavy Obscure conditions within the area. Anyone just inside or on the opposite side of the smoke have ¾ cover. This smoke last 1d4 minutes. Wind can disperse the smoke faster.
Fragmentation: deadly antipersonnel explosives with hundreds of steel flechettes (Military).
Photo-Flash: powerful, blinding light and sound grenades. Targets’ that fail their save are blinded and deafened until the end of your next turn (Restricted).
Riot: releasing powerful tear gas to disperse crowds and disorient attackers. It also causes obscure and cover as smoke grenades. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Failed save results in living creatures gaining the Poisoned condition and halves Movement (round to the nearest 5ft). These conditions lasts for 1d4 minutes. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as listed above (Restricted).
Tangler: these grenades release an inky super adhesive substance within their area of affect. Anyone who fails their save gains the Restrained condition. Each round after that as an action they can attempt to escape with a Strength saving throw against the same DC. Success means they have pull themselves free and are not Restrained.
HEAT: high-explosive, anti-tank explosives (Military).
EMP: doesn’t inflict any damage, instead releases an electromagnetic burst to disrupt electronics. Effects all technology that employs a powercell. Device holder and golems require an Intelligence saving throw vs. the DC. Failure means that the devices stops functioning for 1d4 minutes. Vehicle operators can make a Dexterity or Intelligence save (but max ability modifier the same as the max for AC bonuses). Huge vehicles and larger, are immune vs. grenades, while mortar rounds will effect up to Colossal size. Vehicles are at a disadvantage for all operations for 1d4 minutes. A DC20 Intelligence (Mechanic) check will restore power to a device as an action.
Cryo: super-cooling gas released that not only damages but can also slow targets movement for those who failed their saves (Restricted).
Electrical: releasing a powerful electrical discharge that can also fry advanced devices (Restricted).
Flame: specialized semi-adhesive gel that burns in the radius for 2d6 rounds after the explosive is set. As with the Flame weapon property, targets who fail their save also catch fire. Anyone starting their turn or moving through the area (counts as difficult terrain) must make a save or also suffer the damage and have a chance of catching fire (if they fail their save) (Military).
Geode: advanced frag grenades that release sharpened adamantine flechette shards (Military).
Toxic: releasing lethal and illegal poisonous toxic gases. Failure results in the damage and the target gaining the Poisoned condition, with a successful save taking only ½ damage and not poisoned. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anyone with the poisoned condition also takes the listed damage at the start of its turn. They can make a new save at the same DC at the end of their turn. Success means they are no have the poisoned condition. The gas lingers for 1d4 minutes but wind can disperse it. Anyone who does not have the poisoned condition that starts its turn in the area must make a save or suffer effects as listed above (Military and Illegal).
Hallucinogenic: powerful hallucinate gases that disorient living targets. Failed save the target acts as if under the Confusion spell (PHB pg. 224) and gains the Frightened condition. Each round afterwards, at the end of its turn, a target can make a new save to remove the condition BUT only after two rounds of successful saving throws! After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as listed above (Military and Illegal).
Virus: these illegal grenades release a necrotic toxin that literally melts living flesh but has no effect on anything not alive. Failure results in the damage and the target gaining the Paralyzed condition, with a success taking ½ damage and not paralyzed. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anyone with the paralyzed condition takes the listed damage each round after that. They can make a new save at the same DC at the end of their turn. Success means they are no have the condition. The gas lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions (and ½ the damage) as listed above (Military and Illegal).
Plasma: one of the most powerful hand grenade created (Military).
Charge Pack: this bomb has a fairly simply timer set (advantage on Mechanics check) (Restricted).
Mining Pack: pre-made/mixed civilian mining explosives mostly used to move dirt and rock (Restricted).
Anti-Armor Pack: specialized bomb with an adhesive pull-stripe that can stick to almost any surface (Military).

GRENADES DAMAGE SAVE' AREA WT COST PROERTIES
Concussion* 2d8 bludgeoning Dex 14 15ft 1 15 --
Smoke* n/a n/a 10/20/30ft 2 15 --
Fragmentation* 2d8 explosive Dex 15 10ft 1 25 --
Photo-Flash special Dex 18 15ft 1 25 --
Riot* special Con 15 5/10/15ft 2 50 --
Tangler special Dex 15 10ft 1 50 --
HEAT* 3d8 explosive Dex 15 10ft 1 100 AP
EMP special Int 15 15ft 1 100 --
Cryo 2d8 cold Dex 15 15ft 1 100 Cold
Electric 2d8 lightning Dex 15 10ft 1 100 Pincher
Flame 2d10 fire Dex 15 5/10/15ft 1 150 Fire
Geode 2d8 explosive Dex 20 10ft 1 200 --
Toxic 3d6 poison Con 15 5/10/15 2 250 --
Hallucinogenic special Con 15 10/20/30ft 2 500 --
Virus 3d6 necrotic Con 18 5/10/15ft 2 750 --
Plasma 3d10 plasma Dex 18 15ft 2 1,000 AP, plasma
EXPLOSIVE PACKS
Charge pack 3d10 explosive Dex 15 20ft 8 200 --
Mining pack 5d10 explosive Dex 15 40ft cone 20 50 AP
Anti-armor packs 8d10 explosives Dex 15 15ft 10 2,000 AP

ARMOR[edit]

LIGHT ARMOR
Synthetic Weave[84]: through the predecessor to advanced aromatic polyamides this full body armor provides light protection.
Armored Longcoat: an armored dusker or trenchcoat worn by cheap gangers and anyone wanted to look a little shady.
Light Flak Vest[85]: a light but resistant compressed ballistic cloth flak that protects the user’s chest area.
Spider-Silk Suit: Computer-controlled looms weave super thin synthetic silk into an extremely flexible nylon. When struck with any attack, the spider silk resists as hard as steel but will more flexibility than soft rubber. The wearer is also resistance to piercing and slashing damage from non-magic (or AP) weapons.
Synskin Chameleon Suit[86]: this light but extremely advanced synthetic weave full body armor offers the galaxies best stealth system available. While powered the wearer is Invisible (PHB) for up to five minutes with its B powercell. Even when not using this feature the user has advantage on Dexterity (Stealth) checks and can attempt to hide and even without cover or breaking line-of-sight (but doing so negates the advantage on stealth, just a Stealth roll otherwise).
Void Suit[87]: these suits are heavier and bulky then non-armored skinsuits that includes all the features of one but offer better protection from harsh environments (immunity to dangerous and extreme radiation, Resistances and advantage on saving throws against Deadly radiation). The C battery provides life support for 24 hours of continual use.
Ballistic Cloth[88]: advanced Kevlar cloth armor body protections.
Armored Flight Suit: this full body suit uses heavier synthetic weave cloth but also includes pressure sensors to aid the wearer during high-g maneuver (in aerial combat). The wearer has advantage on Constitution saves against high pressure environment and the two B batteries provide 12 hours of vacuum life support (as a Skinsuit). The helmet includes a basic HUD and a basic comlink.
Scout Armored Suit[89]: reinforced ballistic cloth full body armor that allows for maximum movement and superior protection. Environmental systems adds +4 equipment bonus to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. The helm includes Ether-Eyes visors (see below) and a basic comlink.

MEDIUM ARMOR
Force Body Vest: a rigid hardened force chest and back plate.
Blinder-Mail: this resembles a lightened version of the mithril carbide armor. It incorporates a holographic camouflage net that can alter the physical properties of the suit to resemble nearly any terrain it is using. When the unit is activated the wearer has advantage on Dexterity (Stealth) checks and can attempt to hide even without cover or breaking line-of-sight (but doing so negates the advantage on stealth, just a normal roll). The stealth feature lasts up to one hour of continuous use on a C powercell. When not in use the wearer does not suffer disadvantage with stealth.
Aramid Combat Suit[90]: the combat suit employs and blends harder materials, rigid plates and flexible aramids. Additional layers of nylon separate staggered sheets of thin polymer plastic.
Aramid Survival Suit[91]: as the combat suit but includes sealed environmental protection. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.). The Environmental systems adds +4 equipment bonus to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. The helm includes Ether-Eyes visors (see below) and a basic comlink.
Combat Void Armor[92]: this is an armored void suit and incorporates all of the features of one with the added benefit of rigid armor plating and superior ballistic cloth blends. Includes the same environmental features as a Void suit.
Nanotech Armor[93]: this suit uses molecule-sized machines to alter the composition of the armored suit at the instant of impact. Usually, the combat suit remains elastic and comfortable. Anytime any impact occurs, the micromachines react with a response time of less than 0.035 seconds. The impact point becomes immediately inflexible and solid, deflecting the attack. The suit offers resistance to fire and cold damage along with bludgeoning and slashing damage from nonmagical (and AP) weapons. The suits nanobits also have the effect of negating critical hits causes by any of the damage types listed above (even magical and AP version).

HEAVY ARMOR
Flak Longcoat: this heavy but stylish piece of subtle outerwear contains a thick inner layer of flexible aramid patches able to resist cutting and piercing. It comes available in most colors but brown and black are standard. It leaves the head vulnerable, even with the collar up. Most importantly, it flaps dramatically in the wind. It counts as Winter Clothing (see Clothing and Protective Gear) when button up tight
Carbide Armor[94]: Super-strong plates of tungsten carbide are strapped inside a flexible nylon suit to offer remarkable stopping power. However, these plates are heavy and significantly reduce the user’s flexibility.
Tactical Body Armor[95]: This is a slightly less advantaged version of the full combat plate armor. It offers similar protection in a lighter package. It sacrifices several of its carbide/adamantine plates to make the suit less expensive for those on a budget, and does not have the advanced systems.
Advanced Wastelander: this armor is enhanced tactical body armor that provides additional environmental protection. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.). Environmental systems adds +4 equipment bonus to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. The suit also offers Resistance to fire and cold damage.
Tech-Mail[96]: one of the most advanced non-power armored material crafted, the mail appears somewhat like a suit of ancient chainmail or ringmail with overlapping metal discs. This discs, comprised of silicon, ceramic and adamantine, which spread the impact across the entire body providing superior protection. The suit offers resistance to lightning, fire and cold damage along with bludgeoning and slashing damage from nonmagical (and AP) weapons.
Force Combat Plate[97]: the full combat suit is a mixture of aramid padding and adamantine plates in water-resistant layers of nylon and metallic fibers covered by patterned camouflage. It offers an insulated backpack-mounted computer system that controls various systems on the suit. The helmet provides Darkvision out to 120 feet, provides +2 bonus to Dexterity (Stealth) but still at a disadvantage. The suits targeting HUD provides +2 bonus to damage rolls with ranged attacks (as Red-Dot laser, does not stack). The suit offers resistance to fire and cold damage along with bludgeoning and slashing damage from nonmagical (and AP) weapons.

SHIELDS
Riot Shield: This is a large composite metal shield with a Plexiglas view port around the user’s eye level. As a bonus action the user can grant ½ cover with the shield for one adjacent ally until the beginning of his next round (so long as they do not move).
Boarding Shield: Designed for forward boarding actions on starship or breaching fortifications, the shield incorporates a clear-metal view port at users’ eye level along with maglock anchors that allow it to be set as a fixed point as an action that would provide one medium sized creature with ¾ cover and up to four additional medium sized creatures ½ cover from one direction. It also takes an action to un-anchor the maglock. As a bonus action the user can grant ½ cover with the shield for one adjacent ally until the beginning of his next round (so long as they do not move). As a reaction, the user can also impose disadvantage against one melee attack directed against it or an adjacent target.
Power Shield[98]: This high tech shield when not in use appears to be simply a brash or bronze metal braclet that one wears on their shield wrist. When activated acts as a normal shield but very light weight and easy to move. Runs on a single B powercell for 30 mintues of continuos use.

EXO-ARMOR
Wearer gains Resistance to all non-AP damage. Each set have a certain Hardness rating. This is the same as with Vehicles; the Hardness rating is reduces the damage the armor suffers, before applying Resistance. The wearer then suffer any remaining damage. Exo armor include the skinsuits life support while the suit has power and come with a standard comlink and dataslate intergraded into the suits, with basic HUD displays to the faceshield. It takes a full round action to enter or exit exo-armor suit. While powered the weight of the suit has no effect on the wearer’s encumbrance.
Utility Powered Exoskeleton: this heavy suits offer little protection as they are not meant to be used in combat, instead acting as power lifters and cargo movers. The suits has a Hardness of 5. These suits are Large sized but are considered Huge for carrying capacity and have a base Strength of 30 (base 1,200lbs encumbrance). The armed fist of the suits deal 1d12 bludgeoning damage but all attacks are made at disadvantage (due to the suits rather slow movement for safety reasons). The suit runs for 18 hours of continual use with a single F powercell.
Scout Exoarmor': these light power suits have a Hardness of 8. The suit has a Strength value of 19, deals 1d8 bludgeoning damage unarmed and its base move Speed is 60 feet. Standard features include full environmental sealed and vacuum support and power for 12 hours on two E powercells. There is an intergraded jump pack that allows the wearer to leap up to 30 feet vertical and 45 feet horizontal. This pack runs on a separate D powercell and is good for 20 jumps before requiring a replacement. The suit has Darkvision to 120 feet and advanced sensors that allow the wearer advantage on Wisdom (Perception) checks. The suit powercells are ‘Hardened’ vs. Dispel and Pincher electromagnetic attacks. The suit cannot incorporate any Super-Heavy weapons but can integrate one Heavy or any two smaller weapons into it. The suit cannot use “semi” super-heavy weapons without some time of weapon gimble, etc.
Combat Exoarmor: standard infantry combat power armor these suits have a Hardness of 10. The suit has a Strength value of 23, deals 1d10 bludgeoning damage unarmed and its base move Speed is 45 feet. The suit is considered large sized for encumbrance (base 460lbs). Standard features include full environmental sealed and vacuum support and power for 12 hours on two E powercells. The suit powercells are ‘Hardened’ vs. Dispel and Pincher electromagnetic attacks. The suit has Darkvision to 120 feet and advanced sensors that allow the wearer advantage on Wisdom (Perception) checks. The suit can incorporate one Super-Heavy, or four Heavy or any six smaller weapons into it. The suit’s reinforcements also allows it to use a “semi” Super-Heavy weapon.
Heavy Combat Exoarmor[99]: the heaviest exo-suits (anything bigger and you are taking about walker suits not power armor) these suits have a Hardness of 15. The suit has a Strength value of 25, deals 1d12 bludgeoning damage unarmed and its base move Speed is 30 feet. The suit is Large sized and the wearer has reach, but consider huge for encumbrance (1,000lbs). Standard features include full environmental sealed and vacuum support and power for 12 hours on two F powercells. The suit powercells are ‘Hardened’ vs. Dispel and Pincher electromagnetic attacks. The suit has Darkvision to 120 feet and advanced sensors that allow the wearer advantage on Wisdom (Perception) checks. The suit can incorporate two “semi” Super-Heavy, or six Heavy or any eight smaller weapons into it. The suit’s reinforcements also allows it to use an additional “semi” Super-Heavy weapon.

POSSIBLE ARMOR AND ANY APPROPIATE GEAR UPGRADE

  • Advanced Helm Systems: Helm, includes Whisper Pin comlink, Auto-Senses (+2 Perception with sight), and Ether-eyes (Darkvision 120ft). Costs +2,000 credits +2lbs and a B powercell that last for 24 hours of continous use.
  • Energy Resistance: Add resistance to one type of following energy – acid, cold, fire, lightning or thunder. Cost +1,000 credits +10% weight (minimum 4lbs) each.
  • Environmentally-Seal: Can be added to full body armor or full body clothing. Adds +4 equipment bonus to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Cost +500 credits +6lbs and a B powercell that last for 24 hours of continuous use.
LIGHT ARMOR COST ARMOR CLASS STR STEALTH WT CELL
Synthetic weave* 30 12 +Dex mod -- -- 7 --
Armored longcoat* 30 12 +Dex mod -- -- 8 --
Light flak vest* 50 12 +Dex mod -- -- 10 --
Void suit 150 12 +Dex mod (max +2) -- Disadvantage 20 C
Spider-silk suit* 1,500 12 +Dex mod -- -- 6 --
Synskin chamo suit 5,000 12 +Dex mod -- Special 8 B
Ballistic cloth* 75 13 +Dex mod -- -- 15 --
Armored flight suit 250 13 +Dex mod -- -- 18 2B
Scout armored suit 3,000 14 +Dex mod -- -- -- --
MEDIUM ARMOR
Force body vest* 250 14 +Dex mod (max +2) -- -- 20 --
Binder-mail 4,500 14 +Dex mod (max +2) -- Special 25 C
Aramid combat suit* 300 15 +Dex mod (max +2) -- Disadvantage 25 --
Aramid survival suit 500 15 +Dex mod (max +2) 12 Disadvantage 30 2B
Combat void suit 1,000 15 +Dex mod (max +2) 12 Disadvantage 35 C
Nanotech armor 8,000 16 +Dex mod (max +2) -- -- 25 C
HEAVY ARMOR
Flak armored longcoat* 400 15 -- -- 30 --
Carbide armor* 800 16 13 Disadvantage 40 --
Tactical body armor* 1,500 17 14 Disadvantage 45 --
Advanced wasteland 5,000 17 15 Disadvantage 50 C
Tech-mail 10,000 18 11 Disadvantage 40 --
Force combat plate 15,000 19 13 Disadvantage 60 C
SHIELDS
Riot shield* 150 AC +2 -- -- 10 --
Boarding shield 500 AC +3 12 Disadvantage 19 B
Power Shield 1,000 AC +2 -- -- 2 B
EXO-ARMOR
Utility exoskeleton 5,000 12 -- Disadvantage 1,500 F
Scout exoarmor 50,000 16 +Dex mod (max +2) -- -- 650 2E
Combat exoarmor 100,000 18 -- Disadvantage 2,500 3E
Heavy combat exoarmor 250,000 20 -- Disadvantages 4,500 2F

Energy Shields[edit]

Advanced Force Field technology allows added protection again damage. These shields only work against advanced weapons. Primitive weapons ignore them complete (including primitive weapons with advanced alloy upgrade). For simplicity’s sake, energy shields act just like Temporary Hit Points, absorbing the damage the subject would suffer up to their “Threshold” level in damage from any one attack (Energy Shield are vulnerable to AP damage). If struck with multiple attacks in a round, the shield will absorb each one separately, each one up to its threshold. All energy fields also have a Fast Heal affect that so long as there is at least one temporary hit point remaining in the shield’s reserve it will heal that number at the beginning of the user’s round. If all of the temporary hit points are drain before the user’s next turn the powercell shorts out and the shield will not function until the powercell has been replaced. As with all temporary hit points, if you gain others form another source you only have access to the highest one. The others are ignored.
The capacity rating is the number of consecutive rounds that an energy field will remain ‘on’ for its powercell. The user can turn it off before this limit to save those rounds for later as it were. Once you have reached the number of rounds of capacity (or if it was shorted out as above) the shield deactivates and requires a new powercell. It takes an Action and a DC15 Mechanics to replace each powercell.
It takes an action to active or deactivate an energy shield. The field produces a slight shimmering affect that make them fairly obvious that a field is up. Therefore all but Advanced Shields impose disadvantage on stealth checks and the target cannot gain a non-spell Invisibility condition.
Basic shields can be worn with up to 10lbs of armor and/or clothing. Anything heavier and it will not activate. Tactical and Dueling can be worn with up to 20lbs of armor and clothing, Assault up to 30lbs of armor and clothing, while a Battle shield can be worn with up to 60lbs or armor and cloth. Only Advance shield can be worn with Exo-Suits. Only battle and advance shields allow the wearer to be carrying a shield (riot or battle).
All but Advanced Energy Shields only work for small or medium sized creatures. Advanced Energy Shields work both for Tiny to Large sized creatures. All other shields require superior technology that costs increase by four times, doubles the weight and increase the powercell type by +1 step (A becomes a B, etc.)
Energy shield do not provide any benefits against inhaled or ingested compounds, but for certain types of attacks, they are very effective. So long as there is 1 HP available from an energy shield, the wearer completely ignores all Air Gun attack affects. For Needle weapons, if the needle damage did not exceed the shields Threshold there is no poison damage or follow up effect.

TYPE COST CAPACITY THERSHOLD TEMP HP FAST HEAL WT
Basic 1,000 10/2A 10 50 2 2
Tactical 5,000 10/B 10 75 5 4
Dueling 10,000 10/2B 15 100 5 3
Assault 20,000 15/C 15 125 6 10
Battle 45,000 15/2C 20 150 8 16
Advanced 100,000 20/2B 25 200 10 6

CLOTHING AND PROTECTIVE GEAR[edit]

Lower-class Clothing or Coveralls*: standard every day work or relaxation wear for most lower class and manual labor folk. Wt. 5lbs, Cost 15 credits
Common-class Clothing*: basic clothing of the middle classes. Wt. 6lbs, Cost 150 credits
Elite-class Clothing*: formal suits and dress of the business or nobles. Wt. 8lbs, Cost 800 credits
Royal Clothing*[100]: regal wear, heavy and bulky. +1 equipment bonus to Charisma skills in appropriate situations. Wt. 16lbs, Cost 3,000 credits. For 10,000 credits increase the Charisma bonus to +2
. Shift Fabric: clothing that can change colors and ‘design’ with one’s mood, etc. Adds +1 Charisma skills in most situations. Wt. 6lbs, Cost 4,000 credits, Powercell B/2hrs.
Camouflage Uniform*: in correct environment grant advantage Dexterity (Stealth) checks (but disadvantage in all others). Wt. 6lbs, Cost 100 credits (patterns include forest, artic, jungle, etc.)
Night Cloak[101]: cloak that absorbs ambient light and grant advantage Dexterity (Stealth) checks but only in Dim or Dark light obscure. Powercell B/6hrs. Wt. 4lbs, Cost 500 credits Camo-Cloak: changes patters with background, grant advantage Dexterity (Stealth) checks in all situations and can attempt to hide even without cover or breaking line-of-sight (but doing so negates the advantage on stealth, just a normal roll). Wt. 4lbs, Cost 2,500 credits, Powercell B/1hr.
Hiking Boots*: wearer has advantage vs. exhaustion caused by long journeys on foot. Wt. 3lbs, Cost 50 credits.
Electromagnetic Boots: added to any boot/shoe, adheres to metal surfaces. Count as anchored in z-g. Powercell A/week, Wt. +2lbs, Cost +50 credits
Backpack*: carry up to 60lbs of gear. Wt. 2lbs, Cost 20 credits
Desert Suit: collects water and protects against heat, granting advantage vs. desert or hot environmental complications (see Environment). Wt. 10lbs, Cost 1,000 credits, Powercell C/Month
Winter Clothing*: winter clothing granting advantage vs. cold environmental complications. Wt. 8lbs, Cost 250 credits
Winter Suit: advanced artic gear, this ignores all but the most server of cold environmental complications and then grants advantage on saves. Powercell B/Month, Wt. 12lbs, Cost 800 credits
Drow Shades*: sunglasses that also allow a Drow (and other humanoids who suffering light blindness) to operate in direct sunlight without disadvantage. Wt. nil, Cost 150 credits
Clip/Drop Harness: magnetic/hook safety line grant advantage with Athletics (Climbing) skill, but double the time required. Powercell AA/2hrs, Wt. 4lb, Cost 100 credits
Filtration Plugs*: simple plugs that are worn in each nostril. Grant advantage with saves against inhaled toxins and poisons. Wt. nil, Cost 15 credits
Rebreather: a gas mask that cover the whole head and includes large shattered resistant goggles. Powercell A/12hrs, total immunity when powered or when unpowered grants advantage on any saving throws against inhaled harmful gases or toxins or harmful/low/dense pressure atmospheres. Wt. 1lb, Cost 100 credits.
Aquamask: a full face mask allows wearer to breath and goggles to see unobscured underwater. Powercell A/hr, Wt. 1lb, Cost 600 credits
Hazmat Suit[102]: Full body suit with filtration system to provide +4 equipment bonus and advantage to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Powercell 2A/8hrs, Wt. 8lbs, Cost 500 credits.
Wet Suit: skintight wetsuit and air tank for up to eight hours underwater, advantage with saving throws vs. cold and advantage with Strength (Athletics) skill checks when swimming. Powercell B/4hrs, Wt. 10lbs, Cost 300 credits.
Skinsuit[103]: are extremely advanced void suits, using elastic pressure of the suit’s material to protect the wearer from the void (see Environmental rules). They are common throughout the Known Worlds in come in all shapes and sizes for the various species, but must be custome fit for their specifics. The suits contain thermal conductors and heat radiators to protect them from the extreme temperatures of space and the dangerous radiation (while powered ignores deadly radiation levels and grants advantage on saves vs. Extreme levels). Suits include a clear, flexible polymer head-covering bubble that automatically activates if the suit’s dataslate detects vacuum conditions. Other integrated systems include a squawker, a basic dataslate and HUD that can project standard data onto wear’s visor cover. The suits run on two B powercells that provide protection from the void of space for 18 hours. Skinsuits can be worn underneath armor to provide benefits. Wt. 8lbs, Cost 100 credits.

COMMUNICATIONS AND COMPUTERS[edit]

All of the following pieces of equipment includes voice recognition, photo & video recorder, chorno-time piece, datafiles & memory storage, etc.
Comlink/Squawker: a basic hand-held radio mik, 10 miles range under perfect conditions. Powercells AA/24hrs, Wt. 1lb, Cost 25 credits. Upgrades: Whisper Pin ads hand-free and subtle when speaking for +50 credits. Image Projector[104] adds a small holo-project or whom you are speaking with for +100 credits
Voice Caster: backpack or shoulder pad style-comlink with satellite uplink unit, otherwise have an effective 500 miles range. Powercells 2B/24hrs, Wt. 10lbs, Cost 500 credits
Image Lantern: heavier holographic com-projector. Range 50 miles with a satellite uplink. Powercells 2A/2hrs, Wt. 6lbs, Cost 2,000 credits
Dataslate[105]: a standard wrist or hand-held ‘smart’ computer with comlink. Base A.I. Intelligence 12, Wisdom 10, Proficiency bonus +2; Skills (it takes an action to use a dataslate skill): Computers Use, Culture, Investigation, Perception and Technology. Powercell A/48hrs, Wt. 2lbs, Cost 150 credits
DATASLATE UPGRADES
Advisor: A.I. upgrades. Each +2 to Intelligence (max 18) cost +250 credits. Each +2 to Wisdom (max 16) cost +300 credits. Increasing its Proficiency bonus to +3 costs 500 credits, or to +4 is 2,000 credits, or +5 is 10,000 credits.
Library: Add proficiency with one skill – Arcana, Insight, Mechanics, Medicine, Nature, Physical Science or Religion. Cost 500 credits each. Expertise with a proficient skill for +750 credits each.
Mapper: holographic ‘map’ display. Can’t get lost in area. Cost 250 plus 100 or more credits per map (generally a regional map only. Continent and/or World maps would be much more expensive).
Spellsofts: modern wizards keep their spells on their dataslate. Programming a spell into digital form requires 1 hours and costs 30 credits per spell level (half time and cost for Arcane Tradition spells).

Hand Scanners[edit]

All of pieces of gear require proficiency in Intelligence (Computer Use) to use propertly or are used at disadvantage on usage.
Auspex Suite[106]: this hand scanner and backpack unit uses advanced optical, chemical, motion, and other active sensors scan that ignores all lighting obscure and light cover obscure within its range. Heavy cover obscure imposes disadvantage on check (anything over a foot of solid material blocks it entirely). Within 150 feet and a DC15 check (+5 for every 50 feet farther away) the user can get basic radio transitions, chemical, mineral ore, atmospheric, environmental and life-sigh readings. Higher DC can determine more detailed information (like creature types). Powercell B/1hr, Wt. 8lbs, Cost 2,000 credits
Electronic/Radio Transition Detector (bug detector): this hand-wand unit allows the user to make a DC15 check to detect any active radio transmission, active scan, listening devices, etc. within 60 feet. Each 10 feet farther away +5 to the DC. Powercell A/2hrs, Wt. 2lbs, Cost 200 credits.
Explosives Detector: hand-wand unit lets this user makes a DC15 check to detect explosives within 10 feet. Each five feet farther +5 to the DC. Powercell A/2hrs, Wt. 2lbs. Cost 500 credits
Mana-Detector: this simple device detect the basic magical levels of the area out to 30 feet with a DC10 check. Higher rolls deduce additional information and can detect linger arcane effects, spells used, college of spell effect, etc. Powercells AA/2hrs, Wt. 1lb, Cost 100 credits
Medscanner: a small hand-held wand allows a DC15 check to determine a type of disease or poison, higher DC can grant additional information and details. Also grants advantage with Wisdom (Medicine) checks. Powercell A/2hrs, Wt. 2lbs, Cost 400 credits.
Motion Detector[107]: this hand sensor unit can detect any movement within 60 feet with a DC15 check, adding +5 to the DC for every 10 additional feet away. This check ignores all lighting obscure and light cover obscure. Heavy cover obscure imposes disadvantage on check, anything over a foot of material blocks it entirely. Targets that take Dash action grants advantage to the user’s check while those standing still impose disadvantage to check. Powercell A/1hr, Wt. 3lbs, Cost 1,000 credits.
Planetary Survey Kit: this backpack sized scanner is used to gather and analysis data on a planet. The user can create detailed charts for navigation, exploration and seek out minerals compounds and life sights and basic detail of types. The better the check the more detailed the information. A basic reading starts at DC10. Powercell B/1hr, Wt. 20lbs, Cost 500 credits.
Spellware Detector: this hand-wand unit detects if a subject has implanted spellware. The user makes a DC 15 checks vs. targets within 10 feet. With a DC 20+ user gains targets’ Stain level and basic info on type of spellware. DC 25+ gives more detailed info. Powercell A/1hrs, Wt. 2lbs, Cost 500 credits.
Weapons Detector: this hand-wand unit to detect concealed weapons, although higher tech weapons are easier to sense. Within 10 feet of the user a DC15 check it will detect any high tech weapon, with a DC20 it will detect analog property weapons and with a DC25 with detect primitive weapons (as from the PHB). Powercell A/1hr. Wt. 2lbs, Cost 500 credits.

MEDICAL GEAR AND DRUGS[edit]

Drugs weight of around 12 doses per pound. Drugs can also be used with Air Pistols (see Injector Ammunition) or administered through a hypospray or syringe.
Antibiotic (drug): this drug allows a target to immediately re-roll, with advantage, a saving throw against diseases or infections acquired in the last 8 hours. If successful, all remaining effects of the disease of infection are negated. Most take a rest before one can benefit again. Cost 50 credits a dose.
Antivenom (drug): when applied a target may re-roll a saving throw against the Poisoned condition if they have it. If any hit point lost to the subject in the last hour where cause by poison-type damage, the subject recovers ½ of that damage back in 1d6 rounds. Cost 30 credits per dose.
Cold-Coffin: coffin like device can suspend a creatures within for several days. A creature that has died in the last minute (10rds) that is placed in the machine can be restored to life within 7 days. This requires 1hr of surgery and a DC20 Medicine check. If successful the creature is restored to 1 HP but has five levels of Exhaustion and no Hit Dice. Powercell D/7 days, Wt. 200lbs, Cost 2,000 credits.
Frezone (drug): this is an illegal combat drug popular with pit fighters and mercs. A target of a dose of Frezone gains 3d6 temporary hit points, plus one additional action, bonus action or reaction each round. The target also deals an addition +2 damage with melee attacks. These affects last for 4d6 rounds and then bonuses disappear and the user gains a level of exhaustion. Cost 300 credits a dose. Drug kit: includes a hypospray injector and comes with space for 60 vials of various drugs listed here (purchased separately). Wt. 6lbs, Cost 125 credits. Healing Elixirs (drug): advanced potions of healing. When applied to a target a basic elixir restores 2d4+2 HP immediate. Advanced elixir restores 4d4+4 HP and master elixir restores 4d8+4 HP. Basic cost 25 credits, advanced 100 credits and master cost 500 credits a dose. Hypospray Syringe: this advanced injector allows a medic, with an action, to administer various drugs to a willing adjacent target. It requires a melee attack roll to use against an unwilling target. These injectors can hold up to 16 doses of any medicine, and they don’t have to be the same type. It’s a free action on the part of the medic to switch between the drug dosages to be administered. Powercell A/200 applications, Wt. ½lb (1lb full), Cost 100 credits.
Medical Kit: advanced healing kits, carried in a backpack with almost everything one would need to treat injuries in the field. A fully stocked Medical kit comes with a hypospray injector and has units of supplies for 10 base uses. Wt. 40lbs (Restocking a medical kit costs 25 credits and Wt. 2lb per unit of supplies), Cost 600 credits. The kits have a variety of uses, each requiring one unit of supplies:

  • With a full round action make a DC15 Wisdom (Medicine) check. Success heals the target 1d8 + the user’s Wisdom score and proficiency bonus (if proficient with Medicine skill). Target must complete a rest to benefit from this again.
  • With a full round action gain Advantage on users’ Wisdom (Medicine) to stabilize a dying creature. A result of 20+ on the roll also restores the creature to 1 HP. A creature must complete a long rest before it can have HP restored in this way again but can still be stabilized.
  • Grants up to six creatures (including user) Advantage on Hit Dice rolls during a short or long rest.
  • Attempt surgery in the field but double the time required (minimum 1 hour) and the check is at Disadvantage. DCs are variable but usually start at 15.
  • Attempt to cure a disease or neutralize a poison (DC varies). This may also require more than one action of work (various by poison and disease).

Painkiller (drug): render a creature resistant to the effects of pain. When applied, gain 2d8 temporary Hit Points. A target cannot benefit from painkillers again until it has completed a long rest. Cost 30 credits per does.
Radcleanse (drug): a mix of potassium chlorate and proprietary compounds, this medicine fights radiation sickness by flushing it from the body. A target who is administered a dose may roll a Hit Dice (best if multi-classed) and restore that amount to their maximum HP reduced due to radiation damage. They also get advantage on the constitution save to recover more of their maximum hit points (see The Environment). A creature cannot benefit from another dose of radcleanse until after it has completed a long rest. Cost 100 credits per dose.
Sprayskin: this miraculous substance is applied from an aerosol container, and immediately sterilized and closes a bleeding wound, covering the skin with layer of colored material that acts as a growth medium for the body’s cells, and quickening healing. As an action, when applied to an adjacent target or oneself, the target regains 2d4 hit point immediately. Then it gains ¼ (round up) its best Hit Dice back that it must spend on its next rest. These HD do not count towards the number spent by the target during a rest but still gain any other benefits (like from a Medical kits, etc.). Target also regains one addition Hit Dice after a long rest. The target must complete a long rest before benefiting from sprayskin again. Wt. ½lb, Cost 50 credits per dose.
Stabilizer Pack: small one-use advance drug pack are injected into a subject. When applied, as an action on an adjacent, dying creature it automatically stabilized the subject (grant 3 death saves successes). It also restores the subject to 1 HP. A creature must complete a long rest before it can have its HP restored in this way again (but it can be used to stabilize). Wt. ½lb, Cost 50 credits
Stimulant (drug): this medicine heightens a character’s alertness and energy. Administering a dose grants the target advantage on Initiative checks and on all Intelligence (Investigation) and Wisdom (Perception) checks made for the next hour. Additionally the target removes all their current levels of exhaustion for six hours, but at the end of which they gain one additional level of exhaustion. Cannot benefit from it again until after a long rest. Cost 30 credits per dose.
Syringe*: these are simply one-dose syringes. It takes one action to fill a syringe and one action to administer a dose of a drug into a willing adjacent target. It requires an attack roll to use against an unwilling target. Wt. ¼lb, Cost 5 credits

MISCELLANEOUS GEAR[edit]

3D Printer: this device uses raw material to create basic devices from predesigned blueprints. The printer can manufacture most common objects for just the cost of raw material about a rate of about one minute per pound. The basic model can manufacture items up to 50 pounds max weight. Double time for simple tech weapons (like slug throwers). Just the weapon, ammo must be created separately (and only standard types). Powercell C/10hrs, Wt. 14lbs, Cost 500 credits.
Adhesive Patches*: small squares made of the same material as void suits, adhesive patches can seal most breaches as an action. Wt. 1lb for ten, Cost 20 credits.
Artisan Tools: Anything from the PHB (pg. 154) but skills to create items include Arcana, Mechanic or Technology (GM’s call). May or may not be analog. Powercell for non-analog up to the GM based on the size and function of the kit. Wt. 5-500lbs, Cost 5 to 1,000 credits.
Beacon': when activated, this powerful hand-held device transmits a signal to the nearest replay point to broadcast a distress message. This drains the powercell after one use, meaning the message containing the beacon’s location at the time of activation. On a planet the range is 500 miles or up to a satellite link, in space this is 5 AU. Powercell B/one use, Wt. 1lb, Cost 200 credits.
Giger Counter: is a simple card-sized detector that automatically informs the wearer of what an areas’ present level radiations is. Powercell AAA/1year, Wt. ¼lb, Cost 10 credits.
Exoskeleton: this custom fit device can be worn beneath loose clothing and enhances the user’s Strength to 19 and counts as Large size for encumbrance (but not a large sized creature). It has no affect if the user Strength if his base score is 19 or higher. Powercell B/1hr, Wt. 5lbs, Cost 1,500 credits. Advanced suit increase the Strength to 21 and count as Huge for encumbrance. Powercell C/1hr, Wt. 10lbs, Cost 5,000 credits (Restricted).
Fusion Generator: this advanced generator can recharge any powercell (base time up to D, for E & F twice as long, anything higher four times). Wt. 25lbs, Cost 6,000 credits (the internal fuel cells last at least ten years).
Golem Control Rig: this shoulder-pack rig allows the user to interface and issue commands remotely to golems. The basic range is 5 miles. See Golems. Powercell B/2hrs, Wt. 10lbs, Cost 500 credits.
Grapnel gun: a pistol sized grapple launcher with 500 feet of wire rope (takes an action to fire and secure the line). Grants a Climb speed of 50ft a round (up or down). Max weight capacity of 500 pounds. Wt. 8lbs, Cost 200 credits (a new cartridge of wire rope cost 50 credits and weighs 5lbs and comes with its only disposible powercell)
Grav Chute: this small anti-grav backpack, relying on suspensor fields to counter gravity and allows user to fall safely from any altitude (including low orbit). Depending on the distance the chute has a flight speed of 40 feet a round but it can only go ‘down’ with minimum directional control (other than “fall” in that direction). Powercell B/1hr, Wt. 20lbs, Cost 3,000 credits.
Grav Pad: this large pad (about 6 feet across) can carry up to 1,000lbs and floats 2-3 feet off the ground, which can be pushed by a single being at Base speed with minimum effort by the user (minimum strength of 6). Powercell – E/12 hours, Wt. 400lbs when unpowered, Cost 2,000 credits.
Jetpack: this is a short range jet backpack unit that allows the wearer to fly. The pack has a maximum weight of 300 pounds and altitude of 200 feet. The pack can hove (Move 0 but requires 5ft of move to ‘stabilize’ yourself) and a Flying speed of 60ft. Powercells 2C provide flight (or hovering) for 30 rounds of use (does not need to be continuous), Wt. 20lbs, Cost 1,500 credits.
Language Translator: this small handheld rod-like device provides text and audio translation of all basic known languages. Wt. 1lb, Cost 5,000 credits. Advanced models can learn new languages at a rate of one 2d6 days so long as its’ exposed to it each day. Cost 10,000 credits, Powercell 2A/24hrs.
Matter Cutter: focused laser cutters to make narrow cuts through most matter. They are common for salvage crews and marines to breach ship hulls. As an action they can cut a half inch wide, one foot long line through 30 HP of matter (ignoring resistance and hardness). Starship hulls have 50 HP per one foot line +10 per level of extra Armor and Reinforced Hull mods. As an improvised melee weapon, attacks at disadvantage and deal 3d4+12 fire damage with the AP property (does not add ability modifier to damage). Powercell B works for 20 rounds of use, Wt. 5lbs, Cost 4,000 credits.
Micro-Drone: a very small (Fine Size) remote control drone with a camera and sound transmitter. The range is limited to 1,000 feet from the controller unit (a Golem Rig will also work). Powercell – Drone AAA/1hr, controller A/1hr (or Golem Control Rig), Wt. ½lb drone, 1lb controller, Cost 200 credits.
Pressure Tent: this backpack style case can be inflate in 1d6 rounds, to a large enough tent to hold up to four medium size creatures and provide normal atmosphere for up to one week, even in a vacuum environment. Includes an individual airlock. Powercell – 2D/1 week, Wt. 40lbs, Cost 750 credits.
Repair Kit: universal tool kit for making repairs and changes. Miniaturization has reduced the size down into an easy to carry case. Powercell – B/1 year, Wt. 20lbs, Cost 250 credits.
Rope*: can support 500lbs. Wt. 1lb and Cost 5 credits per 50ft (max 500ft). Syntasilk rope supports 2,000lbs; 3lbs and 20 credits per 50ft. Durarope supports 10,000lbs; 5lbs and 50 credits per 50ft.
Tags: these very tiny devices are easily concealed (DC20 Investigation, DC25 Perception) that adhere to most surfaces. When planted they will detect one of the following sources (within 30ft) and can recorder and/or transmit what they are detecting to a hand held listening device. Bugs detect sounds, Radios detect radio signals, Motion sensors detect movement, etc. When simply ‘recording’ they impose disadvantage on any hand scanner check to detect them. Powercell – Tags AAA/7days; listening device, A/2hrs, Wt. nil for tag. 2lbs for listener, Cost 25 credits per tag, 200 credits listener
Transmitter Beacon: This device greatly enhances transporter ranges (see Vehicles pg. 26). Powercell – G/20 transports, Wt. 750lbs, Cost 5,000 credits.
Wall Climb Patches: these patches use a specialized electroadhesive patches that are worn on the user’s hands and feet allow the user its base Speed as a Climb speed on ‘hard’ (metal, glass, stone, etc.) surfaces. Powercell 2A/1 hour, Wt. 4lbs. Cost 100 credits.

Light[edit]

Pen-Light: small hand or helm mounted devise that provides bright light up to 50 feet away. Wt. ½lb, Cost 10 credits, Powercell AAA/240 hours.
Flashlight: hand-held unit, provides bright light out to 200 feet or 40 foot radius. Wt. 1lb, Cost 20 credits, Powercell AA/72hrs.
Fusion Lantern: a fusion hand lantern, provides light out to 500 feet or within a 50 foot radius. The fusion powercell lasts for at least 10 years of continual use. Wt. 2lbs, Cost 250 credits.

Packs and Rations[edit]

Explorer’s Pack: Includes a backpack, a sleeping bag, survival tools, a mess kit, flashlight, 10 flares, 6 days of rations bars (18lbs), canteens (12lbs full/2 days), emergency beacon and 50 feet of rope. Cost 100 credits, Wt. 40 lbs.
Infiltrator’s Pack: Includes a backpack, door alarm, flashlight, 2 days of rations bars (6lbs), canteen (6lbs full/1 day) glass cutter, wall climbing patches, disguise kit, bug detector and a tiny camera. Cost 500credits Wt. 20 lbs.
Spacer’s Pack: Includes a duffel bag, spare coverall, 10 adhesive patches, 2 days of rations bars (6lbs), canteen (6lbs full/1 day) entertainment device, towel, toiletries, and 150 feet of rope. Cost 50 credits, Wt. 20 lbs.
Surveillance Pack: Includes a backpack, basic binoculars, infrared scope, micro-camera drone and controller, 2 sticky cameras, 2 radio tags, 2 audio tags. Cost 500 credits, Wt. 25 lbs.
Ration Bar*: advanced freeze-drying and condensing techniques allow a complete meal to be packed into a 4” by ½” thick bar. Three bars provides the full daily nutrient requirements of a medium sized creature (small size creature can get by on two). Wt. 3 lbs., Cost 10 credits per day of bars (3 bars). Long term usages can have an effect on moral, etc. GM’s call.
MRE*: Meals, ready to eat add bulk and better taste value then bars. Wt. 6 lbs., Cost 30 credits a day.
Filter Canteen: So long as you have a water source this canteen can filter out pollutants and toxins for clean drinking water. Powercell A/1 month. Wt. 1 lb. empty (6 lbs. full or one day for a medium sized creature), Cost 35 credits.

SECURITY GEAR[edit]

Note that all types of advanced locks the DC to overcome is also the Dispel DC to depower.
Ether-Eyes[108]: these are advanced night-vision goggles that grant the user Darkvision out to 120 feet and a +2 equipment bonus to Perception checks. Powercell A/1hr, Wt. 1lb, Cost 750 credits
Binoculars*: basic binoculars increase the user’s visual range up to x10 magnification. This means no penalty for Perception out to 500 feet, but limits peripheral vision greatly. Wt. 1lb, Cost 50 credits.
Vision Caster: computer enhanced macrobinoculars, grant advantage on Perception checks and ignores Dim light obscure out to the horizon of a planet’s surface or up to ten miles in space. However this limited to what the viewer is pointing at and has very limited peripheral vision. Powercell A/2hrs (one hour if using the Dark-vision feature), Wt. 2lbs, Cost 150 credits (Darkvison increases cost to 500 credits out to 1,000 feet).
Iron Shackles*: typical wrist or leg restraints, requires a DC 15 Athletics or Sleight of Hands (whatever is better) to escape or break them. Target is at disadvantage if hands behind its back. Can only make one check per hour and each time (successful or not) causes a level of exhaustion. Wt. 3lbs, Cost 50 credits. AC10, HP 10, Resistant, Hardness 8.
Electric-Binders: electric-magnetic shackles, as iron shackles but increase to DC 20. Powercell B/48hrs, Wt. 4lbs, Cost 500 credits. AC10, HP 10, Resistant, Hardness 8.
Gen-Lock: this door lock scans the genetic code of owner before opening. Base DC30 with a Security kit. Powercells 2B/7days, Wt. 5lb, Cost 2,500 credits. AC10, HP 20, Resistant, Hardness 8.
Mag-Lock: these magnetic door locks come with keypad access port. Base DC20 with a Security kit. Powercells 2B/14days, Wt. 5lbs, Cost 500 credits. AC10, HP 18, Resistant, Hardness 8.
Scrambler Pad: are magnetic random keypad lock system. Base DC25 with a Security kit. Powercells 2B/7days, Wt. 5lbs, Cost 750 credits. AC10, HP 15, Resistant, Hardness 8.
Wellesley Lock*: this is an old-style, primitive iron lock that requires DC15 Thieves Tools. Wt. 2lbs, Cost 50 credits. AC10, HP 15, Resistant, Hardness 8. High quality DC20 for 250 credits and Wt. 5lbs.
Screamer: proximity alarm that detects motion and sound, base Perception check +8 (passive perception 23). Within 30ft, if motion is detected they set of an extremely loud alarm. They automatically detects ultra-sound waves (Stummers). Powercell B/24hrs. Wt. 3lbs, Cost 300 credits.

Counter Security[edit]

Stummer: this pocket sized high frequency sonic wave generator can mask sounds within about one foot of user. Adds advantage to Stealth checks but only for moving silently (does not allow you user to hide without cover etc.) Powercell B/1hr, Wt. 3lbs, Cost 1,500 credits
Disguise Kit*: carrying bag with various cosmetic tools to disguise oneself. Wt. 6lbs, Cost 200 credits.
Holobelt: this belt projects a holographic image of the wear over itself as the Disguise Self spell (PHB 272) but the duration is the powercell. Powercell C/1hr, Wt. 3lbs, Cost 1,000 credits (Restricted).
Forgery Kits: this dataslate and mini-3D printer is used to craft illegal identification documents to fool various security systems. Powercell C/1hr, Wt. 4lbs, Cost 750 credits (Illegal).
Hacking Kit: this specialized kit is used to help slice past computer security protocols. They are of course illegal for most people to own. Powercell B/2hrs, Wt. 2lbs, Cost 750 credits (illegal).
Security Kit: these electronic dataslates are used to bypass electronic security locks (Gen-Locks, Magna-Locks and Scambler pads). Powercell B/2hrs, Wt. 2lbs, Cost 750 credits (Illegal).
Thieves Tools*: These are primitive, old school lock picking set. Wt. 1lb, Cost 75credits (Restricted).

SPELLWARE (CYBERNETIC)[edit]

In DragonStar, bio- and cyber-ware are called Spellware[109] due to its magical nature. It includes magically enhanced implanted glands or tissue graphs, golem (cyber-limb)-replacements, runic bone etching, crystal enhancer implants, mythical tattoo graphs, embedded rune-stones, etc. Living creatures can only handle so much ware within their bodies before it starts having an inverse effect on them. Each piece or level of ware has a Strain count. Creatures can have a maximum amount of Strain equal to the lower of their Constitution or Charisma score. For every 2 points of Strain over (round up) the creature suffers 1 level of persistent Exhaustions. They cannot recover from this exhaustion until ware is removed or their Constitution and/or Charisma increases (or the New Feat Cyborg).
A cloned replacement hand or foot or minor organ (a kidney) cost 500 credits and takes about a week to grow and surgically reattach or implant into the user. A replacement arm or leg or major organ (a lung or heart) is 1,500 credits and takes about one month to grow and surgically reattach or implant to the user. These have no in game affects but prices include surgery cost.
A simple golem prosthetic replacement (cybernetic) hand or foot or minor organ costs 750 credits and takes an hour surgical operation. A complex golem prosthetic replacement for an arm or leg or heart (but could also include replacing the bone of the skull or the skeletal frame of the chest area) costs 2,500 credits and a four hour surgical operation. Basic Golem prosthetics count as 1 Strain add +2 to the characters maximum HP each, while complex replacements count as 2 Strain add +5 to the characters maximum HP each. These extra hit points can’t heal naturally, instead requiring a 30 minutes of work with a Wisdom (Medicine) check with a Surgery kit or Intelligence (Repair kit) skill check and Repair kit DC15 to restore 1d8 + Wisdom or Intelligence modifier.
All spellware requires one hour surgery[110] per Strain to install. Most surgeons will charge 500 credits per hour of ‘work’ at a major hospitals.
Dispel can affect any one piece of spellware at a time, just as advanced gear, as if it had a B powercell (see Gear), but the subject always has advantage on these save.

Adrenal Gland Rune-Enhancement (1 level): this rune is implanted into the base of the subject’s spine and replaces part of their adrenal gland. It takes a bonus action to active this rune. Once activated, for 10 rounds afterwards (1 minute), the subject can take one extra action, bonus action and reaction a round. At the end of the duration the subject takes one level of exhaustion. The subject must complete a short or long rest to regain (and recharge) the rune to use it again. Cost 50,000 credits, Strain 4.
Agility Crystal Implant (3 level): a set of bio-crystals are implanted along the subject’s spinal cord that greatly enhances the user’s hand-eye-coordination and dexterity. A level I crystal implants grants the subject 19 Dexterity. It does not have any affect if the subject has a Dexterity of 19 or higher. Cost 25,000 credits, Strain 4. Level II crystal implants grant the subject 21 Dexterity, but again have no affect if the subject has a higher score. Cost 150,000 credits and Strain 8. Level III crystal implants grant the subject a 23 Dexterity. Cost 500,000 credits and Strain 12.
Aquatic Gill Graft (1 level): these grafts are added to each side of the subject’s neck and allow them to breathe underwater as if they were a fish. The subject cannot drowned and gains a Swim speed of its base speed in feet a round and advantage on Athletic checks to swim. Cost 750 credits, Strain 1.
Auspex Gland Implant (1 level): a specialized vat-grown gland implanted in an arm that acts like a hand scanner auspex suite (see Hand Scanner) but is powered by the subject’s essence for up to one hour of use before it must be recharge for one hour of nonuse. Cost 15,000 credits, Strain 3.
Breathe Bio-Gland Implant (1 level): this gland is implanted in the base of both lungs and allows the subject to breath without air for one hour (this only includes breathing, no other environmental protection is provided). Subject requires a rest to recharge the implant. Cost 750 credits, Strain 2.
'Combat Rune Implant (1 level): this rune is implanted behind one of the subject’s eyes and allows for better striking ability in both ranged and melee combat. It adds +2 damage to all of the subject’s attack checks (both melee and ranged). Does not stack with laser sights. Cost 1,500 credits, Strain 2.
Dermal Rune-Armor Plating (6 levels): this is obvious, liquid metal and bio-plastic runic armor that has been grafted onto and replacements part of the subject’s dermal and subdermal layers of skin and grants natural armor class (that does not stack with normal armor). Level I grants a base AC 12 + your dexterity modifier. It costs 1,000 credits, 5lbs of encumbrance and has a Strain of 2. Level II grants a base AC 13 + your dexterity modifier, costs 2,000 credits, 10lbs of encumbrance and has a Strain of 3. Level I and II are considered Light armor and do not affect your stealth. Level III grants an AC of 15 + your dexterity modifier (max +2) and costs 4,000 credits, 15lbs of encumbrance and has a Strain of 4. It does not affect you stealth checks. Level IV grants AC 16 + your dexterity modifier (max +2), costs 6,000 credits, 20lbs of encumbrance and has a Strain of 5. It imposes disadvantage on your stealth checks. Both III and IV are considered medium armor. Level V grants a base AC of 18, costs 10,000 credits, 25lbs of encumbrance and has a Strain of 7. Level VI grants a base AC of 20, 30lbs of encumbrance and costs 18,000 credits with a Strain of 9. Both V and IV are considered heavy armor and impose disadvantage on stealth.
Doppelganger Gland Implant (1 level): this specialized gland is implanted near the top of the subject’s skull and grants it the Polymorph spell but only onto itself (can’t cast it onto another subject) and only into a small, medium or large humanoid creature that it has seen. Its statistics, other than its size, are the same in each form. Any equipment that subject is wearing or carrying are not transformed (and so if changing size will no longer fit). The subject reverts to its true form if knocked to 0 Hit Points or if it dies. There is no duration for maintaining this form, although it requires some minor concentration and the subject cannot maintain the form during a long rest. Cost 50,000 credits, Strain 3.
Dragon’s Breath Gland (4 levels): this gland is installed in the subject’s throat granting the user a breath attack. The ‘color’ of the gland produce different damage types and the age inflict greater damage. All grant saves for ½ damage against a DC8 + subject’s proficiency bonus + subject’s Charisma modifier. Black Glands deals acid damage with a Charisma save, Blue Glands deal lightning damage with an Intelligence save, Green Glands deal poison damage with Constitution save, Red Glands deal fire damage with Dexterity save, and White Glands produce cold damage with Constitution save. Level I is a Wyrmling gland that deals 2d8 damage in a 15 foot cone, Cost 3,000 credits, Strain 2. Level II is a Young gland that deals 3d8 damage in a 20 foot cone, Cost 15,000 credits and Strain 4. Level III is an Adult gland that deals 4d8 damage in a 30 foot cone, Cost 75,000 credits and Strain 6. Level IV is an Ancient gland that deals 5d8 damage in a 40 foot cone, Cost 250, 000 credits and Strain 8. Each gland can be used three times and then require the subject to take a short or long rest to recharge it. Subject must be able to ‘breath’ in order to use these glands (i.e. you can’t be in the void).
Ether-Eye Runic Implants (1 level)[111]: these specialized transparent rune plates are implanted into the subject’s eyes. The grant the subject the same features as Ether-Eye goggles (see gear) but requires no powercell, instead running on the subject’s essence. Drow and other sunlight sensitive species with such an implant also ignore the penalties due to sunlight and brightness. Cost 30,000 credits, Strain 2.
Excortex Implant (3 levels): this implant is grafted to the subject’s brain steam acts as a Golem Control Rig within a 5 mile range. Level II, as a Bonus action each round on your turn you designate one target that you can see. Your excortex processor feeds you telemetry, vulnerabilities, and combat tactics granting you advantage on your next attack rolls against the target (but only first attack if you have multiple attacks in a round). Level III allows you to share this feature with one drone you are in communication with and control of (it can pick its own separate target each round). Level I: Cost 10,000 credits, Strain 2; Level II: Cost 45,000 credits, Strain 5; Level III Cost 75,000: credits, Strain 7.
Frame Reinforcement Tattoos (2 level): these runic tattoos enhanced the subject’s ability to carry additional weight. For level I treat the subject’s size by one higher for determine encumbrance, pushing, pulling weights. For level II treat it as two sized greater. Level I: Cost 500 credits, Strain 1l; Level II: Cost 1,000cr, Strain 2.
Flesh Pockets (3 or 5 levels; depending on subject's Size): specialized voids are opened within the subject’s body cavities allowing small (4-5lbs) items to hidden within. Items placed within are hard to detect (disadvantage with Hand scanner). Advanced version incorporate the same magical process for the creation of bags of holding, that hold up to 500 pounds (15lbs encumbrance) but not exceeding a volume of 64 cubic feet. Basic models Cost 500 credits and Strain 1; Advanced models Cost 10,000 credits and Strain 4. A medium sized creature can have up to 5 pockets while small sized creatures can only fit 3.
Flight Gland (1 level): this specialized gland is implanted under the skin of the subject’s back and legs. When activated (which takes an action to active or deactivate) it grants the user a Fly speed of 60 feet a round. This gland will maintain a subject in the air for 30 rounds before it battery runs dry. These rounds don’t have to be consecutive. The subject regains all rounds (no matter how many where used) after a long rest. Cost 75,000 credits, Strain 4.
Healer’s Graft (1 level): this graft replaces part of the subject’s kidneys and works to supercharge the blood cells ability to naturally heal. The subject regains all of its Hit Dice after a long rest and gains its level/challenge rating as bonus Hit Points healed back during a short or long rest. Finally when reduced to 0 hit points the subject is instead set to 1 HP. The subject must complete a long rest to regain (and recharge the graft) the use this last ability again. Cost 10,000 credits, Strain 2.
Implant Comlink (1 level): a small rune is place under the skin and behind the subject’s ear. Allows the subject to communicate via a radio up to ten miles. The subject can text messages and sub-vocally ‘talk’ for private conversions with no powercell required. Cost 500 credits, Strain 1.
Implant Dataslate (varies): a magical gland implanted into the hosts brain and acts as a standard dataslate running off the target’s essence instead of a powercell. Each additional level will add one level of Advisor attribute boost and/or Library skill proficiency. Cost 1,000 credits per level, base Strain 1; +1 Strain for each additional level past 1.
Golem Arm Graft (2 levels): a third arm made of metal and bioplastics is placed along the chest cavity of the subject just below one of their normal arms. At level two adds another arm on the opposite side of the body for four arms total. You may interact with one additional object or feature of the environment for free during your turn. You can carry an additional one-handed weapon using each of these extra arms, and you can use the Versatile property of weapons carried in these extra arms. Or you could use these extra arms to initiate grapples. These hands can be used for other tasks, such as opening doors, carrying torches, using tools, or performing the somatic components of spells, without difficulty when they are not holding weapons. Add +5 HP to subject total (as golem limb replacements, see above). Cost 15,000 credits each level, Strain 4 each.
Muscle Crystal Implant (3 levels): a set of bio-crystals are grafted along the subject’s muscle groups and greatly enhances overall strength. A level I crystal implants grants the subject 19 Strength. It does not have any affect if the subject has a Strength of 19 or higher. Cost 15,000 credits, Strain 2. Level II crystal implants grant the subject 21 Strength, but again have no affect if the subject has a higher score. Cost 100,000 credits and Strain 4. Level III crystal implants grant the subject a 23 Strength. Cost 250,000 credits and Strain 6.
Polyhand Graft (3 levels): these grafts require at least a golem hand-limb replacement. They act as any one type of the following gears – any one type of Hand Scanner (except the Auspex Scanner), Forgery Kit, Fusion Lantern, Hackers Kit, Hypospray Syringe (takes an action to reload the syringe), Repair Kit, Security Kit or Thieves Tools. Each level is a separate tool or hand scanner implant and no matter how many the subject has it can only access one at a time. It takes an action to unlock the tool kit and another to hide it back within the golem limb. Cost 10,000 credits each, Strain 2 each.
Skill Port (3 levels): This ports are implanted into the subject’s brain. Cost 5,000 credits, Strain 2 each level. Each port can handle one skill or language-soft rune crystal. These special rune-etched crystals grant the subject proficiency with one Skill or Language (they have no affect if the subject already has proficiency with said skill or language). Each crystal cost 8,000 credits for a Skill and 1,000 credits for each Language. It takes an action to change a skill crystal and an action to activate one. If the subject has more than one skill port it can access all of them at the same time.
Speed Tattoos (3 levels): silver laced tattoos are ‘etched’ onto the subject’s legs and lower spine, greatly enhanced their ground speed. Each level adds +10 feet to base speed of the creature. The subject can also take a Dash action as a bonus action. Level I Cost 5,000 credits, Strain 2; level II Cost 15,000 credits, Strain 4; level III Cost 30,000 credits, Strain 6. Spider Gland Implant (1 level): a generically grown gland is implanted into the subject spin near the shoulder blades on its back. When activated as a bonus action, the subject has a Climb speed of its normal movement. Cost 8,000 credits, Strain 2.
Subdermal Mithril Skeletal Etching (3 levels): a complex system of mithril laced runes are etched onto the subject’s entire skeletal structure to enhance its ability to absorb damage. There are three basic etchings available, each grants the subject Resistance to one type of nonmagical (or AP) weapon damage – bludgeoning, piercing or slashing. Each level costs 10,000 credits and Strain of 3.
Synergizing Symbiote (1 level): one of the oldest forms of spellware, these tiny, biovat grown tadpole like creatures wrap themselves around the spinal cord near the base of the brain. They greatly enhance the body’s and spirit’s ability to absorb damage, increasing the subject’s maximum Hit Point total by +20. These hit points heal as normal. Cost 10,000 credits, Strain 1.
Targeting Eye Implant (1 level): this implant replaces one of the target’s eyes. While still allowing full visual range, this implant allows the user to ignore disadvantage due to long range with any attack when he takes the Aim maneuver. Cost 1,500 credits, Strain 2.
Touch Rune (1 level): these specialized runes are implanted into the subject’s hands. They allow the subject to control any advanced device or computer, etc. by touch alone. This could speed up some tasks, like typing commands on a computer, etc. but does not remove the need for a tool kit. Cost 5,000 credits, Strain 2.
Troll Gland Implant (3 level): a specialized grand replaces one of the subject’s kidneys that produces synthetized troll blood greatly enhancing its ability to heal from damage. This process also “fixes” the trolls vulnerabilities to fire and acid. They are rated by ‘age’ of the troll. Level I (Juvenile) allows the subject to regain 1d6 Hit Points every four hours so long as you have at least 1 Hit Point. If the subject loses a body part, it will regrow and return to full function in 3d6+3 day if you have at least 1 Hit Point the whole time. Cost 10,000 credits and Strain 2. Level II (Adult) allows the subject to regain 1d6 Hit Points every 15 minutes, provided that they have at least 1 Hit Point. If the subject loses a body part, it will regrow and return to full function in 1d6+1 day if you have at least 1 Hit Point the whole time. Cost 75,000 credits, Strain 4. Level III (Bull) grants the subject true regeneration, healing it 1d6 Hit Points at the start of its turn so long as it has at least 1 Hit Point. If the subject loses a body part, it will regrow and return to full function in 1d6+1 hours if you have at least 1 Hit Point the whole time. Cost 500,000 credits, Strain 8.
Vehicle Enhanced Control-Etching (10 levels): these specialized runic etchings are drawn on the subjects’ hand bones along them greater control with a specific type of vehicle. They grant a +3 bonus to skill checks and to that vehicle’s saving throws when controlling it. This etching can be taken multiple levels, each level it applies to a different Vehicle and Skill type (they do not stack). Types – Aerocraft, Coppers, Filtters, Landcraft, Skimmer, Tracked, Walkers, Watercraft, Starship and Capital Starships. Cost 6,000 level, Strain 2 a level.
Venom Bite (1 level): Implanted fang teeth and a venom sack in the throat. Whenever you hit an enemy with a melee attack on your turn, as a bonus action you can make a melee attack against the same enemy. On a hit, the target takes 1d6 + Strength modifier as piercing damage and they must make a DC15 Constitution save or gained the Poisoned condition. At the end of the target gets a new Constitution save. Success ends the condition. You are always considered proficient with this bonus attack. The venom sack has enough for six bites before it is empty (you can still make bite attacks but it does not impose the poisoned continue). It requires a long rest to recharge the venom. Cost 10,000 credits, Strain 3.
Vigor Crystal Implant (3 levels): a set of bio-crystals are implanted along the subject’s skeletal frame that greatly enhances the user’s health and overall toughness. A level I crystal implants grants the subject 19 Constitution. It does not have any affect if the subject has a Constitution of 19 or higher. Cost 20,000 credits, Strain 4. Level II crystal implants grant the subject 21 Constitution, but again have no affect if the subject has a higher score. Cost 125,000 credits and Strain 8. Level III crystal implants grant the subject a 23 Constitution. Cost 350,000 credits and Strain 12. This spellware implant increase does not affect the subject’s maximum Strain level for additional implants.
Void Symbiote (1 level): these microscopic ‘virus’-like creatures live within the subject’s blood system and throughout the entire body and allow the user to survive in the vacuum conditions for up to one hour without need of a skinsuit (they provide the same benefits as a skinsuit). After that the symobiotes require the subject to take a short or long rest to recharge. Cost 10,000 credits, Strain 3.
Weapon Implant (2 levels): a small, hand-held weapon is implanted into the subject’s body or golem limb replacement. Something the size of a dagger or autoloader pistol Costs 5,000 credits and Strain 2 to be placed within a limb (or 2,000 credits and no strain within a golem limb replacement). Something the size of a shortsword or handcannon would Cost 10,000 credits and Strain 4 to be placed within a limb (or 5,000 credits and Strain 1 within a golem limb replacement). A longsword or Submachinegun would Cost 15,000 credits and Strain 6 (or 7,000 credits and Strain 3 within a golem arm replacement). These weapons are totally hidden within the subject body when not in use and are ‘drawn’ as a normal weapon would be drawn and readied for use. The weapon must be ‘out’ in order to reload it if it requires a powercell or ammunition. Generally a subject cannot have more than two weapons implanted in this way.
Wildwise (1 level): implanted enhanced fungus that attaches to subject’s spin. Grants the subject proficiency with Animal Handling and Survival skills. If the subject already has these skills, double the proficiency bonus with them. The subject gains advantage with passive perception in rural or wilderness settings and a special type of animal empathy with wild beasts. When dealing with normal domesticated animals and beasts the user has advantage on its’ Animal Handling skill checks. Cost 15,000 credits, Strain 3.

GOLEM (ROBOTS)[edit]

Golems are non-sentient robots and androids (unlike Warforged) and drones are nonhumanoid robots. All responded with absolute loyalty to it ‘rightful’ owners commands via voice, text, Golem Control Rig, Excortex Implant or Comlink. All come with built in comlinks (base 5 miles range). Issuing commands via text or a comlink are a full round action and it can only take the Attack, Dodge, Dash, Disengage, Hide or Use Object Actions then. All are proficient with Intelligence saves automatically.

GOLEMS
Assassin: these dangerous and illegal golem models seek out targets with ruthless efficiency, unburdened by emotions or remorse. Cost 72,300 credits (Illegal); Attributes: Strength 16, Dexterity 16, Constitution N/A, Intelligence 12, Wisdom 12, Charisma 6; Proficiency Bonus +4; Save: Strength; Speed 40ft (80 MPH); AC 16 (+2); SZ: M; HD: 8; HP: 80; Proficiencies: Athletics +7, Computer Use +5, Stealth +7; Special Qualities: Walking model. Construct, Powercell 2E/96hrs, Hardness 4, Unarmed 1d6 bludgeoning, Resistant (nonmagical bludgeoning, piercing and slashing damage), Weapon Proficiency (Simply, Martial, Pistols, Rifles, Heavy Weapons), Weapon Mount (vibro-blade implant, 1d12 slashing, finesse. Concealable when not in use)

Companion: these golem often look extremely Human (or humanoid, chosen at purchase) and are given very life like physical and emotional support to their owners. Cost 53,000 credits; Attributes: Strength 12, Dexterity 16, Constitution N/A, Intelligence 12, Wisdom 10, Charisma 16; Proficiency Bonus +3; Save: Strength; Speed 40ft (80ft); AC 15; SZ: M; HD: 5; HP: 50; Skills: Acrobatics +6, Computer Use +4, Persuasion +6; Special Qualities: Walking model. Construct, Hardness 2, Powercell E/48hrs, Unarmed 1d6. Android (Attractive Appearance).

Mechanical: these small droids are except at maintenance. Cost 12,500 credits; Attributes: Strength 8, Dexterity 12, Constitution N/A, Intelligence 18, Wisdom 10, Charisma 6; Proficiency Bonus +2; Save: Dexterity; Speed 25ft (50 MPH); AC 12; SZ: S; HD: 2; HP: 20; Skills: Computer Use +5, Mechanic +8, Technology +5; Special Qualities: Wheeled model. Construct, Hardness 1, Powercell D/72hrs, Unarmed 1d4. Built-In Tool (Repair kit), Expertise (Mechanic), Proficiency (Technology).

Ogre Labour: heavy lifting and moving golem, good for simple tasks. Cost 23,000 credits; Attributes: Strength 28, Dexterity 10, Constitution N/A, Intelligence 8, Wisdom 10, Charisma 6; Proficiency Bonus +2; Save: Strength; Speed 25ft; AC 12; SZ: L; HD: 6; HP: 60; Skills: Athletics +12, Computer Use +1; Special Qualities: Walking model. Construct, Hardness 4, Powercell E/48hrs, Unarmed 2d6 bludgeoning. No MPH speed.

Spider Tank: this huge sized golem has four legs and carries extensive weapons. It is exclusive to the military and certain ‘loyal’ mercenary groups. Cost 360,000 credits (Military); Attributes: Strength 36, Dexterity 12, Constitution N/A, Intelligence 12, Wisdom 12, Charisma 6; Proficiency Bonus +4; Save: Strength; Speed 40ft (80 MPH); AC 12; SZ: H; HD: 18; HP: 180; Skills: Computer Use +5, Perception +5; Special Qualities: 4-leg Walking model. Construct, Hardness 16, Powercell 2F/48hrs, Unarmed 4d10+13. Hardened Powercell, Weapon Proficiency (Heavy Weapon), Weapon Mounts 1 super heavy fixed 2 turret and 4 super heavy fixed mounts (typical turret mounts an Autocannon ammo/100, 4 fixed Heavy Machine guns, ammo four sets/200 rounds each)

Teacher/Advisor: these are a fragile model golem with mid-level A.I. and experts in Lore and Knowledge. Cost 31,000 credits; Attributes: Strength 12, Dexterity 10, Constitution N/A, Intelligence 18, Wisdom 10, Charisma 12; Proficiency Bonus +2; Save: Wisdom; Speed 30ft; AC 12; SZ: M; HD: 4; HP: 40; Skills: Computer Use +6, Culture +6, Medicine +2, Physical Science +6, Technology +6; Special Qualities: Walker model. Construct, Hardness 2, Powercell D/48hrs, Unarmed 1d6. Built-in tool (basic Language Translator), no MPH (just normal movement and/or dash)


DRONES
Drones are specialized model of golems that include the Golem Control upgrade, and are controlled through a Golem Control Rig or an Excortex Implant and Comlink (see issuing commands above).

Combat Drone[112]: medium drones specially built for fighting and combat. They have heavier frames and additional weapon mounts. Cost 49,500 credits (Restricted); Attributes: Strength 14, Dexterity 14, Constitution N/A, Intelligence 10, Wisdom 10, Charisma 6; Proficiency Bonus +3; Save: Strength; Speed 40ft (80 MPH); AC 18 (+2); SZ: Medium; HD: 4; HP: 40; Skills: Athletics +5, Computer Use +1; Special Qualities: Walker Model. Construct, Hardness 4, Powercell D/48hrs, Unarmed 1d6. Armor Upgrade II, Weapon Mount (2 rifle, 1 heavy), Weapon Proficiency (Simple, Martial, Pistols, Rifles, Heavy).

Recon Drone: this is a tiny (about a foot across) anti-grav drone. Cost 23,000 credits (Licensed); Attributes: Strength 6, Dexterity 20, Constitution N/A, Intelligence 10, Wisdom 12, Charisma 6; Proficiency Bonus +2; Save: Dexterity; Speed 120ft fly (360 MPH), walking 0; AC 17; SZ: Tiny; HD: 1; HP: 10; Skills: Acrobatics +7, Computer Use +2, Perception +6, Stealth +7; Special Qualities: Anti-Grav, Construct, Hardness 0, Powercell 2C/72hrs, Unarmed 1d3. Built-In Tool (Ether-Eyes, darkvision 120ft, +2 vision based perception), Expertise (Perception), Skill Proficiency (Perception, Stealth), Weapon Mount (Pistol, no heavy), Weapon Proficiency (Pistol).

Stealth Drone: this small drones are built for stealth and sneaking into areas where other don’t want them. Cost 48,250 credits (Licensed); Attributes: Strength 8, Dexterity 20, Constitution N/A, Intelligence 10, Wisdom 14, Charisma 6; Proficiency Bonus +2; Save: Dexterity; Speed 45ft (90 MPH); AC 15; SZ: Small; HD: 4; HP: 40; Skills: Computer Use +2, Stealth +9; Special Qualities: Walker Model. Construct, Hardness 1, Powercell D/72hrs, Unarmed 1d4. Built-In Tool (Ether-Eyes, dark-vision 120ft, +2 vision), Expertise (Stealth), Proficiency (Stealth), Stealth System, Wall Walker, Weapon Mount (Rifle or two Pistols mounts), Weapon Proficiency (Simple, Melee, Pistol, Rifle).

ATMOSPHERIC VEHICLES[edit]

These are vehicles that operate within a planet’s atmosphere. Unless otherwise noted they are not environmentally sealed and passengers and crew are subject to whatever conditions exist there.
Cost: in credits.
Size: see Vehicle combat (Mods #) is a feature for if want to later upgrade the vehicle in some way.
Crew: minimum crew to operate; Passengers: maximum number of passengers.
Cargo: base cargo. Can double this but reduce speed by 10% and maneuvers checks at disadvantage.
Maneuver: the vehicle operator’s bonus or penalty to maneuver checks. If there is a number in parentheses this is the modifier to all mounted weapon usage.
Speed: feet in basic combat, MPH is non-combat speeds.
Cover: basic cover provided by the vehicle to all passengers and crew.
Power: list of basic powercell(s) and maximum duration of operation and standard recharge length.
AC (Armor Class): the basic armor class value of the vehicle.
HD (Hit Die) and HP (Hit Points) of the vehicle. All vehicles are resistant to non-AP damage.
Hardness: this amount is subtracted from any damage left over after resistance is applied.
Threshold: the amount of damage a vehicle can suffer before it is becomes Partially Disable (see Vehicle combat).
Saves: the vehicle’s bonus or penalty to saves against EMP, Dispel, Ion, Pincher, etc. attacks.
Abilities: Strength and Dexterity of vehicle and Grab which is Strength modifier plus vehicle Mod.
Notes: Propulsion type and any other notes, including weapons. Automated skills do not include Maneuver penalties or bonuses. Apply those if the A.I. is controlling the system.

Aerocraft and Coppers[edit]

Aircraft from propeller driven to turbojet and helicopters, called coppers within the Empire due to the noise they make.
Bush Plane: these twin propeller planes are fitted with floatation landers so that they can land on both water and land. Cost: 90,000; Size: Gargantuan (4); Crew: 1; Passengers: 6; Cargo: 12,000lbs; Maneuver: -2; Speed: 80ft (160 MPH), stall 40ft; Cover: Full; Powercell: 2G -16hrs ; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 2; Threshold: 35; Abilities: Strength 40, Dexterity 14; Grab +19. Note: Propeller Aerocraft (runway 800ft). Can land on water or land. With no passengers, larger base cargo (+4,000lbs).
Private Jet: a civilian jet for use within the civilized areas with good modern airports and landing stripes. Cost: 175,000; Size: Gargantuan (4); Crew: 2; Passengers: 18; Cargo: 8,000lbs; Maneuver: +0; Speed: 90ft (360 MPH), stall 60ft; Cover: Full; Powercell: 4G - 12hrs; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 2; Threshold: 35; (Save: +1); Abilities: Strength 40, Dexterity 18; Grab +19. Note: Jet Aerocraft (runway 2,000ft). A.I. (Intelligence 14, Wisdom 14, Notice +4).
Transcontinental Hopper: extremely large super-sonic air transporter. Cost: 7,900,000 (Restricted); Size: Titan (10); Crew: 8; Passengers: 300; Cargo: 100,000lbs; Maneuver: -5; Speed: 105ft (1,050 MPH), stall 90ft; Cover: Full; Powercell: 8H - 24hrs; AC: 12; HD: 13; HP: 130; Hardness: 5; Threshold: 65; Save: +6; Abilities: Strength 60, Dexterity 20; Grab +35. Notes: Turbo-Sonic Jet Aerocraft VSTL (runway 1,000ft). A.I. & Automation (Prof +4, Intelligence 12, Wisdom 14; Notice +6, Pilot +9), Environmental Seal, Radar (Blindsense aerial 10 miles, noncombat)
Aerocraft Fighter[113]: planetary defense Aerocraft fighters are cheap to produces. Cost: 850,000 (Military); Size: Gargantuan (4); Crew: 2; Cargo: 100lbs; Maneuver: +2 (+1); Speed: 160ft (640 MPH), stall 80ft; Cover: Full; Powercell: 3H - 8hrs; AC: 12 + Dex/Int; HD: 9; HP: 90; Hardness: 4; Threshold: 35; Save: +1; Abilities: Strength 40, Dexterity 22; Grab +19. Notes: Afterburners Jet Aerocraft (runway 2,000ft). ACMC, A.I. & Automation (Prof +3, Intelligence 20, Wisdom 14; Notice +5, Pilot +6; attack +8), Combat Radar (Blind-sense 500ft base, 10 miles extended), Environmental Seal, Hardened Powercell. Fixed quad-link Auto-Cannons (damage 6d12), Two Fixed 2 mounts with Missile Launchers (can store 18 light missiles or 6 medium).
Passenger Chopper[114]: this light helicopter is relatively a cheap air transport. Cost: 80,000; Size: Huge (2); Crew: 1; Passengers: 3; Cargo: 2,000lbs; Maneuver: +1; Speed: 80ft (160MPH); Cover: Full; Powercell: 2G -10hrs; AC: 11 + Dex/Int; HD: 7; HP: 70; Hardness: 2; Threshold: 27; (Save: +0); Abilities: Strength 30, Dexterity 16; Grab +12. Notes: Rotor Aerocraft.
Attack Chopper[115]: a lightly armored attack coppers. Cost: 136,000 (Military); Size: Huge (2); Crew: 2; Cargo: 500lbs; Maneuver: +2 (+1); Speed: 80ft (160MPH); Cover: Full; Powercell: 3G -10hrs; AC: 14 + Dex/Int; HD: 8; HP: 80; Hardness: 8; Threshold: 30; Save; +4; Abilities: Strength 36, Dexterity 18; Grab +12. Notes: Rotor Aerocraft. ACMC, A.I. & Automation (Intelligence 16, Wisdom 14; Notice +4, Pilot +6; attack +5), Combat Radar (Blindsense 500ft base, 10 miles extended), Electromagnetic shielding II. Fixed forward duel-link Auto-Cannons (damage 5d12), Two Fixed mounts with Missile Launchers (stores 12 light missiles).
Transport Chopper: a heavy duty cargo chopper. Cost: 175,000; Size: Gargantuan (4); Crew: 2; Passengers: 6; Cargo: 8,000lbs; Maneuver: -1; Speed: 60ft (120MPH); Cover: Full; Powercell: 4G -8hrs; AC: 11 + Dex/Int (max +2); HD: 8; HP: 80; Hardness: 2; Threshold: 35; (Save: +1); Abilities: Strength 40, Dexterity 16; Grab +19. Notes: Rotor Aerocraft, Cargo-sling (2,000 credits) carry +20,000 lbs.

Filtters and Skimmers[edit]

Filters are advanced anti-gravity technology. Unless sealed have built in altitude limiters for the safety of the occupants (average 500ft). Skimmers are also called floaters, which are basically hovercraft vehicles that ‘skim’ 3-6 feet off the ground and those avoid difficult terrain penalties, obstacles and can also move over water at normal speeds.
Flitter-Bike[116]: a luxury item these anti-grav bikes make getting around fast and in style. They are rugged enough to be used out on the frontier for those that can afford them. Cost: 25,000; Size: Medium (0); Crew: 1; Passengers: 1; Cargo: 40lbs; Maneuver: +5; Speed: 200ft (600 MPH); Cover: Half; Powercell: 2F -24hr; AC: 11 + Dex/Int; HD: 3; HP: 30; Hardness: 2; Save: -2; Threshold: 18; Abilities: Strength 16, Dexterity 20; Grab +3. Note: Anti-Grav. A.I. (Intelligence 14, Wisdom 14, Notice +4).
Filtter Car[117]: an advance anti-grav flying car, common in the mega-cities of the Core worlds. Cost: 85,000; Size: Huge (2); Crew: 1; Passengers: 4; Cargo: 1,000lbs; Maneuver: +2; Speed: 160ft (480 MPH); Cover: Full; Powercell: 2G-10hrs; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 3; Threshold: 35; Save: -1; Abilities: Strength 30, Dexterity 18; Grab +12. Note: Anti-Grav. A.I. & Automation (Intelligence 12, Wisdom 10; Notice +2, Pilot +6).
Flitter Tank[118]: front line battle tanks of the Imperial army! Cost: 1,250,000 (Military); Size: Gargantuan (4); Crew: 5; Cargo: 4,000lbs; Maneuver: +0 (+1); Speed: 120ft (360 MPH); Cover: Full; Powercell 2H-8hrs; AC: 17; HD: 15; HP: 150; Hardness: 20; Threshold: 49; Save: +6; Abilities: Strength 48, Dexterity 18; Grab +23. Note: Anti-Grav. ACMC, A.I. & Automation (Prof +4, Intelligence 20, Wisdom 14; Notice +6, Pilot +10; attack +9), Combat Radar (Blindsense 500ft base, 10 miles extended), Electromagnetic Shielding II, Environmental Seal, Ether-Scope Screen (Darkvision 1,000ft), Force Field 10/100, Hardened Powercell. Fixed 2 turret with Heavy Cannon and Super-Heavy Laser Cannon. Four Fixed turret mounts with Heavy Machineguns.
Floater Bike: these are relatively cheap and rugged small two person hovercraft. Popular on the frontier and many advanced urban areas. Cost: 7,400; Size: Medium (0); Crew: 1; Passengers: 1; Cargo: 80lbs; Maneuver: +3; Speed: 60ft (120 MPH); Cover: Half; Powercell: 1F-12hr; AC: 12 + Dex/Int; HD: 3; HP: 30; Hardness: 2; Threshold: 19; Save: -2; Abilities: Strength 18, Dexterity 16; Grab +4. Note: Hover craft. A.I. (Intelligence 14, Wisdom 14; Notice +4). Skimmer Transport: a family hover car and light transport, popular on the frontier. Cost: 45,000; Size: Huge (2); Crew: 1; Passengers: 8; Cargo: 2,000lbs; Maneuver: +1; Speed: 40ft (60 MPH); Cover: Full; Powercell 1G-10hrs; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 3; Threshold: 35; Save: +0; Abilities: Strength 30, Dexterity 16; Grab +12. Note: Hover craft. A.I. (Intelligence 14, Wisdom 14; Notice +4).
Utility Floater: heavy hover transport vehicle. Cost: 85,000; Size: Gargantuan (4); Crew: 1; Passengers: 18; Cargo: 8,000lbs; Maneuver: -2; Speed: 30ft (45 MPH); Cover: Full; Powercell: 2G-10hrs; AC: 12 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 4; Threshold: 45; Save: +1; Abilities: Strength 40, Dexterity 14; Grab +19. Note: Hover craft. A.I. (Intelligence 14, Wisdom 14; Notice +4).
Floater APC: a standard military hover armored personnel carrier (APC). Cost: 250,000 (Military); Size: Gargantuan (4); Crew: 4; Passengers: 16 (armored 12); Cargo: 1,000lbs; Maneuver: -1 (+0); Speed: 40ft (60 MPH); Cover: Full; Powercell 3G-10hrs; AC: 15 + Dex/Int (max +2); HD: 13; HP: 130; Hardness: 12; Threshold: 45; Save: +2; Abilities: Strength 40, Dexterity 16; Grab +19. Notes: Hover craft. A.I. & Automation (Prof +3, Intelligence 18, Wisdom 12; Drive +6, Notice +4; attack +7), Ether-Scope (Darkvision 1,000ft), Force Field 5/50. Fixed turret with duel-link Auto-Cannons (damage 5d12), Fixed mount with quad-linked Heavy Machineguns (5d10).

Landcraft[edit]

Two to six wheel vehicles that range from motorcycles to heavy transports along with tracked vehicles that are slower than most land cars but extremely stable platforms and can ignore most types of difficult terrain penalties and light obstacles (can either drive over or through).
Street Bike: this is a motorcycle built for modern roads and speed. Cost: 5,500; Size: Medium (0); Crew: 1; Passengers: 1; Cargo: 40lbs; Maneuver: +4; Speed: 60ft (120 MPH); Cover: Half; Powercell: 1F-24hr; AC: 11 + Dex/Int; HD: 3; HP: 30; Hardness: 2; (Save: -2); Threshold: 18; Abilities: Strength 16, Dexterity 18; Grab +3. Note: Wheeled. A.I. (Intelligence 14, Wisdom 14, Notice +4).
Dirt Bike[119]: motorcycle with reinforced frame for off-roading. Cost: 7,000; Size: Medium (0); Crew: 1; Passengers: 1; Cargo: 60lbs; Maneuver: +3; Speed: 50ft (100 MPH); Cover: Half; Powercell: 1F-20hr; AC: 12 + Dex/Int; HD: 4; HP: 40; Hardness: 3; Threshold: 20; (Save: -2); Abilities: Strength 20, Dexterity 16; Grab +5. Notes: Wheeled. Off-Road, resistant to maneuver damage.
Buggy: popular three wheeled ‘open-topped’ off-road. Cost: 13,000; Size: Large (1); Crew: 1; Passengers: 4; Cargo: 200lbs; Maneuver: +1; Speed: 50ft (100 MPH); Cover: Three-Fourth; Powercell: 1F-12hr; AC: 13 + Dex/Int; HD: 7; HP: 70; Hardness: 6; Threshold: 28; (Save: -1); Abilities: Strength 26, Dexterity 14; Grab +9. Notes: Wheeled. Off-Road, resistant to maneuver damage.
Passenger Landcar[120]: a light, 4-wheel standard town car. Cost: 8,600; Size: Huge (2); Crew: 1; Passengers: 6; Cargo: 1,000lbs; Maneuver: -2; Speed: 40ft (80 MPH); Cover: Full; Powercell: 1G-10hr; AC: 12 + Dex/Int (max +2); HD: 7; HP: 70; Hardness: 3; Threshold: 28; (Save: +0); Abilities: Strength 28, Dexterity 10; Grab +10. Note: Wheeled. A.I. with Automation (Intelligence 14, Wisdom 14; Drive +2, Notice +4).
Racer Landcar[121]: popular land racer on modern roads. Cost: 30,000; Size: Huge (2); Crew: 1; Passengers: 3; Cargo: 500lbs; Maneuver: +2; Speed: 80ft (160 MPH); Cover: Full; Powercell: 1G-5hr; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 3; Threshold: 28; (Save: +0); Abilities: Strength 26, Dexterity 18; Grab +9. Note: Wheeled. A.I. (Intelligence 14, Wisdom 14; Notice +4).
Heavy Utility Landtruck[122]: off-road heavy utility vehicle. Cost: 32,000; Size: Gargantuan (4); Crew: 1; Passengers: 18; Cargo: 10,000lbs; Maneuver: -1; Speed: 50ft (100 MPH); Cover: Full; Power: Gas -10hrs on 150 gallons of gas (Powercell 2G/10hr); AC: 13 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 6; Threshold: 40; (Save: +1); Abilities: Strength 40, Dexterity 16; Grab +19. Note: Wheeled. Off-Road, resistant to maneuver damage. A.I. (Intelligence 14, Wisdom 14; Notice +4).
Security Transport[123]: an armored enforcement vehicle used throughout the Empire. Cost: 165,000 (Restricted); Size: Gargantuan (4); Crew: 2; Passengers: 16 (12 armored troops); Cargo: 4,000lbs; Maneuver: +0 (+0); Speed: 50ft (100 MPH); Cover: Full; Powercell: 3G-12hr; AC: 16 + Dex/Int (max +2); HD: 13; HP: 130; Hardness: 11; Threshold: 49; (Save: +3); Abilities: Strength 48, Dexterity 18; Grab +23. Note: Wheeled. A.I. & Automation (Prof +3, Intelligence 18, Wisdom 12; Drive +7, Notice +4; attack +7), Ether-Scope Screen (Darkvision 1,000ft). Two Fixed turret mounted Heavy Machineguns, one Fixed turret Water Cannon (1,00gallons/20 shots).
Super Land Transporter[124]: an armored super heavy 8-wheeled transport. Also equipped with a tractor beam to help with loading and unloading. Cost: 532,000 (Restricted); Size: Colossal (6); Crew: 6; Passengers: 34; Cargo: 24,000lbs; Maneuver: -4 (+0); Speed: 50ft (100 MPH); Cover: Full; Powercell: 4H-16hr; AC: 14; HD: 16; HP: 160; Hardness: 6; Threshold: 63; (Save: +4); Abilities: Strength 66, Dexterity 14; Grab +28. Note: Wheeled. A.I. & Automation (Prof +3, Intelligence 18, Wisdom 12; Drive +5, Notice +4; attack +7), Environmental Sealed (40 creatures), Ether-Scope Screen (Darkvision 1,00oft) Double base Powercells, Life Support (2D batteries 40 creatures 18hrs), Off-Road and resistance to maneuver damage. Fixed turret with Tractor Beam (Restrained +28, ranged 500/5,000ft, powered)
Tracked Explorer[125]: these are extremely rugged and tough tracked vehicles of with environmental sealed standard. Can be upgraded to Life Support for +5,000 credits. Runs on a seperate D powercells for up to 20 hours for up to 20 crew. Cost: 90,000; Size: Gargantuan (4); Crew: 2; Passengers: 18; Cargo: 9,000lbs; Maneuver: +4; Speed: 25ft (50 MPH); Cover: Full; Powercell: 4G-8hrs; AC: 16; HD: 14; HP: 140; Hardness: 10; Threshold: 54; Save: +1; Abilities: Strength 48, Dexterity 10; Grab +23. Note: Tracked. A.I. (Intelligence 14, Wisdom 14; Notice +4), Environmental sealed, Multi-Speck Sensor (asauspex hand scanner but range 5miles +5DC +1mile).
Battle Tank: an older low-cost but reliable battle tank. Cost: 475,000 (Military); Size: Gargantuan (4); Crew: 5; Cargo: 5,000lbs; Maneuver: +5 (+0); Speed: 40ft (80 MPH); Cover: Full; Powercell: 5G-8hrs; AC: 19; HD: 28; HP: 280; Hardness: 25; Threshold: 57; (Save: +6); Abilities: Strength 54, Dexterity 12; Grab +26. Note: Tracked. A.I. & Automation (Intelligence 18, Wisdom 12; Drive +3, Notice +3; attack +6), Environmental Seal, Ether-Scope (Darkvision 1,000ft), (Electromagnetic Shielding II). Fixed 2 turret with Heavy Cannon and Heavy Machinegun; Two Fixed turrets with Heavy Machineguns.
Super Transport[126]: an extremely large tracked long distance haulers. Cost: 550,000 (Restricted); Size: Colossal (6); Crew: 10; Passengers: 30; Cargo: 80,000lbs; Maneuver: -1; Speed: 20ft (40 MPH); Cover: Full; Powercell: 8H-24hrs; AC: 15; HD: 20; HP: 200; Hardness: 10; Threshold: 70; (Save: +2); Abilities: Strength 60, Dexterity 12; Grab +31. Note: Tracked. A.I. (Intelligence 14, Wisdom 14; Notice +4), Multi-Speck Sensor (as auspex hand scanner but range 5miles +5DC +1mile).

Walkers[edit]

Walkers are two to six legged vehicles that have speed and maneuverability advantages over many vehicles but whose height can be a hindrance in battle.
Explorer Walker[127]: these four legged transports are used to explore and scout, even on airless moons. Cost: 300,000; Size: Gargantuan (4); Crew: 2; Passengers: 16; Cargo: 5,000lbs; Maneuver: +6; Speed: 60ft (120 MPH); Cover: Full; Powercell: 8G-12hrs; AC: 14 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 8; Threshold: 45; Save: +1; Abilities: Strength 40, Dexterity 16; Grab +19. Note: Walker (4-leg). A.I. & Automation (Intelligence 12, Wisdom 18; Drive +5, Notice/expertise +8; attack +3), Environmental Seal, Ether-Scope Screen (Darkvision 1,000ft), Gyrostablization, Life Support for 18 (2D battery 44hrs), Multi-Speck Sensor (as auspex hand scanner but range 5miles +5DC +1mile), Planetary Survey Kit (see Hand Scanners).
Combat Walkers[128]: these are heavy attack two-legged walkers manned by one pilot and a gunner. Cost: 880,000 (Military); Size: Gargantuan (4); Crew: 2; Cargo: 500lbs; Maneuver: +4 (+2); Speed: 40ft (80 MPH); Cover: Full; Powercell: 6H-18hrs; AC: 16 +Dex/Int (max +2); HD: 18; HP: 180; Hardness: 18; Threshold: 50; Save: +7; Abilities: Strength 50, Dexterity 18; Grab +24. Notes: Walker. ACMC, A.I. & Automation (Prof +4, Intelligence 20, Wisdom 14; Drive +8, Notice +6; attack +9), Electromagnetic Shieling III, Environmental Seal, Ether-Scope Screen (Darkvision 1,000ft), Gyrostabilization, Hardened Powercell. Two Fixed 2 turret Heavy Laser Cannons (one in each arm), one Fixed turret Heavy Mass Cannon (right arm), one Fixed turret Partial Cannon (left arm), two Fixed Missile Launcher (each shoulder; stores 16 light or 8 medium missiles).

Watercraft[edit]

Watercraft are built to operate on (or under) the water surfaces and only on water.
Speeder Boat: recreational boats built for speed. Cost: 18,000; Size: Huge (2); Crew: 1; Passengers: 9; Cargo: 1,000lbs; Maneuver: +0; Speed: 50ft (50 MPH); Cover: Full or Half; Powercell: 1G-20hrs; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 3; Threshold: 35; (Save: +0); Abilities: Strength 30, Dexterity 14; Grab +14. Note: Watercraft. A.I. & Automation (Intelligence 12, Wisdom 12; Proficiency: Drive +4, Notice +3; attack +3).
Submersible: a civilian sub. Cost: 73,500; Size: Gargantuan (4); Crew: 4; Passengers: 16; Cargo: 4,000lbs; Maneuver: -2; Speed: 30ft/15ft submerged (30 MPH/15 MPH submerged); Cover: Full; Powercell: 2G-16hrs; AC: 12 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 3; Threshold: 45 (Save +1); Abilities: Strength 40, Dexterity 14; Grab: +19; Notes: Watercraft (Submersible). AI & Automatics (Intelligence 12, Wisdom 18; Proficiency: Drive +4, Notice +6; attack +3), Environmental Seal, Life Support for 20 (2D battery last 40hrs), Sonar System (Blindsight 1 miles base)
Yacht: a large motor boat for pleasure of fishing or a small cargo hauler. Cost: 85,000; Size: Colossal (6); Crew: 10; Passengers: 30; Cargo: 60,000lbs; Maneuver: -4; Speed: 25ft (25 MPH); Cover: Full or Half; Powercell: 4H-48hrs; AC: 12; HD: 16; HP: 160; Hardness: 4; Threshold: 65; (Save: +2); Abilities: Strength 50, Dexterity 12; Grab +26. Note: Watercraft. A.I. & Automation (Intelligence 12, Wisdom 18; Proficiency: Drive +3, Notice +6; attack +3).

STARSHIPS[edit]

Starships have Resistant to all weapon or magic damage except by Super-Heavy weapons with AP weapon property.
Changes from Vehicles for Starships and Capital Starships features…
Cover: all spacecraft provide full cover by default (so not listed in their features).
Speed: the second speed in parentheses is Space Scale.
Energy: Instead of powercells, use a special combination of fusion engines and super batteries. See Starship Maintenance and Upkeep later. In normal operations a ship uses 1 energy point per day of operation. In combat, each ‘powered’ weapon also costs the vehicle one energy point at the end of the engagement.
Life Support: is the number of days of oxygen, food and water that the ship is carrying for the standard number of crew and passengers. In an emergency situation crew can double this duration but all crew and passengers gain one persistent level of exhaustion.

Common Light Starships and Shuttles[edit]

Mustang-Shuttle Lander[129]: This is a light shuttle used in-system as a light transport for goods or passengers between worlds or from a ship in orbit and the planet below. Cost: 400,000 (Restricted); Size: Gargantuan (4); Crew: 2; Passengers: 30; Cargo: 2 tons; Maneuver: +0 (-2); Speed: 60ft (600 MPH, Space 6); Energy: 5; AC: 12 + Dex/Int (max +2); Life Support: 10 days; HD: 16; HP: 160; Hardness: 9; Threshold: 40; Save: +1; Abilities: Strength 40, Dexterity 18; Grab +19. Notes: A.I. (Intelligence 14, Wisdom 18; Notice +6, Pilot +6; attack +4), Atmospheric, Basic Sensor Suite.
Some possible extras include a Fixed twin-linked Lascannons Turret (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit). +150,000 credits Another variant instead ads a forward Fixed 2 Tractor Beam (restrained +19, Range 500/5,000ft, or Space 10/50, powered) +75,000 credits

Raptor Light Attack Fighter[130]: his is a fast and affordable attack starfighter used by both the Empire and many mercenary companies. It’s too small to carry a StarCaster of its own and must rely on larger carries to be transported between the stars. Cost: 945,000 (Military); Size: Gargantuan (4); Crew: 1; Cargo: 400lbs; Maneuver: +4 (+1); Speed: 110ft (1,100 MPH, Space 11); Energy: 5; AC: 12 + Dex/Int; Life Support: 2 days; HD: 18; HP: 180; Hardness: 15; Save: +5; Threshold: 45; Abilities: Strength 40, Dexterity 26; Grab +19. Notes: Advanced Sensor Suite, ACMC, A.I. (Prof +3, Intelligence 20, Wisdom 16; Notice +6, Pilot +11; attack +8), Atmospheric, Electromagnetic Shielding II.
Weapons: one forward Fixed Quad linked Lascannons (Damage 6d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).

Imperial Katana Gun-Ship[131]: A staple of the Empires heavy interceptor fighter/bombers. These ships are not as fast as many others of their class to maximum their ruggedness. Cost: 1,025,000 (Military); Size: Gargantuan (4); Crew: 2; Cargo: 600lbs; Maneuver: +1 (+1); Speed: 80ft (800 MPH, Space 8); Energy: 5; AC: 14 + Dex/Int (max +2); Life Support: 2 days; HD: 20; HP: 200; Hardness: 25; Save: +5; Threshold: 52; Abilities: Strength 44, Dexterity 20; Grab +21. Notes: Advanced Sensor Suite, ACMC, A.I. (Prof +3, Intelligence 20, Wisdom 18; Notice +7, Pilot +8; attack +8), Atmospheric, Electromagnetic Shielding II, Hardened Frame I.
Weapons: one forward Fixed Quad linked Lascannons (Damage 6d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).
One forward Fixed Photon Torpedo Launcher (Damage 4d10 x8 plasma, Range 10/50, AP, AOE space 2, locking. Can carry 6 torpedoes internally).

Solaris-Works Andrill-class Light Courier[132]: Easy to maintain, the Andrill are a common light courier and transport that are cheap enough to be found in the hands of many independent merchants and families. Cost: 1,324,000 (Restricted); Size: Colossal (6); Crew: 2; Passengers: 8; Cargo: 18 tons; Maneuver: -2 (-3); Speed: 50ft (500 MPH, Space 5); Energy: 20; AC: 12; Life Support: 30 days; HD: 24; HP: 240; Hardness: 12; Threshold: 60; Save: +2; Abilities: Strength 50, Dexterity 18; Grab +26. Notes: A.I. (Intelligence 16, Wisdom 16; Notice +5, Pilot +6; attack +5), Atmospheric, Basic Sensor Suite, StarCaster Engines (5 energy).
Weapons: one Fixed turret Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).
One forward Fixed 2 Tractor Beam (Restrained +26, Range 500/5,000ft, or Space 10/50, powered)

Idaran-Yards Voidrunner[133]: The Voidrunner, a fast luxury style craft from Idaran shipyards. Few ships can match the speed and maneuverability, making it the perfect ship for daredevils, elite combat pilots looking to rely on skill rather than heavy arms and armor, and rich criminals. Cost: 2,240,000 (Restricted); Size: Colossal (6); Crew: 2; Passengers: 4 luxury; Cargo: 6 tons; Maneuver: +2 (-2); Speed: 100ft (1,000 MPH, Space 10); Energy: 20; AC: 12 + Dex/Int; Life Support: 30 days; HD: 24; HP: 240; Hardness: 12; Threshold: 57; Save: +2; Abilities: Strength 44, Dexterity 26; Grab +23. Notes: A.I. (Intelligence 18, Wisdom 16; Notice +5, Pilot +10; attack +6), Atmospheric, Basic Sensor Suite, StarCaster Engines (5 energy).
Weapons: one Fixed turret duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).

Kaldarr-Systems-Express Fast Courier[134]: These light but fast freighters are a very common sight throughout the Empire. Most specialize in delivering mail or expensive, specialized cargos. Cost: 1,820,000 (Restricted); Size: Colossal (6); Crew: 2; Passengers: 2; Cargo: 12 tons; Maneuver: +1 (-1); Speed: 750ft (750 MPH, Space 7); Energy: 30; AC: 12 + Dex/Int; Life Support: 60 days; HD: 24; HP: 240; Hardness: 12; Threshold: 80; Save: +2; Abilities: Strength 50, Dexterity 24; Grab +26. Notes: A.I. (Intelligence 18, Wisdom 18; Notice +6, Pilot +9; attack +6), Atmospheric, Basic Sensor Suite, StarCaster Engines (5 energy).
Weapons: one Fixed turret Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit)

Lakota-Yards Explorer[135]: These are rough scout-class starships, popular with explorers and never-do-well adventure types. Cost: 2,125,000 (Restricted); Size: Colossal (6); Crew: 3; Passengers: 8; Cargo: 12 tons; Maneuver: +2 (+1); Speed: 60ft (600 MPH, Space 6); Energy: 40; AC: 14 + Dex/Int (max +2); Life Support: 60 days; HD: 27; HP: 270; Save: +4; Hardness: 18; Threshold: 80; Abilities: Strength 50, Dexterity 22; Grab +26. Notes: ACMC, A.I. Automation (Intelligence 20, Wisdom 18; Notice +6, Pilot +8; attack +7), Atmospheric, Basic Sensor Suite, Electromagnetic Shielding I, Force Field 20/200, StarCaster Engines (5 energy). Also includes at least two workstation areas for various scientific or machine shop like features.
Weapons: two Fixed turrets Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).
One forward Fixed 2 Tractor Beam (Restrained +26, Range 500/5,000ft, or Space 10/50, powered)

Steadfast Stock Freighter[136]: A popular stock freighter, this model are not as modifiable as the Andromeda but hauls larger loads with standard configuration. Cost: 2,320,000 (Restricted); Size: Behemoth (8); Crew: 4; Passengers: 20; Cargo: 200 tons; Maneuver: -4 (-4); Speed: 40ft (400 MPH, Space 4); Energy: 50; AC: 13; Life Support: 30 days; HD: 30; HP: 300; Hardness: 15; Threshold: 90; Save: +4; Abilities: Strength 70, Dexterity 18; Grab: +36. Notes: ACMC, A.I. Automation (Intelligence 18, Wisdom 18; Notice +6, Pilot +6; attack +6), Atmospheric, Basic Sensor Suite, Force Field 10/100, StarCaster Engines (10 energy).
Weapons: two Fixed turrets Duel linked Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).
One forward Fixed 2 Tractor Beam (Restrained +36, Range 500/5,000ft, or Space 10/50, powered)

Andromeda-Class Stock Freighter[137]: this medium freighter is popular with not only many free-traders but also pirates due to the ship’s easy customization and refit options. Cost: 2,650,000 (Restricted); Size: Behemoth (8); Crew: 4; Passengers: 30; Cargo: 100 tons; Maneuver: -3 (-4); Speed: 45ft (450 MPH, Space 4); Energy: 50; AC: 13 + Dex/Int (max +2); Life Support: 30 days; HD: 30; HP: 300; Hardness: 15; Threshold: 90; Save: +4; Abilities: Strength 70, Dexterity 20; Grab +38. Notes: ACMC, A.I. Automation (Intelligence 18, Wisdom 18; Notice +6, Pilot +7; attack +6), Atmospheric, Basic Sensor Suite, Force Field 10/100, StarCaster Engines (10 energy).
Weapons: two Fixed turrets Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).
One forward Fixed 2 Tractor Beam (Restrained +38, Range 500/5,000ft, or Space 10/50, powered)

Ogre-class Troop Transport[138]: These Radianese-Arms Corporation build troop transports are popular both with the Storm-Legion Army transport and with mercenary companies. Cost: 3,215,000 (Restricted); Size: Behemoth (8); Crew: 12; Passengers: 80 (troops); Cargo: 25 tons; Maneuver: -4 (-2); Speed: 60ft (600 MPH, Space 6); Energy: 60; AC: 14; Life Support: 90 days; HD: 36; HP: 360; Hardness: 21; Threshold: 95; Save: +8; Abilities: Strength 80, Dexterity 18; Grab +43. Notes: ACMC, A.I. (Prof +3, Intelligence 22, Wisdom 18; Notice +7, Pilot +7; attack +9), Atmospheric, Basic Sensor Suite, Electromagnetic Shielding II, Force Field 20/200, StarCaster Engines (10 energy).
Weapons: four Fixed and two turrets Duel linked Heavy Lascannons (Damage 6d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).

Gorgon Fast Patrol Frigate[139]: This Tyran Shipyard fast patrol frigate is a staple of many imperial systems in the Outer Rim of the Colonies. The empire has thousands of these ships in serves with the Strom-Legion’s Imperial Navy. It has good armor, speed and weapons for a vehicle of its size and used mostly as an anti-pirate and anti-rebel platform. Cost: 4,700,000 (Military); Size: Behemoth (8); Crew: 20; Passengers: 20 (armored troopers); Cargo: 50 tons; Maneuver: -2 (-1); Speed: 90ft (900 MPH, Space 9); Energy: 80; AC: 16 + Dex/Int (max +2); Life Support: 60 days; HD: 42; HP: 420; Hardness: 28; Threshold: 120; Save: +8; Abilities: Strength 60, Dexterity 22; Grab +33. Notes: Advanced Sensor Suite, ACMC, A.I. (Prof +4, Intelligence 24, Wisdom 18; Notice +8, Pilot +10; attack +11), Atmospheric, Electromagnetic Shielding II, Force Field 30/300, StarCaster Engines (20 energy).
Weapons: one forward Fixed 2 Mass Driver Cannon (damage 4d10 x5 piercing, Range 20/40, AP, magnetic/DC15, loading. Standard load is 50 rounds in weapon storage lockers.)
One forward Fixed 2 Heavy Ion Cannon (damage 5d10, Range 25/50, Direct fire AOE 4, Ion/DC 20, powered)
Two Fixed turrets Duel linked Medium Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit)
One forward Fixed 2 Tractor Beam (Damage –Restrain +33, Range 500/5,000ft, or 10/50, powered)

Starship Navigation[edit]

In order to successfully plot a course between two points and engage a StarCaster requires a Computer Use skill check. The StarCaster engine rips a pair of holes or points between realspace and the Umbral Shadow (these tears are referred to as ‘Fissures’) that instantly teleports the ship from one present tears locations to the new one within real space. To plot a basic course requires a DC15 Computer Use and 2d6 minutes of time. If the plotter wants to rush this, it could try to plot a course as an Action but the DC increases to 20. If the plotter wanted to take its time it could instead take one hour to plot its course and lower to DC10.

Distance also have a factor on the plotting DC. Use the base DC if plotting a course within the same starship (say teleporting from the main habitable planet to its asteroid belt in the outer system), and for every 10 light years distance increase the DC by +3 out to 50 light years (for +15 to the DC) maximum. A starship A.I. can hold a number of course plots within its memory banks equal to its Intelligence modifier. Additional ones could be stored in external memory but it takes an hour to upload and replace one. If the A.I. has the plot data for a jump, it can plot the course itself or it can grant advantage to the plotter check.

Failure of this check can have a number of results. Most will damage the StarCaster, meaning that it is no longer operational and will require repair (generally 1d6 x10% of the base cost of the StarCaster itself and 1d6 x Mods days to fix). GM has the final say but other common occurrences are ending up in a random location or lost in space maybe even within the Umbral Shadow!!

After a starship has reemerged from the Umbral Shadow it takes 2d6 hours +1d6 hour per 10 light years teleported for the engines to recharge before another teleport can be made. One can shortened this by increasing the plotting DC by +2 per one less hour. However failure results in 1d6 damage per HD of the ship (ignores hardness and resistance) and the StarCaster is damaged as above.

What is the Umbral Shadow? It is this universes cross between the Shadowfells and Astral Space. It is almost pitch black but there are shapes and living creatures that can be found here. It allows the vessels to teleport over vast distances with StarCaster engine.

Starship Maintenance and Resupply[edit]

Many of these features are dependent on the Starships size. Mods= Gargantuan 4, Colossal 6, Behemoth 8, Titan 10, Leviathan 12, and Dreadnaught 15.

Energy: Costs 500 credits x each Energy point recharged/refueled x the ship’s mods.
Life Support Resupply: Basic provisions cost 15 credits x days of life support x crew & passengers.
Maintenance: Every six months, ships require repair and refit. Costs 1,000 credits x ship’s mods (includes engines and other systems).
Repairing HP Damage: Costs 50 credits x the damage repaired (in spare parts) x the ship’s mods.
Spaceport Docking Fees: Cost 100 credits x ship’s mods for docking up to one week, standard.

OTHER HOUSE RULE[edit]

PROFICIENCIES - SKILLS[edit]

STRENGTH
Athletics: includes things like Climbing, Jumping and Swimming. See PHB pg. 175-6 for most uses. With a move of at least 10 feet in a straight line make a check, every 2 you get over a DC10 adds 1 foot to a long jump and ½ foot height for a high jump. Standing jumps halve these distances.
'Carrying Capacity: Strength x 10 lbs. Small is Strength x 5, Tiny x2, Large x20, Huge x40, etc.
DEXTERITY
Acrobatics: per PHB pg. 176-7. Also you can attempt to move through a hostile space of a creature that is your size or one size small or larger then you. The DC18 or this movement provokes an Opportunity attack and you end your turn in front of the creature. Enemy occupied spaces count as difficult terrain. You can past a creature of any size without causing an Opportunity attack if your check vs. DC15. You must end your Movement in an unoccupied space as normal. You can also make a Dexterity (Acrobatics) check vs. DC20 to gain the Disengage action as a Bonus action. Acrobatics is also used when making natural flying maneuver checks like flying through obstacles, etc.
Drive (new): control of hovercraft, wheeled, tracked, walker and watercraft.
Pilot (new): control of all aerocraft, helicopters, anti-grav, spacecraft and transports.
Sleight of Hand: per PHB pg. 177 Stealth: per PHB. pg. 177
INTELLIGENCE
Arcana: per PHB pg. 177
Capital Ship Pilot (new): piloting of capital classed starships (Behemoth size or larger)
Computer Use (new): is use and program computers and golems, using scanners, etc.
Culture (includes/renamed History): per PHB pg. 177, but also races, planets, laws, etc.
Mechanic (new): basic fixing skill of golem, equipment, starships, etc.
Investigation: per PHB pg. 178
Nature: per PHB pg. 178, includes life sciences and biology.
Physical Science (new): includes astronomy, geography, planetology, etc.
Religion: per PHB pg. 178
Technology (new): this skill covers understanding and working with most technological devices.
Thievery (new): this skill covers using most illegal devices like security and forgery kits.
WISDOM
Animal Handling: per PHB pg. 178
Insight: per PHB pg. 178
'Medicine': per PHB pg. 178
Perception: per PHB pg. 178
Survival: per PHB pg. 178
CHARISMA
Deception: per PHB pg. 178
Gambling (new): covers all games of chance and gambling styles.
Gather Information (new): gain information from talking to people.
Intimidate: per PHB pg. 178
Performance: per PHB pg. 178
Persuasion: per PHB pg. 178

Expanded and New Skills Uses[edit]

Capital Ship Pilot (Intelligence): Piloting the capital class starships (Behemoth size or larger) is more about logical thinking and controlling vector thrust from various engine banks. As these ships are not as maneuverable as smaller starships most checks are for only avoiding collision with something big or maneuvering into position to fire weapons. See Vehicle Houserules (pg. 14-19).

Computer Use (Intelligence): This skill can be used to access data (both hidden and public) from a computer system, and for crafting of programs which are used to program or reprogram a golem (drone and robots), etc.
Getting information from a computer system requires that you are connected to the appropriate network or system, have found the system that you wish to access and the system having at least an Indifferent attitude towards you (hence it will share its information with you). In the DragonStar universe there are two major computer systems types. Most are connected via the EtherRealm – a semi-magical internet which is connected over the vastness of space via hyperspace communication boosters and independent systems. The EtherRealm connects millions or billions of different systems (think modern servers and data-houses) creating HUGE amounts of data that might easily overwhelm a searcher who doesn’t know what they are looking for. The second are Closed Systems which are not connected to the galactic network and can only be access locally (physically at their location). In both cases one must be connected in some way to the system to access information. This can be wirelessly or while working on a connected terminal. Public systems or boards treat all uses as Indifferent with no formal security setup for access of basic information by default. Remember this is the information that someone wants to share with everyone, be it the publicity information for an interstellar corporation or an open public chat room.
Private systems treat all users as Indifferent by default within their public areas, Unfriendly in secure areas and Hostile in restricted areas.
In order to improve a systems attitude requires one hour of full concentration work and a DC10 Intelligence (Computer Use) check with a Friendly system. Each level of hostility higher of the system’s attitude increase the DC by +5 (Indifferent DC15, Unfriendly DC20 and Hostile DC25). Success improve the systems attitude by one level. You can decrease this DC by 5 if you spend twice as much time working in the system, and you can reduce the DC by 10 by spending at least six hours working on the system. However the lowest the DC can be reduced in this way is to a 10. To make a check every 10 minutes increase the DC by +5.
With a Hackers kit (pg. 79) the base time decreases to 10 minutes and uses the Intelligence (Thievery) skill instead. A hacker can reduces the DC by 5 if you spend 30 minutes working on the system or by 10 for spending one hour but the minimum DC is skill 10. For making a check every minute increase the DC by +5 and to reduce the time to 1 Action increases the DC by +10.
Every hour you are in a computer section that you are not allowed in the systems its A.I. and/or security operates looking for such intrusions, gets a chance to detect you. Makes an opposed Intelligence (Computer Use) with it. It gains a +2 equipment bonus if you are in a restricted areas and a +5 equipment bonus in private and secure areas. If it determines you are an invalid user it will attempt to expel you from the system. This is an opposed Intelligence (Computer Use) skill with the same bonuses as detecting you but is made every minute (10 rounds) in a restricted area and every round in a private or secure area. If it successes you are kick out of the system and you cannot access it. You must wait at least 24 hours to try and access a system again.
To access the specific information that you wish requires an Action and a Computer Use skill check DC5 with a Helpful system, DC10 Friendly system or a DC15 with an Indifferent one. The amount of information the system grants you is defendant your level of success – a basic success gets you specific and limited information that you request, beating the DC by +5 grants additional or more detailed information. Each additional +5 you beat the DC increases the information granted.specific and limited information that you request, beating the DC by +5 grants additional or more detailed information. Each additional +5 you beat the DC increases the information granted.
Systems Attitude

Hostile Treats you as a hostile intruder, alerting any security and attempts to trace your information and isolate or destroy you connection.
Unfriendly Treats you as an unauthorized users and blocks your access to its programs and information.
Indifferent Treats you as a guest or visitor and grants you only basic access to non-secret systems, programs and files (as long as this does not conflict with previous commands). You may add any equipment bonus provided by you system to your Computer Use checks.
Friendly Treats you are an authorized user and grants access to any program or non-secret information and file (as long as it does not conflict with previous commands).
Helpful Treats you as if you are its system owner, granting access to all of its programs and information (even if doing so overrides a previous command).

Computer Use is also used to plot a jump course (see StarCaster Navigation) or use scanners (both starships pg. 19 and hand scanners, see Gear).
You can also use Computer Use to program a Golem or Vehicle A.I., this includes installing a Skill, Weapon or Armor Proficiency or adding a Feat to one. First the programmer must have to access to a program that can be installed into a Golem or Vehicle. See Vehicle and Golem creation rules for cost. To install it takes one hour of work and a DC15 Computer Use skill check.

Drive (Dexterity): This skill covers the control all landcraft (bikes and landcars), skimmers (hovercraft), walkers (2 or more legs), tracked and watercraft (including submersibles) vehicles. A basic maneuver checks (i.e. avoiding object or making your way around a tight corner) would require a DC15 skill check. Failure should deal 1d6 damage equal to the vehicle size modifier +1. See Vehicle Houserules.

Gambling (Charisma): For games where skill might be involve requires a Charisma (Gambling) opposed check. Some strategic games might include multiple opposed checks. With a Charisma (Gambling) check you can even attempt to influence totally random games of chance. This is mostly a GM call on a lot of these but a base DC15 is a good starting point.

Gather Information (Charisma): This skill represents talking with people face to face (even if via a comlink). So you have to be around people to gather information. Basic information (local gangs, rumors, location of a business, feel of a neighborhood, etc.) take 1d8 hours and a DC10 check. Mostly this might be hanging out in a local bar or on the street and cost 1d6 x10 credits. More specialized information might include the local gang leader, where to find an off-the books garage, personality of a local, etc. takes 2d8 hours with a DC15 and costs 1d6 x25 credits. Digging up dirt on a local government officer or elected official, or looking for a secret location of a secret hideout out in the badlands should take 1d4 days with a DC20 and cost 1d8 x100 credits.
One could also try and grease the wheels by offering additional credits to either speed up time or gain additional information; GM’s call but as a good basic double the amount above could halve the time required or gain a bit more info at each level.

Mechanic (Intelligence): This skill cover a wide range of repairing gear and droids, planting explosives, fixing starships and restoring shields. See Spellware for fixing cybernetics and Vehicle Houserules for repairing vehicles and starships, rerouting power and restoring force fields. For a Golem it takes one hour of work and a DC15 check and restores 1d4 + the mechanic’s proficiency bonus and Intelligence modifier. All of these repair types require 10 credits worth of spare parts per Hit Point repaired (from Widget Bags or purchasing the parts).
Planting explosives base DC15. This will allow one to know where best to plant an explosive charge or grenade to deal full damage to the structure or vehicle. Without an Explosive Kit (see Gear) the DC increases by +5 or +10 if no tools are available (like a repair kit). With a DC20+ the explosives will ignore Hardness of structures or vehicles that they are placed on.

Physical Science (Intelligence): This skill covers a lot of sciences and is mostly used in the field of astronomy, climatology, geography, mathematics, physics, planetology and related fields. It can be used to recognize the tools that are used in this field (telescopes, weather pattern radar, etc.) and how to use them.
It can be used to understand planetary readings from sensors (and what one might except onsite based on those readings), understand stellar fluctuation readings, etc. The GM should set the skill DC depending on how much information the user can gain and what its’ trying to discover.

Pilot (Dexterity): This skill is use to control Aerocraft (propeller and jet aircraft), Choppers (helicopters), Filters (anti-grav) and non-Capital Starcraft. For most checks are the same as Drive (see above) but also see Vehicle Houserules.

Technology (Intelligence): This skill can allow a character to understand what a piece of technology does, what its function is and how to design or build it. It can be used to identify ancient unknown technology or truly alien technology. It is a DC10 skill check to recognize a model of a simple or common piece of tech like a comlink or dataslate. A DC15 for a more complete model like a Maglock or hand weapon scanner and for extremely advanced items increase to DC20 to recognize a rare or advanced piece of tech like a StarCaster engine.
If you are untrained in the use of a particular technology and you made your check to recognize it, you can use your Intelligence (Technology) proficiency to try but the DC is always increase by at least +5 over the basic difficulty it would normally be. If you fail any such check is at disadvantage.
Characters can also design new technologies or make improvements on existing technology with this skill. Generally this is a long process that takes would normally take months if not years depending on the system/upgrade and available resources.

Thievery (Intelligence): This skill cover the use of bypassing various types of security systems. Many of these checks can’t be done without the right tools but occasionally a rogue might be able to use from improvised tools to get the job done. Basic tools of the trade include a Hacking kit which allows one to more easily bypass a computer A.I.’s security protocols to trick it into thinking that you are allowed information that the system might be storing (see Computer Use).
A Security kit is used to bypass locked doors and electronic security measures (like weapon or explosive detectors). See GeneLocks, MagLock, etc. in Gear for most DC of standard locks. Without the correct tools the DC is +5 or 10 higher or can be attempted with a Computer Use skill by hacking the system. To overcome a weapons or similar security system or hand scanner requires a DC20 Intelligence (Thievery) skill check.
Forgery kit to make fake documents that will fool security check points, the DC15-25 depending on the level of security, area, etc. Most Identification in the DragonStar setting are paperless and maintained on a securer dataslate for most people but others still carry physical IDs in some regions. These can allowing the person(s) access to restricted areas or to create fake identification papers for various reason. For example you might want to escape security forces on a planet and need a fake id to get off planet, etc.

PROFICIENCIES - WEAPON AND ARMOR[edit]

Weapons: Simple Weapons, Martial Weapons (from the PHB), Pistols, Rifles and Heavy Weapons (Super-Heavy weapons use the Heavy Weapons proficiency. Also has a special feature that you use your Dexterity or Intelligence modifier to attack and damage, but only with these weapons).

Armor: Light Armor, Medium Armor, Heavy Armor, Shields and Exo-Armor.

NEW FEATS[edit]

ADAPTIVE
Increase your Strength or Constitution score by 1, maximum of 20. You are not at disadvantage to attacks, ability checks, saving throws or skill rolls in high, super-high, low or micro-gravity environments. You have advantage with melee attacks against those who are at disadvantage in these situations. See Environment.

BOLT-STORM
Spray and pray! You are skilled at creating even bigger threat area of your automatic weapon attacks. Whenever you use an Autofire feature with an Automatic weapon, you can change the area of effect from a 10x10ft area to either a 15x15ft area or a 5x30ft line area. You only suffer ½ (round up) the penalty for autofire when making AOE attacks. For heavy autofire only weapons the area changes from a base 20x20ft area to either a 30x30ft area or a 10x40ft area.

COVERING FIRE
Increase your Strength or Dexterity score by 1, maximum of 20. While wielding a modern range weapon you can, as a bonus action, designate one space within the weapon’s basic range. You are considered to be threatening this five-foot area that you can make opportunity attacks with your ranged weapon. With an auto weapon you can threaten a 10x10ft area but use 10 rounds with OA (or larger if using a Heavy Autofire weapon or Bolt-Storm feat).

CYBORG
Increase your Charisma or Constitution score by 1, maximum of 20. You can use the better of your Charisma or Constitution score for the maximum Stain of Spellware (increaase of lowest) and you can hold an additional points +2 points in Stain over the better of the two.

EXO-ARMOR PROFICIENCY
Increase your Strength or Dexterity score by 1, maximum of 20. Gain proficiency with exo-armors.

FIRE DISCIPLINE
Prerequisite: Heavy armor proficiency.
Increase your Strength or Dexterity score by 1, to a maximum of 20. You have better control when firing autofire weapons (not heavy autofire only weapons). When you autofire at just one target you have superior trigger control to only use 5 rounds of ammunition (instead of 10). You also suffer no penalty to your attack rolls when using either of the Burst Fire and Double Tab weapon feature.

FIREARM EXPERTISE
Prerequisite: Pistol, Rifle or Heavy Weapon proficiency.
You can reload one clip, magazine, or cell using five feet of movement (instead of 15ft) or 10ft to also collect the expended clip or powercell (instead of 30ft). This only works for firearms, not advanced melee weapons with powercells. Before making a ranged attack with a firearm (no autofire/burst fire) that you are proficient with, you can choose to take a penalty to the attack roll up to your Proficiency bonus. If the attack hits, you add double this penalty to the weapon’s damage (i.e. taking a -2 to hit adds 4 damage with a successful hit).

SPACER
Increase your Dexterity or Intelligence score by 1, to a maximum of 20. You are comfortable in zero gravity environments. You no longer suffer disadvantage in weightless/z-g situations. See Environments with basic Strength and Dexterity based skills. You have advantage on any Dexterity (Acrobatics) check to right yourself when tumbling and Intelligence saves if trapped in a vacuum without protection. Zero-gravities does not count as difficult terrain. Finally you have advantage with melee attack rolls in zero-g against those who are normally at a disadvantage (i.e. anyone without this feat, an Elf, voidborn, etc.).

SNIPER
Prerequisite: Rifle or Heavy Weapons proficiency.
You marksmanship training has enable you to make incredible shots. While wielding a Rifle or Heavy Weapon and when you take the Aim Special Action, as an action you make a single ranged attack at advantage if the target is at least 80 feet away from you. If both checks to make this attack would have resulted in a hit, roll the weapon’s damage again and add that to the final damage.

SUPPRESSING FIRE
Increase your Strength or Dexterity score by 1, maximum of 20. You are skilled at suppressing enemies with your Autofire. When making an Autofire attack, all targets within the area of effect must also make a Wisdom save (DC8 + your proficiency bonus + your Dexterity bonus) or have their Speed reduced by ½ (round down to the nearest 5ft) until the start of your next turn. This is in addition to their Dexterity save for ½ damage.

Updated Feats from the PHB[edit]

First, not using the Healer Feat (most covered by a Medical Kit). Updating Great Weapon Fighter' and Sharp Shooter to say “Take a penalty up to your Proficiency bonus to your attack and add double that to your Damage if you successfully hit (i.e. at 1st level character can only take a -2 to attack to gain a +4 to damage)”. Sharp Shooter only works for archery and crossbow weapons. For Heavy Armor Specialization, you only gain the reduced damage from advanced weapons if the armor you are wearing is also advanced. Weapons with the AP feature count as magical when used against a heavy armor specializations damage reduction. Weapon Master Feat allows you to also choice Pistol, Rifle or Heavy weapons.

NEW SITUATIONS/ACTIONS[edit]

Aim: if the attacker does not move on its turn (Speed 0), it can use a Bonus action to ‘Aim’ at a target when taking a Range Attack action. When it does so, ½ cover drops to no cover and ¾ cover drops to ½ cover. Aim has no effect on full cover.

Area of Effects (Explosives): (PHB pg. 204) When making an attack with a hand grenade, rifled grenade launcher, mortar, missiles or any other weapon AOE style attack, the attack chooses where the explosive is going to land. Explosive weapons also have two range increments, base and long. Long range grants advantage on affected target’s saving throws. If an attacker does not have Line-Of-Sight on this AOE it is can make an indirect attack, meaning that it can attack over osculates or into area that the attacker cannot see. The range remains the same. Treat targets as Invisible and affected targets have advantages on their saving throws. If the targets are also at the long range of the explosives the targets gain Resistance to the grenades damage (¼ damage at long range with a successful save).

Autofire: When using an Autofire weapon feature, the attacker has two choices, to concentrate on one target or to try fire into an area seeking to damage multiples targets at once. Both affects require the shooter to make a Ranged attack roll at -5. When the attacker concentrates on one target a successful hit deals +2d weapon damage to one target (i.e. an assault rifle that deals 2d8 damage deals 4d8 damage and a critical hit deals 6d8 damage). For the second option, the attacker must get at least a 10+ with its ranged attack check. If it succeeds all targets in the weapons Area of Effect (AOE; PHB pg. 204) must make a Dexterity saving throw vs. DC8 + the attacker’s proficiency + Dexterity ability modifier. All targets that fail suffer the base weapons damage. If they succeed they take ½ damage. If the attacker got a Critical success on its attack then all effected targets saving throw are at disadvantage (instead of dealing double damage).

Special – the attacker can use a Bonus action to “Brace” to reduce the Autofire penalties to the attack roll to only -2, but its Speed drops to 0 until the start of its next turn. Also bracing grant advantage from all attacks against the attacker until the start of its next turn.

For both Explosive and Autofire AOE

Special - you do not include Strength or Dexterity modifier nor any range Feat or non-specific Feature (like Grenade Expert) bonuses to damage to any AOE damage types listed above.

Cover: cover is very important in modern/sci-fi settings. Soft cover is provided by effects that obscure vision such as smoke, foliage, etc. These effects cannot stop an attack but rather obscure the creature making them harder to hit. Hard cover works similarly but can be destroyed by damage. Any hit that misses a target do to the cover bonus (including full cover if the attacker wishes to shot it) damages the cover instead. Otherwise cover has an AC of 10 to attack any. ½ Cover can absorb 15 HP, ¾ Cover can absorb 30 HP, Full Cover has 60 HP, and all have Resistance to damage. Full cover that is reduced to 30 HP only provides ¾ cover now, and ¾ cover reduces to 15 HP only provides ½ cover. When all the area’s HP are depleted it no longer provides cover. The material cover is made of also provides Hardness. Light materials (wood, etc.) provide 2 Hardness, Medium material (concrete, plastics, etc.) provide 4 Hardness, Heavy materials (reinforced concrete, steel, etc.) provides 8 Hardness, while Super-Heavy material (reinforced steel, etc.) provide 10 Hardness. It takes ½ movement to initially benefit from cover and when “pop-out” attacking to gain the benefiting from either Full Cover or ¾, also costs the attacker ½ movement.

Falling Prone: unless you are forced Prone, you use 5ft of Movement to fall to the ground prone. Also as a Reaction, if you have at least 5ft of movement remaining this turn or have not acted yet this turn, you can fall prone (costing you 5ft of movement) and gain advantage on any Dexterity saving throws against area of affect spells or weapons that you just reacted too.

THE ENVIRONMENT[edit]

In DragonStar and many sci-fi setting the environment can be as dangerous as an enemy.

ATMOSPHERE
Most major life forms of the setting breathe nitrogen, oxygen, or a mixture of the two. Atmospheres are divided into five categories: Vacuum, Thin, Normal, Dense, and Hazardous (Toxic).
Vacuum: The void of space contain little or no air or atmosphere, meaning most organic beings must breathe through artificial means (such as void suits). The lack of atmosphere also means pressure is extremely low or nonexistent. This causes blood vessels to burst and lungs to rupture. If a creatures doesn’t have a sealed suit (or it’s breached), every round it suffers 1d6 hit points of damage and must make a DC15 Constitution save or also suffer one level exhaustion of from decompression. If a breathing being expels all air from its lungs (requiring a DC15 Intelligence save) it can avoid this roll for ¼ it Constitution score (round down).
The victim recovers back hit points and exhaustion per regular means in normal atmosphere.
Thin: Thin atmospheres have little breathable oxygen, and the pressure can cause physical trauma as blood vessels expand and rupture. Creatures require pressurized void suits or rebreathers to operate safely in a Thin atmosphere. Creatures without a this protection require a DC15 Constitution save every 5 minutes of exposer. Heavy activity can increase save to every minute or every round of combat like activity. Failure causes a level of exhaustion. This can lead to death.
The victim recovers back exhaustion lost this way level every 10 minutes if returned to standard atmospheric pressure.
Normal: Standard atmospheres have no special effects. Types between Normal and Thin or Dense may also exist. Use whatever condition is closest but either extend the time before requiring a save and/or decrease the DC of the save. Also a maximum of 4 levels of exhaustion can be caused from these lower conditions.
Dense: A Dense atmospheres have a higher pressure than standard and are generally not as difficult time breathing as in a thin atmospheres. A being must wear some sort of breathing apparatus or make a DC15 Constitution save every 30 minutes or 5 minutes with heavy activity. Failure results in one level of exhaustion. This exhaustion can kill the subject.
Victims recover these lost exhaustion levels every 10 minutes if returned to standard atmospheric pressure.
Hazardous: Certain toxins and gaseous content of a Hazardous atmosphere do not support healthy life. This can include hostile planets or toxic wastelands (both natural and from pollution, etc.) or do to some natural toxic atmospheric conditions. A creature without some kind of breathing apparatus and/or biosuit to protect their skin must make a DC10-20 (depending on severity; GM’s call) Constitution save every round (or minute or hour for less toxic environments, as determined by the GM) or suffer an exhaustion level that can lead to death. Any failed Constitution save also imposes the Poisoned condition onto the target. This condition is not removed until all of the subject’s exhaustion levels have been removed.
Recovery is only possible when the creature receives air at standard pressure and one exhaustion level is recovered every 10 minutes.

GRAVITY
Different levels of gravity can affect individuals differently, as they suffer some physical disorientation in gravities different than what they’re used to. Being in higher gravity inflicts disadvantage on all Strength and Dexterity based attacks, ability and skill checks and saving throws.
In lower gravities beings experience higher Strength abilities for lifting, carrying and lifting and also higher base Speed. They can still suffer disadvantage on Strength and Dexterity saves.

  • Super-Heavy G': Carrying capacity, lifting, leaping distances and Speed are all ¼ normal (round Speed to the nearest 5ft base).
  • Heavy G: Carrying capacity, lifting, leaping distances and Speed are all ½ normal (round Speed to the nearest 5ft base).
  • Low G: Carrying capacity, lifting, leaping distances and Speed increase by +50% over normal.
  • Micro-G: Carrying capacity, lifting, leaping distances and Speed are doubled over normal. However, when firing non-recoilless weapons in micro-g environments when not braced (same as Zero-G, but a failed check knocks the attacker prone instead of tumbling).

Zero-G Effects: Movement and combat in zero-g is tricky due to momentum and disorientation. When not traveling in a straight line, beings move in zero-g as if it were difficult terrain. If you launch yourself off in a straight direction you continue to move at that same speed until you encounter a surface or some outside means alters your course. A Fly speed can change course and alter your speed but you must you movement to do so, otherwise you will continue to move at the same speed and in the same direction your last move. Firing non-recoilless weapons in a zero-g environment automatically sends a target tumbling and is at disadvantage. When tumbling the creature has a Speed 0 (if it was moving then it is still moving in that direction and cannot change it) and it is at disadvantage with all saving throws, skill and ability checks and attack rolls. As an action the creature attempts a DC15 Dexterity (Acrobatics) skill check to ‘right’ itself (at disadvantage). Success means it is no longer tumbling. A creature can spend its Action and make a DC12 Strength (Athletics) or Dexterity (Acrobatics) check to ‘anchor’ itself to some larger surface or with a DC15 if firing a non-recoilless weapon using burst fire or autofire weapon features. Magnetic books can latch onto a metal hull as a bonus action and with no check required. Being anchored in this way allows normal Strength and Dexterity based skills checks and attack rolls that will not send you tumbling. However your speed that round is 0.

OTHER HAZARDS
COLD WEATHER
Trudging through deep snow for hours on end, or facing biting, bitter winds, can dehydrate and fatigue a creature as quickly as blazing deserts. Every four hours spent in weather around freezing (32° F), a creature must make a DC15 Constitution saving throw. Failure means gaining one level of exhaustion. This can eventually kill the creature. For below 0° F this save is at disadvantage. These rolls assume the creature is wearing normal winter clothing (or a wetsuit if underwater). If not increase the DC20. Advanced arctic suits ignore the basic condition and grant advantage on the save below 0° F down to around -40° F then standard saves and finally at disadvantage on saves below -80° F.
Below -100° F (uncommon except in space) without a space suit or similar protection the creature fails this saving throw automatically which is applied every minute.

EXCESSIVE HEAT
Intense heat, typically that over 90° F degrees Fahrenheit, can cause heat exhaustion and heat stroke, both of which are very dangerous. The actual danger is from dehydration, so well-supplied and conscientious creatures can greatly improve their chances in extreme heat simply by carrying a good amount of water and drinking frequently. When the temperature reaches 90° F degrees or more, the GM should pay attention to how much water creature is able to drink. If they are able to drink at least one gallon of water a day (for a typical Medium sized creature; half that for a Small and double for a Large sized creature), they may be tired and sunburned, but are in no immediate danger. A desert suit produces the water required for the wearer (but no extra). If that amount of water isn’t available, creature must make DC15 Constitution check every four hours, add +2 to the DC if the creature has half the water needed, add +5 to the DC if less than half. Add +1 to the DC for every 5 degrees above 90 the temperature is. However lower the DC by -2 if the creature is taking no physical action but walking and -5 if sitting and another -3 if sitting in a substantially shaded area. Failure means gaining one level of exhaustion. This can kill the creature.
The void of space, without a spacesuit protection, causes a level of exhaustion every minute automatically. Physical activity, water and shade have no impact on this.

PRESSURE
Pressure can come from dense atmospheres on some alien worlds or being deep underwater or hard-g maneuvers in an atmosphere. Dense atmospheric pressure requires a DC10 Constitution saving throw every hour, 10 minutes if exerting oneself.
Extreme pressure, such as from high-g maneuvers in flight or certain atmospheric conditions, increase this to DC15 each round. Failing either causes a level of exhaustion. These level of exhaustion can kill the subject.
Rising to fast from deep underwater can also cause problems. Taking ¾ the safe time is a DC15 Constitution save. Failure results in 1d6 pressure damage that also reduces the subject’s maximum hit point total by the same amount. Taking ½ the safe time is a DC20 or suffer 3d6 pressure damage (½ if you saved) that also reduces your maximum hit point total by the same amount and costs one level of exhaustion. Taking ¼ the safe time is a DC25 or suffer 5d6 damage pressure (½ if you saved) and reduce the subject’s maximum hit point total by the same amount and suffer two levels of exhaustion. These level of exhaustion can kill the subject.
You must spend HD to recover lost hit point maximum before you can recover lost hit point total. Recovering all lost exhaustion can only be done at one level per long rest with complete rest by the target (no actively heavier then walking).

RADIATION
There are various degrees of radiation that causes damage and can reduces the creature’s maximum hit point total. Creatures in a radioactive environment must make a Constitution save or its hit point maximum is reduced by an amount equal to the damage taken. This reduction is not recovered after a Long Rest. The target dies if this effect reduces its hit point maximum to 0.
Dangerous levels of radiation require a DC12 save every hour or suffer 1d6 hit points of radiation damage and also a reduction of the creatures maximum hit point total by the same amount. Extreme levels of radiation require a DC15 save every minute or suffer 2d6 hit points of radiation damage (½ if you saved) an also a reduction of the creatures maximum hit point total by the same amount. Deadly levels of radiation require a DC15 save but every round or suffer 3d6 hit points of radiation damage (½ if you saved) and a reduction of the creatures maximum hit point total by the same amount. For all levels a failed Constitution save also imposes the Poisoned condition onto the subject.
You must spend HD to recover lost hit point maximum before you can recover lost hit point total. The poisoned condition is not removed until you have restored you maximum hit points to full first.
The void of space is considered to have a Dangerous levels of radiation.

VEHICLES[edit]

Vehicles ranged from the smallest scoter-bikes to the greatest capital starships. In all cases – the Vehicle Operator is the pilot or driver of the vehicle. The Systems Operator is anyone else although on some smaller vehicles a Vehicle Operator might fill all roles, depending on its actions. Certain actions can only be performed by the Vehicle Operator; see Vehicle Actions below for these cases. A vehicle operations check is the appropriate skill – Capital Ship Pilot, Drive or Pilot – modified by the vehicle’s maneuver modifier.

VEHICLE NOTES
Modifiers: are a bonus or penalty of the vehicle’s Dexterity modifier minus the vehicle’s size modifier for maneuver actions. Based on the vehicle’s size: Large size 1, Huge 2, Gargantuan 4, Colossal 6, Behemoth 8, Titan 10, Leviathan 12 and Dreadnaught 15.
Attack Modifier are only applies to weapons mounted on a vehicle and fired by an operator or gunner or autonomous vehicles (A.I.). It is based on vehicle’s Intelligence modifier minus the vehicle’s size modifier.
'Vehicle Armor Class = 10 - size modifier + armor bonus. Smaller, more maneuverable vehicles add the vehicle operator’s Dexterity or Intelligence modifier (some only to a max of +2). Note that the operator must be proficiency with the vehicle to gain its ability modifier bonuses (penalties always count).
Vehicle Damage Threshold = 10 + vehicle’s Strength mod + size bonus (Medium +5, Large +10, Huge +15, Gargantuan +20, Colossal +30, Behemoth +50, Titan +60, Leviathan +75, Dreadnaught +100)

A vehicle’s Damage Threshold is the amount of damage that it can take in one hit without suffering ill effects. When an attack deals more damage than this threshold it becomes 'Partially Disable. When this happens all actions taken by the A.I, the operator and all of the crew are at Disadvantage for any tasks on the vehicle’s systems (piloting checks, attack rolls, repair, sensors, etc.).
Vehicles that have be partially disbled i this way and again take the damage equal to exceeding its Damage Threshold becomes Disabled. The crew may still be able to act, but the vehicle cannot move under its only control. Aircraft fall from the sky, ground vehicles tend to move out of control and/or crash. Other actions that the crew attempts with the vehicle’s systems, while the vehicle is Disable, are at a Disadvantage. Vehicles cannot recover from either Partially Disabled or Disable ‘naturally’. Instead the operator or crew member must Re-rout power (see Vehicle Actions).
At zero hit points vehicles is Disabled and out of control and is no longer functioning, all systems tied to the vehicle stop funtioning (if weapons have a seperate power sourse or ammo source it can still fire BUT not missile type weapons). All the crew can do it attempt to fix it or abandoned it. If in hostile environment (underwater, toxic, etc.) the crew has a number of rounds to escape or get to life support area (or jury-rig an area) equal to the vehicle’s Mod +1 (i.e. a Large vehicle 2 round, while a Colossal vehicle 7). If a vehicle is reduced to 0 hit points by and attack that deals damage equal to or greater than its Damage Threshold, it is destroyed. In addition, all of the vehicle’s occupants suffer some of this damage; ¾ if the vehicle has ½ or ¾ cover, ½ damage if they have full cover. Occupants can make a DC15 Strength (Athletics) or Dexterity (Acrobatics) ability check gain Resistances to this damage. On a critical hit (even if not destroyed) that knock the vehicle to 0 Hit Points, all occupants also take ½ the damage inflicted from this last attack. Occupants can make a DC15 Strength (Athletics) or Dexterity (Acrobatics) ability check gain Resistances to this damage (taking ¼ the base damage).

Special Vehicle Rules[edit]

Area of Effect: Attackers of such weapons can pick a square and make an attack check AC10 to successfully hit this area, failure hit the same general area but al targets gain advantage on their Maneuver check to resist the damage. Targets within the AOE must make a Maneuver check equal to DC10 + the vehicle’s Intelligence modifier + the gunner’s Dexterity or Intelligence modifier (whichever is better) + the gunner’s proficiency modifier. Success halves the damage. Failing this maneuver does not inflict the normal failed maneuver check damage. Starfighters and small vehicles can have Resistance and Cover to certain heavy weapons (see Gear). Also see Missile Lock.
Autofire: see new Situation Houserules. Vehicles and Starships can instead suffer ½ Speed to gain the ‘Brace’ effect (lowering the penalty to the Autofire attack) and the vehicle still suffers the same result that all attacks against it until the start of the next round are at Advantage. Focusing on one target deals an additional +2d weapon damage (before multipliers) or it affects listed AOE if the gunner got a 10 or higher on its attack check. See Area of Effect for maneuver check.
Collision Damage: Vehicle size Medium 2d6, Large 3d6, Huge 4d8, Gargantuan 5d10, Colossal 7d10, Behemoth 10d10, Titan 12d12, Leviathan 12d20, Dreadnaught 20d20. This assume that the vehicle moved at least 50 feet that round before striking its target (Space 1). Moving up to 100 feet in a round (Space 3) doubles the damage and moving over 200 feet (Space 6) triples the damage. All crew and passengers in enclosed vehicles also suffer this damage as if they had Resistance (if not enclosed they suffer the full damage). With a successful DC18 Strength or Dexterity saving throw, the damage is halves (in affect they only suffer ¼ the damage if enclosed)./br> Ion Damage: As with Golems and other devices, after applying all modifiers (SR and Hardness reductions, etc.) double the remaining damage dealt compare it to the vehicle’s Damage Threshold for purposes of Partially Disabling and Disabling a vehicle (Don’t double the damage applies). Ion Vulnerability devices suffer double the damage but do not double it again against the Damage Threshold. Ion Resistant device do not suffer the double affect. Ion damage does not have as lasting affects as other damage. When making regular repairs, a success triples the amount of damage fixed and when making jury-rigging repairs the fixed damage does not go away at the end of the scene.
Out of Control: An out of control vehicle (one that is Disabled) is no long under control of the vehicle operator. Ground vehicles require a DC15 Drive check at disadvantage or it crashes (MPH equal feet in falling). Otherwise is skids to a haul in 1d4 rounds moving in the same general direction. If there are any obstacles in the way it make crash into them (see Collisions). Spacecraft moving forward in the same general heading it was on before. A flying vehicle in a gravity well at the time it becomes disabled immediately falls 500 feet plus an additional 2,000 feet for each additional round until it either hits the surface or is reactivated. The pilot can attempt a DC15 Piloting check to take ¾ falling damage or with a DC20+ for ½ falling damage. Otherwise resolve falling damage as normal, and all passengers and crew suffer ½ this damage.
Scale: For space scale, any vehicles smaller than Behemoth can occupy the same square. Colossal and smaller vehicles can occupy the same square as Tiran or larger vehicles. For Colossal vehicles and smaller to enter dogfighting with a larger vehicle share the same square.
Shields: Stop any damage first. If the damage exceeds the SR level, subtract 5 points from the rating. When it reaches 0 the shields stop functioning. Shields must be repairs or recharged (see below).
Tractor Beams: Work like Grappling (PHB pg. 195) but on a much larger scale. Vehicles have their Grapple bonus listed in their builds and can only grapple a target the same size or smaller. If the beam operator wins, the target has the Restrained Condition and the beam can move the grappled target without moving themselves or ending the grapple (Moving a Grappled Target). The target moves 60 feet a round towards the Grappler (or one square in Space scale).
Turning: Atmospheric vehicles cannot turn instantly. Instead a vehicle must move at least 50% of its total movement that turn (including from Dash and Increase Speed) to turn 45⁰. If the total movement that turn is more than 180 feet all passengers and crew must constitution save against a high-g turn (pg. 13). In space a ship can turn 180⁰ with just 1 square of movement but this requires a save verses high-g if the vehicle’s movement is greater than 6 squares total that turn. A turn of 90⁰ requires a save verses high-g if the vehicle’s movement is greater than 12 squares total that turn.

Vehicle Actions[edit]

Attack. As an action a vehicle operator can fire one fixed forward vehicle weapon system. Crew can fire weapons that are manning. For example within the turret or fixed gun point on the vehicle.

Attack Run (Vehicle Operator Only). As an Action, an aircraft or spacecraft with heavy auto only weapons or bombs and missiles can make a special ‘Attack Run’. However all attacks against the vehicle also have Advantage until the start of the operator’s next turn. For heavy auto weapons they affect targets in a wide line of 25 feet wide and up to 75 feet long (1x3 on space scale). All targets within this Area of Effect are at disadvantage on all Dexterity saves against this damage. With dropped bombs and missiles used against ground or stationary target having normal saves from indirect attacks, and can affect a line of affect with each bomb or missiles AOE (i.e. Rocket Launcher have an AOE of 60x60ft AOE. If the gunner drops 3 bombs then the AOE becomes 60 x 180 feet AOE). If the gunner has a “spotter” that it can communicate with on the ground and makes a DC18 Wisdom (Insight) check then target’s saves are at disadvantage instead.

Computer/A.I. Control. Many vehicles employ A.I. automation control. It can act as or aid the Vehicle or System Operator with making any Vehicle Operator tests (if they have the proficiency). A non-combat A.I. can also perform the following tasks independently – Attack, Hide, Maneuver, Move, Raise/Lower Shields, Repair, Reroute Power, Restore Shields, or Sensor Scan.

Dogfight (Vehicle Operator Only). Only aircraft or starcraft may engage in Dogfights. As a Reaction, any pilot may initiate a dogfight against another ship. If one side does not wish to engage they can be ‘forced’ with a contested vehicle maneuver check but the aggressor is at -1d6 to their skill. If the aggressor fails the dogfight is not initiated. If the aggressor wins then a dogfight is initiated and the loser has disadvantage on their attack rolls against the aggressors during the first round of combat.

  • Dogfighting: At the beginning of each round, ships engage in a dogfight make opposed vehicle operator check as a ‘free’ action. The side that ‘loses’ is at disadvantage on any attack rolls it makes against the winners this round. Each round the winner of the Dogfighting contest can move the group up to ½ his ship’s base speed IF the craft are of equal size or smaller.
  • Disengage from a Dogfight: When a ship wishes to leave a dogfight it requires an action and contested vehicle operations check on its turn. If the target wins they leave the dogfight. If the target fails it can still leave but all enemy ships in the dogfight can make an Opportunity attack against it. The ship can remain in the dogfight and not suffer these attacks. Behemoth ships and larger do not need to spend an action to disengage from ships that are smaller but they still would suffer an OA to do so.
  • Firing into a Dogfight: for any ships outside a dogfight, attack rolls against enemy ships in a dogfight with allies or other ships are at disadvantage except against Behemoth size or larger.

Hide (Vehicle Operator Only). The operator can use his action to make a Hide check during its’ round, so long as he has full obscuring cover (darkness does not count in space) or a Stealth system.

Maneuver (Vehicle Operator Only). These checks are modified by the vehicles maneuver rating and can cause damage with a failed check. Failure causes a number of 1d6 damage equal to the vehicle’s Mods +1. This damage is not reduced by Resistance or Hardness.

  • Dash: The operator can use its’ action to move the vehicle its Base speed movement again. This is a DC12 maneuver check to gain the benefits. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll.
  • Dodge: As its action the operator may take the Dodge action with a vehicle it controls. This is a DC15 maneuver check to gain the benefits of imposing Disadvantage from enemy attacks until the start of the operator’s next turn. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll.
  • Fighter Wings': For aircraft and starships of Gargantuan and smaller, can form attack wings of up to four vehicles. As a free action, at the beginning of the turn, all pilots must make a DC12 operations skill check. With success, all ships in the wing move at the same speed and remain within 30 feet (or the same square in space) of each other and they combine to aid each other’s defense. Only one of the fighters may attack in the round though their combine fire adds this check and damage. A duel (two) fighter wing adds +1 to both ship’s AC and +1 to the one pilot’s attack checks plus +1d to its weapon damage dice (i.e. 3d8 because 4d8) that round. With four or more ships, add +2 to all ship’s AC, +2 to its main attack checks and +2d damage dice.
  • Increase Speed: As a bonus action, the operator can try and increase the speed of its vehicle. Make a DC15 operator check. Success increase the ship’s speed by +50% this round. A DC20+ doubles the speed this round. A failure also reduces the ship’s speed by 50% that round.
  • Tight Turns: Atmospheric vehicle operators can attempt to turn with only 20% of the total movement that turn with a DC15 maneuver check. To do a bootleg turn – 180⁰ with only 20% of the total movement that turn – requires a DC20 maneuver check. In either case if the vehicle moves more than 90ft that turn all passengers and crew require a save against high-g.

Missile Lock. Unguided rockets, missile and torpedoes can only make Area of Effect attacks (as above). The operator or gunner can also attempt to make a direct attack against a target with an Action and an Intelligence (Computer Use) check against the target’s AC (with base attack bonuses and penalties). If it succeeds it gains a “partial lock” onto the target and can make a standard attack check the following round as an Action. If it exceeds the AC by +5 or more it gains a ‘missile lock’ and is at advantage on it attack on the following round’s Attack action. A missile lock attack that misses can attempt a follow up attack against the same target on the following round but without advantage as a Bonus action. If this second attack or a partially locked attack misses, the weapon exploded as a failed AOE attack (i.e. all targets in the area have advantage on their maneuver saves).

  • Avoid Missiles and Torpedoes: As a reaction, the vehicle operator can attempt to avoid a missile or torpedo that has just successfully struck his vessel. Make a maneuver check contested against the attack roll, success means the missile or torpedo missed that round. If subject to a missile or torpedo barrage, a base success means avoid one missile or torpedo and each additional +5 over the attack roll that operator made avoids another missile or torpedo of the same barrage.

Move (Vehicle Operator Only). As vehicle can move up to its base Speed in the round.

Raise or Lower Shields. As a Bonus action an operator can activate or deactivate the shields on a vehicle. Shields are generally kept inactive in noncombat situations as the strain it puts on the vehicle’s power systems.

Ram (Vehicle Operator Only). As an Action, an operator can attempt to ram a target by moving into the target vehicle’s space. You must have sufficient movement to reach the target’s space. You can only ram a target that is larger than your vehicle or up to two sizes smaller than your vehicle. As an Action make a vehicle skill check at disadvantage against the target’s AC. This is something like an Area Attack. If the check is successful, your vehicle and the target take Collision Damage. If your vehicle survives you can either finish the rest of your movement or attempt to ‘push’ the target with your vehicle. This works like Shoving a Creature (PHB pg. 179) using the Vehicles Strength or Dexterity bonus. If the target has lost power for whatever reason, it is at disadvantage on this check.
If the attack fails, your vehicle and the targets suffer ½ the normal damage and your vehicles moves the next unoccupied space and stops (end of movement).
As a reaction, the target vehicle operator can attempt to avoid this with an opposed operator’s check vs. the attacker’s check. With success it both ships only suffers ½ the damage or no damage if the attack check “missed”.

Repair. A damaged vehicle can be repaired, with time. If the vehicle is reduced to 0 hit points that also exceeded its Damage Threshold in the attack the vehicle has been destroyed and is generally not repairable. Someone may be able to jury-rig a short term fix to get it moving for a short period, but generally a vehicle in this state is sold for scrap. To repair non-destroyed vehicle (one reduced no lower than 1 hit points), a creature can work on it for one hour and make a DC15 Intelligence (Mechanics) check. A success repairs 1d8 + proficiency bonus in hit points. If the vehicle is suffering any condition these apply to the skill check.

  • Jury-Rig: To jury-rig damage of a non-disable vehicle requires a DC20 Intelligence (Mechanics) check and an Action of work. This restores 1d8 + proficiency bonus back in vehicle hit points. However all damage restored in this way is reapplied to the vehicle after whatever ‘scenes’ you are in end (generally at the end of combat but the GM has the final say). This can result in the vehicle being disable or even destroyed, depending on any extra damage it suffers.
* You can attempt to jury-rig a ‘fix’ against some condition (like sealing a room on a submersible that is sinking and taking on water). This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds) and is a DC15 Intelligence (Mechanic) check for most situations (GM’s call).
* To get a disabled/non-destroyed vehicle up and ‘limping-along’ requires a DC20 Intelligence (Mechanics) check and at least one hour of work. Success means that the vehicle will acts as if Partially Disable for a number of hours equal to your character level. At the end of this time the vehicle jury-rig ends (but you can keep trying to jury-rig it to keep it limping along). The GM might allow this condition to last until the vehicle can limp to some port, depending on situation.

Force Field systems that have been dropped to 0 total points it must also be repaired before the crew can attempt to restore additional points (see Restore Force Fields). This is a DC15 Intelligence (Mechanics) check to restore 5 points to a depilated Force Field. This takes a number of rounds equal to twice vehicle’s size mod, min 1 (i.e. a large vehicle takes two round, while a colossal vehicle takes twelve rounds). The crew can attempt to jury-rig this in ½ the time (round down, minimum 1 round) but the DC increases to 20 and failure results in the system being destroyed (requiring days to repair it, and at least one-tenth the overall vehicle’s cost in supplies).

Reroute Power. If a vehicle still has at least 1 HP a crew can make a DC15 Intelligence (Mechanics) check to remove the Partially Disabled or the Disable effects from a vehicle (note that the Disabled must first be fixed before the crew can attempt to fix the Disabled). This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds). A crew can try and jury-rig the repairs in ½ the time (round down, minimum 1 round), but the DC increases to 20. Failure at jury-rigging causes a Partially Disabled vehicle to suffer the Disabled effects for one round (then returns to Partially Disabled at the beginning of the operator’s next round) and can attempt to repair on the following rounds. Failure at jury-rigging causes a Disabled vehicle to suffer a number of 1d6 damage equal to vehicle’s size Mod +1 (ignores Resistant and Hardness) and the vehicle is still Disabled.

Restore Force Fields. A crew can attempt a DC15 Intelligence (Mechanics) check to restore 5 points to a depilated Force Field, up to its maximum rating. This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds). For every 5 points the Mechanics check exceeds the DC the crew restores an additional +5 points to the depilated Force Field points, up to its maximum rating or reduces the time required to restore the base amount by one round. This can be combined in any order (i.e. if an operator made its check by +15 it could restore 5 points, 2 rounds earlier, etc.) Failure simply fails to restore any of the force fields rating.

Sensor Scans. Scanning the area has slightly different rules for planet side and in space...
In space other starships and objects are not automatically seen or detected. At the maximum range this is a DC20 Intelligence (Computer Use) check. At optimal range this drops to DC15. Sensor Operators can make this check every hour using passive sensors as a free action. All full round actions, can switch to active sensors to make a check every 30 minutes but then others have advantage on detecting them when doing so. Automated Computer A.I. can fulfil this function but it uses the automations Notice check instead of Computer Use.
The activation of a StarCaster teleportation ‘fissure’ grants advantage on be detected within the range at the base DCs and a normal DC out to double these ranges.
Active weapons fire lowers the DC of being detected by 5. Ships traveling at full speed lower the DC by others by 5 while ships moving at ¼ maximum speed increase the DC of being detected by 5. Ships that are powered down and ‘gone quite’ increase this DC by 10.
No matter the factors the DC cannot be lower the 10.
Ships can travel its Space Scale speed in AU per hour (i.e. a Raptor Light Starfighter have a space scale speed of 11, it can travel 11 AU an hour in space). This gives a general how long ships take to get close to each other and passing over sensor distances.

Super Heavy Weapons[edit]

These weapons are always mounted, either on a gun emplacement, a vehicle or a starship. All require the Heavy Weapon Proficiency. All have disadvantage with direct attacks against medium sized creatures and smaller. These weapons cannot be operated by medium sized or smaller creatures without some form of mounting or fixed position and non-fixed/dropped weapons counted as ‘Bulky’ for large and huge size creatures. All are Military level availability. New weapon properties as follows…

  • Direct Fire: As personal weapons in that all vehicles in that with a failed attack checks with an AOE have Resistance to damage. This includes any non-targets in the AOE of the targeted vehicle.
  • Dropped: for bombs dropped from aerocraft and spacecraft. The vehicle moves over the target and drops the bombs dealing an AOE on the group below of the object. Targets on the ground get Dexterity saves verses the DC but even with the Evasion ability still suffer at least ½ damage. Vehicle operators make the vehicle Dexterity save and even with Vehicle Evasion ability still suffer at least ½ damage.
  • Fixed: these weapons can only be mounted on a Huge-sized vehicle or larger or at a fixed mount (not even giants can use them effectively). Fixed 2 weapons can only be mounted on Gargantuan-sized vehicles or larger. Fixed 3 can only be mounted onto Behemoth sized or greater. Also it suffers disadvantage with attacks checks against moving targets of Colossal size or smaller. Moving targets that are Gargantuan and smaller sized also have the equivalent of ½ cover. Fixed 4 can only be mounted onto a vehicle of Leviathan sized or greater. Also this weapon suffers disadvantage with attacks against moving targets of Colossal sized or smaller. Moving targets that are Gargantuan and smaller sized also have the equivalent of ¾ cover.
  • Ion: weapons don’t deal much damage, but can also disable the electronic systems of a vehicle with a powercell or energy systems of starships. The vehicle operator makes an Intelligence save verses the listed DC (also gains her Proficiency bonus if she is proficient with the vehicle she is operating + the vehicle save bonus). Hardened cells have advantage on this save. Failure knocks out all electronic systems (movement, non-analog weapons, targeting systems, force fields, life support, etc.) until restored. See Vehicles Houserules.
  • Knockdown: targets within weapon’s AOE also need to make a DC5+ the base damage dealt Strength save. Failure knocked them prone and back 1d4 x5ft from the weapon.
  • Laser: In space add an additional +1 to ranged attack rolls. With a critical hit you also disable the target vehicle’s sensors (Blind condition) until the start of your next round.
  • Locking: the attacker must first establish a ‘weapons lock’. See Vehicles.
  • Magnetic: On a critical hit the vessel also requires a save against the DC as an Ion effect.
  • Plasma: On a critical hit the weapon deals +2d additional weapon damage dice (plus the double).
  • Powered: these weapons are powered by the vehicles powercell or energy source. For powercells a ‘battle’ uses an hour of the vehicle’s battery, starships 1 energy point for each powered weapon.
  • Semi: these weapons can be carried by Exo-Armor or Huge sized creatures, mounted onto light vehicles or used with a semi-portable mount (wt. 80lbs, cost 200 credits, takes 3 full rounds to set up break-down). Some of these weapons also are listed as powered, but if used semi-portable it requires a powercell.
  • Space: These weapons are generally only mounted onto spacecraft and their ranges, AOE, etc. are listed on the space scale. Times 100 for personal scale.

DESCRIPTIONS
Bombs: generally unguided, dropped high-explosive (HE). They require a bomb bay and storage space (see vehicles). Bombs cost is for each bomb. All bombs allow a Dexterity save for ½. EMP bombs costs the same amount as HE but do not add the multiplier to damage (i.e. an EMP Bomb deals only 3d6 explosive damage) and everything with a powercell or energy source suffers the Ion affect.
Missiles: are direct fire high explosive (HE) rounds. They require a missile launcher (see vehicles) and prices is for each missile. Those not directly struck by the missile but within its AOE get a DC15 Maneuver save. HEAT missiles (high-explosive, armor piercing) five times the cost and add the AP weapon feature. Also increase the damage multiplier to x5. Missile that fire into and under water are called torpedoes (not to be confused with photon torpedoes). Same cost and only work underwater.
Photon torpedoes: only function properly in space and require a torpedo launcher (see vehicles). Price is for each. Those not directly struck by attack but within its AOE get a DC15 Maneuver save.
Machineguns: heavy fixed ballistic machineguns, common for squad support and fixed firing points.
Chainguns and Caseless chaingun: are simply heavier versions and fixed protection point weapons.
Autocannons: a light explosive cannon with automatic fire for devastating results.
Cannons: tank and light personal carrier weapons along with aero-attack craft.
Lascannon: the lightest is an advance squad support weapon but also a common starship weapon.
Vehicle Flamer: as flame weapons, firing flames out to a 120ft cone (30ft at the widest).
Mass Drivers: heavy magnetic railguns. Generally require separate storage for loading rounds.
Plasma Cannon: a squad support, fixed location security weapon or on light vehicles.
Particle Cannons: heavier plasma guns, found at fixed locations and mounted to larger of vehicles.
Ion Cannons: these EMP weapons deal little damage but can knock even the greatest vessels and devices out of commission. Targets missed and those in the AOE gain advantage on their save. Tractor Beam: these weapons use telekinesis to grab other vehicles and starships. They can be used both in a planet’s gravity and in space. A Tractor Beam uses use the Grab trait listed with the vehicle to be initiate a grabble attempt and to resist one. Tractor Beams can only grab a vehicles its own size and smaller. At long range the imitator of the grab is at disadvantage to its initial attack roll but not the gabble check. See vehicle Houserules for details.
Water Cannon: this weapon fire high pressure water as a semi-nonlethal crowd control.

WEAPON COST DAMAGE RANGE SPACE WT PROPERTIES
Bomb* 1,500 3d6 x8 explosive Drop -- 60 AOE 50ft, fixed, loading (EMP 23)
Bomb, breaker* 3,000 4d10 x8 explosive Drop -- 450 AOE 200ft/space 2, fixed 2, loading (EMP 25)
Bomb, buster* 8,000 5d12 x8 explosive Drop -- 1K AOE 500ft/space 5, fixed 3, loading (EMP 28)
Missile, light¹ 1,000 2d12 x4 explosive 1,500/10,000 15/100 50 Direct fire (AOE 10ft), fixed, loading, locking
Missile, medium¹ 2,000 4d12 x4 explosives 1,500/10,000 15/100 150 Direct fire (AOE 15ft), fixed 2, loading, locking
Missile, heavy¹ 4,000 6d6 x4 explosive 1,500/10,000 15/100 450 Direct fire (AOE 20ft), fixed 2, loading, locking
Photon torpedo ² 10k 4d10 x8 plasma -- 10/50 100 AP, direct fire (AOE space 1), fixed, loading, locking
Photon torpedo, heavy ² 25k 6d10 x8 plasma -- 10/50 500 AP, direct fire (AOE space 2), fixed 2, loading, locking
Heavy machinegun* 5,000 3d10 piercing 400/3,000 -- 75 Auto only, reload (200m), semi
Chaingun 10,000 3d12 piercing 400/3,000 -- 150 Heavy auto only, reload (1,000m), semi
Caseless chaingun 50k 4d10 piercing 400/3,000 -- 200 Fixed, heavy auto only, reload (1,000m)
Cannon, light 70k 3d10 x4 explosive 500/4,000 -- 150 AP, direct fire (AOE 10ft), fixed, loading
Cannon, heavy 175k 6d10 x4 explosive 600/5,000 -- 400 AP, direct fire (AOE 10ft), fixed 2, loading
Lascannon 70k 4d10 x2 fire 1,000/10,000 10/100 300 AP, laser, fixed, powered
Lascannon, heavy 130k 5d10 x2 fire 1,000/10,000 10/100 600 AP, laser, fixed 2, powered
Lascannon, massive 200k 6d12 x2 fire 1,000/10,000 10/100 1.2k AP, laser, fixed 3, powered
Mass driver 60k 4d10 x2 piercing -- 20/40 500 AP, fixed, magnetic, reload (20m)
Mass driver cannon 150k 4d10 x5 piercing -- 20/40 1k AP, fixed 2, magnetic, loading
Super mass driver² 450k 6d10 x5 piercing -- 20/40 2.5k AP, fixed 3, magnetic, loading
Plasma cannon 75k 5d12 400/3,000 -- 100 AP, direct fire (AOE 20ft), plasma, reloading (pc/E shots 20), semi
Partial cannon² 300k 5d8 x6 plasma 500/4,000 5/40 500 AP, direct fire (AOE 30ft, space 2), fixed, plasma, powered
Partial cannon, heavy² 700k 6d10 x6 plasma 500/4,000 5/40 1.5k AP, direct fire (AOE 40ft, space 3), fixed, plasma, powered
Ion cannon 50k 3d10 1,000/5,000 10/50 250 Direct fire (AOE 10ft), fixed, lon DC20, powered
Ion cannon, heavy² 100k 5d10 1,000/5,000 10/50 600 Direct fire (AOE 20ft, space 1), fixed 2, ion DC25, powered
Tractor beam 75k restrain 1,000/5,000 10/50 500 Fixed 2, powered
Water cannon 20k 2d8 bludgeoning 120ftx10ft line -- 500 Fixed, knockedown, reload (500gallons/10 shots)

¹ - suffer disadvantage on attacks against moving targets Gargantuan size or smaller (or advantage on save vs. AOE) and such targets also have the effect of ½ cover in addition to Resistance to any non-direct hit damage.
² - suffer disadvantage on attacks against moving targets Colossal size or smaller (or advantage on save vs. AOE). Gargantuan and smaller also have ¾ cover in addition to Resistance to any non-direct hit damage.

Vehicle Creation[edit]

SIZE MODS COST CREW CARGO MAN SPEED AC
Medium 0 2,000 2 40 +0 50ft 11 +Dex/Int bonus
Large 1 4,000 5 200 -1 40ft 11 +Dex/Int bonis
Huge 2 10,000 10 1,000 -2 40ft 12 +Dex/Int bonus (max +2)
Gargantuan 4 25,000 20 4,000 -4 30ft 12 +Dex/Int bonus (max +2)
Colossal 6 75,000 40 12,000 -6 25ft 12
Behemoth 8 200k 80 50,000 -8 20ft 13
Titan 10 500k 200 200k -10 20ft 13
Leviathan 12 900k 500 500tons -12 15ft 14
Dreadnaught 15 1.5M 1K 5,000tons -15 15ft 14
SIZE POWERCELL ENERGY HD HP SAVE THRES HARD STR
Medium 24hrs with 1F none 3 30 -2 18 2 16 (+3)
Large 12hrs with 1F none 6 60 -1 26 2 22 (+6)
Huge 10hrs with 1G none 9 90 +0 35 3 30 (+10)
Gargantuan 8hrs with 2G 5 12 120 +1 45 3 40 (+15)
Colossal 8hrs with 2H 20 (5) 16 160 +2 55 4 50 (+20)
Behemoth 8hrs with 4H 50 (10) 20 200 +4 70 5 70 (+30)
Titan 8hrs with 8H 100 (20) 25 250 +6 90 6 90 (+40)
Leviathan none 150 (30) 35 350 +8 110 8 110 (+50)
Dreadnaught none 250 (50) 50 500 +10 130 12 130 (+60)

Size: How big the vehicle is.
Mods: basic size mod used for upgrades but also for some stats (like Grab) and some upgrades.
Cost: the basic cost in credits, the number in parentheses is the cost for powercells power source. Note that gas engines are considered Analog and unaffected by anti-magic and dispel.
Crew: basic number of passengers and crew that a vehicle can hold.
Cargo: the standard amount of cargo a vehicle can transport.
Maneuver: vehicle’s Dexterity mod minus this modifier. Attack Modifier is listed in parentheses and only applies to weapons mounted on the vehicle and fired through advanced assistance (A.I.). This is based on the Vehicles Intelligence minus the vehicle’s maneuver modifier.
Speed: The base speed in feet. The maximum MPH in parentheses in vehicles.
Powercell: How many and the type of powercell are used to power the vehcile.
Energy: Spacecraft require enhanced super-efficient powercells along with a refined liquid-mithal fuel. These systems are only added to spacecraft. The number in parentheses is how much energy a StarCaster uses for each teleportation (no matter the distance).
AC (Armor Class): The basic armor class of the vehicle.
HD (Hit Dice): Vehicle hit dice. All hit dice are 1d10 and grant maximum amount to vehicles.
HP (Hit Points): The amount of damage the vehicle can suffer before being disabled. Vehicles have resistant to all Damage from non-AP weapons property attacks and spells.
Saves: The vehicles base save verse Ion and Pincher EMP attacks. Only required for powered vehicles (things like horse carts and hang gliders don't have these saves)
Thres (Damage Threshold): 10 + Strength modifier + bonus (Medium +5, Large +10, Huge +15, Gargantuan +20, Colossal +30, Behemoth +50, Titan +60, Leviathan +75, Dreadnaught +100).
Hardness: Reduce all damage dealt by this amount, after resistance is applied.
Strength: the minimum Strength for a vehicle of that size. Dexterity is a base 10 unless upgraded.

Other Characteristics of Vehicles
Cover: the cover bonus to all crew and passengers. Full means enclosed within the vehicle, partial lists the bonus while exposed means no cover.
Other Abilities: basic ability scores of vehicles including Dexterity, Intelligence and Wisdom. Vehicles Dexterity is base 10. Intelligence and Wisdom must be added with A.I. upgrade.
Proficiency: These are any skills that the vehicle’s A.I. can perform as directed by the owner/ operator. A vehicle A.I. can perform all tasks at the same time.

Propulsion Type
Aerocraft, Jet: Four time base cost and triple base Speed. MPH is four times feet Speed. Min size Huge; Max size Titan. Minus one Hardness and ¾ HD/HP. Reduce Damage Threshold bonus from size by ½ (round down). Add stall speed of base speed x2. Runway required of 2,000 feet. Double the powercells required.

  • Afterburners engine cost five times base cost and quadruple base Speed. MPH is four times feet Speed. Increase the powercells required by one step and +1 additional powercell.
  • Turbo-Sonic engine cost six times base cost and changes MPH to ten times base feet Speed and increase runway requirement to 4,000 feet. Also increase the powercells by one step and double number required.
  • VTOL Jet craft cost base cost times five and triple base Speed. MPH is three times feet Speed. Can hove, no minimum speed or runway. Increase the powercells required by one step and +1 additional powercell. Minus 1 from AC but increase the AC bonus by one step (auto 1 level of Advanced Controls upgrade).

Aerocraft, Rotor: Triples base cost and double Speed. MPH is double feet Speed. Min size Huge; Max size Colossal. Minus 1 Hardness and ¾ HD/HP. Reduce Damage Threshold bonus from size by ½ (round down). Can hover, no minimum speed or runway. Double the powercells required. Minus 1 from AC but increase the AC bonus by one step (as if automatically 1 level of Advanced Controls upgrade).

  • Tilt-Wing Rotor upgrade increase cost to Four times base cost (instead of times 3) and increases MPH to triple base feet Speed. Double powercells.

Aerocraft, Propeller: Double base cost and base Speed. MPH is double feet Speed. Min size Huge; Max size Colossal. Minus 1 Hardness and ¾ HD/HP. Reduce Damage Threshold bonus from size by ½ (round down). Add Stall Speed of ½ base Speed. Runway required of 800 feet. Double the powercells required.
Anti-Grav: Five time base cost and four time base Speed. MPH is three times feet Speed. Minus one from HD/HP and Hardness. Can hover, no minimum speed or runway. Double the powercells required. Unless sealed safety features limit altitude to 500ft.
Hover: Double the base cost but Speed remains unchanged. MPH are 150% feet Speed. Max size Colossal. Can hover, no minimum speed. Ignores difficult terrain and obstacles under 6ft in height. Can ‘fly’ over water at base speed.
Spacecraft: Ten times the base cost and double base Speed. MPH is ten times speed but add Space scale speed is 1 for every 10 full feet of base speed movement. Requires Energy cells (factored into cost). Increase their HD and Hit Points by +50% (round up) and triple base Hardness.
Tracked: Double the base cost and lower base speed by 5ft. MPH are double feet Speed. Add two to AC, HD and Hardness, but lower the AC bonus to base (no dex/int mod). Add +5 to base Threshold. Ignores most difficult terrain and obstacles. Add +4 to all Maneuver rolls (not attack). Double the powercells required.
Walker: Four times base cost and increase Speed by +10ft. MPH are double feet Speed. Add +2 to Maneuver rolls (not attack) for 2-legged, +3 for 4-legged and +4 for 6 or more legs. Increase the powercells required by one step.
Watercraft: Halve base cost for normal Speed. MPH are Speed in feet. Can only operate on water. Operational duration is doubled.
Wheeled: all features as listed under basic vehicle builds. MPH are double feet Speed. For a Turbo-Charged engine, cost is the base vehicle size cost again. Increase Speed by +40ft (and +80MPH) but all operation checks and maneuvers are at disadvantage. Half the base duration of the powercell's battery life.
Unpowered: ¼ base cost. Analog. No power. Speed is dependent on type of vehicle, how it is powered, etc. GM’s call.

UPGRADES
Advanced Controls (cannot be added to Tracked or Watercraft vehicles): Cost is the base vehicle cost, including propulsion type modifier to cost. Increase the basic AC bonus by one step (AC only to AC +Dex/Int, max +2 or AC +Dex/Int, max +2 to AC +Dex/Int). Can be taken twice by those vehicles that start with AC but the price for the four times as much.
Advanced Crash systems: Can be added to any vehicle for ¼ its base cost. For ‘Bikes’, with crash system engaged, passengers take ¾ damage from crashes. Ground vehicles, with crash system engaged, passengers take ¼ damage from the crash. Aerocraft and Spacecraft, with the crash system engaged, passengers take ½ damage from crash.
AMCM: Cost ¼ base vehicle cost, including propulsion modifiers to cost. Anti-Missile Counter Measures are integrated jammers and decoys. The ship imposes disadvantage on Computer Use check to gain missile locks and gains advantage against the tractor beam Grapple check.
Armor Upgrade: Cost is the base vehicle cost, for a +1 AC and Hardness (half this cost for Tracked vehicles and Starships). Maximum of 6 times, for same cost and benefit, except Aerocraft which can only take this upgrade twice.
Artificial Intelligence (A.I.): Cost 1,000 credits times vehicle Mods, minimum 1. A basic A.I. can run passive systems (scanners, open doors, regulate interior temperature). For full A.I. can operate active systems – takeoff, landing, and flying, fire all weapons, to opening and closing hatches. Has a Proficiency bonus of +2 and Intelligence 12 and Wisdom 10. To increase the proficiency bonus to +3 costs 10,000 credits. Proficiency bonus of +4 (max) costs an additional +25,000 credits (must still pay the+3 cost). Either Intelligence or Wisdom can be increased separately at a cost 500 times the vehicles Mods per +2 max score 30.
Atmospheric (Spacecraft only): Cost base vehicle cost x5. This allows a starship to enter and leave a planetary atmospheres. Includes heat shielding and additional work to handle the stress and strain of entry. All starships with this modification include vertical takeoff and landing (VTOL) capacities.
Attribute Boost: Increase the vehicle’s Strength or Dexterity. Each level adds +2 to one attribute and costs ¼ the base vehicle cost. Dexterity can be taken 8 times (max 26 Dexterity), while Strength maybe increase up to double base level (i.e. a large vehicles’ base Strength is 24, can increase to 48).
Automation (Requires an A.I.): Cost is ½ the base vehicle cost, including propulsion modifiers to cost. This vehicle can drive itself and preform any normal vehicle function or actions (see A.I. Vehicle Actions). Counts as the operator, crew and/or gunner. Hover and Wheeled Bikes type vehicles must also have the Gyrostabilization upgrade.
Bomb Bay (Minimum size Huge or larger and only Aerocraft or Spacecraft vehicles): Cost 5,000 credits each. Each bomb bay may drop one bomb a round. All use the same attack roll (see Vehicle Combat). Require 150% the bomb’s weight in storage (cargo) space for each bomb carried.
Cargo: increases the basic cargo load by 50%, costs one-tenth vehicle cost, including propulsion modifiers to cost. Can be taken up to the vehicles Mods number of times.
Electromagnetic Shielding: Cost ½ vehicle cost, including propulsion modifiers to cost. Each level adds +2 to a vehicle’s save against EMP, Ion and Pincher affects.
Enhanced Powercells: Cost base vehicle cost, including propulsion modifiers to cost. Increases the battery duration of a vehicle by +2 hours but also ads +½hr to recharge. Can be taken up to the vehicles Mods times.
Environmentally Sealed (Atmosphere vehicles only): Costs 500 credits per passengers. Sealed vs. hostile environments.
Extra Batteries (Powercell only): Cost double base vehicle cost, including propulsion modifiers to cost. Doubles the basic battery number the vehicles has and operating duration is also doubles along with recharge time.
FTL StarCaster (Starships only): Minimum size of ship Colossal. Cost base vehicle cost x10. Includes both the StarCaster engine and astrogation computer plotting systems requirements.
Fuel Pods (Starship only): Cost base vehicle cost for each ‘pod’. Each pod increases energy capacity by +20%. Can be take up to the vehicle’s Mod times.
Fine/Luxury-Class Features: Costs the same price as the basic vehicle cost. The exterior and interior of the vehicle have enhanced features to appeal to those who desire style. Can be taken twice as Luxury features. Passenger fees can be increased over 100% standard rates for each level.
Hardened Frame: Costs ¼ the basic vehicle cost, including propulsion modifiers to cost (Spacecraft and Tracked vehicles do not count the vehicle propulsion for this cost). Each level adds +5 to the vehicle’s Damage Threshold. Can be taken a number of times equal to the vehicle’s Mod.
Hardening: Costs ¼ the basic vehicle cost, including propulsion modifiers to cost (Spacecraft and Tracked vehicles do not count these increase for this cost). Increase the vehicles Hardness rating. Each level adds +2 to the base Hardness (stacks with Armor Upgrade). Can be taken vehicle Mod times, except by Aerocraft which can take it a maximum of 3 times (if Mods are higher).
Hauler (Atmospheric vehicles only): Costs ¼ the basic vehicle cost, including propulsion modifiers to cost. The vehicle has some external cargo capacity not included within the vehicle. For example a trailer for a ground vehicle or sling for a helicopter or anti-grav craft. Most vehicles can haul ten times the base vehicles Cargo load. Rotorcraft are the only type of Aerocraft that can have this upgrade and halve the weight (i.e. x5). Watercraft increased this cargo weight by four times.
Inferior Controls: Cost reduction -20% off the base vehicle cost, including propulsion, each level. Reduces AC bonuses by one step (AC +Dex/Int is reduced to AC + Dex/Int (max +2) and the vehicle’s Maneuver by -2 each level. Can be taken twice down to AC for smaller vehicles.
Ion Hardening: Cost is base vehicle cost, including propulsion modifier. Advantage again Ion and Pincher saving throws and don’t double damage to impose affects.
Ion Vulnerability: Reduces cost -20% off base vehicle cost, including propulsion modifiers. Vehicle suffers double damage against Ion and Pincher damage (don’t double again to impose affects).
Garage/Hanger (Titan or larger only): Cost 100,000 credits. A hangar (or garage) can carry up twenty-four Medium, twelve Large, six Huge or three Gargantuan sized vehicles. Garage/Hanger (Colossal or larger only): Cost 25,000 credits. A small hanger (or garage) that can carry up to five Medium, four Large or one Huge sized vehicle.
Gyrostabilization (Atmsphere vehicles only): Cost is base vehicle cost, including propulsion modifiers to cost. Adds +4 to Maneuver and allows for self-driving/automation checks for bikes and hovercraft.
Life Support (Non-Spacecraft. Requires Environmentally Sealed): Cost ½ base vehicle cost. For vacuum environments. Requires a separate B powercell per passenger for 18 hours of air, each. A separate C powercell will instead provide the same air for 4 passengers, while a D powercell will provide the same air for 20 passengers.
Mercantile (Minimum size Behemoth or larger): Cost 80,000 credits each. Each generates vehicle’s Mods x 1d4K credits a month for the ship. Each has roughly 300 square feet of space. Each addition add unit roughly 150 square feet and +1d4K revenue a month. Most be open to public, etc.
Missile Launcher: Cost 5,000 credits each. Allows up to four Light or two Medium or one Heavy missiles to be fired at once each round. Requires twice the storage (cargo) space equal to the weight of each missile carried.
Passenger Compartment: Costs is ½ the base vehicle cost, including propulsion modifiers to cost. +50% the base Crew number as passengers. Can be taken a number of times equal to vehicle mod.
Off-Road (Wheeled vehicles only; Tracked vehicles already include this mod automtically): Cost is base vehicle cost. This allows a vehicle to ignore off-road and difficult terrain penalties. If taken a second time at base vehicle cost, add Resistance against maneuver damage for the same cost again.
Ram: Cost is base vehicle cost. The vessels has a reinforced port and superstructure allowing it to ram other vehicle without destroying itself (at least in theory). It has resistance on any ramming damage that it would suffer when it rams another vessel (but not when rammed by another).
Reinforced Chassis: Cost is ½ the base vehicle cost, including propulsion modifiers to cost, for +1 HD and +10 Hit Points. Can be take a maximum number of times up to double the basic HD level (i.e. a Large vehicle has a base of HD6, so this modifier can be take a maximum of 6 times). When adding to tracked and space vehicles instead add +2 HD and +20 Hit Points for each level.
Sensor Suites, Basic (Spacecraft only and all require at least this level). Cost 50,000 credits. Requires Intelligence (Computer Use) to operate properly. Include light, chemical, motion and other active sensors allow detection of target up to 100 AU away with a DC20 Computer Use skill check. Within 5 AU (optimal) this drops to DC15. Illumination and cover are ignored. Targets don’t have to be in line of sight but asteroids, small moons or powerful energy fields may cause inaccurate or false readings, counting as obscure to hide, etc.
Sensor Suits, Advanced: Cost 500,000 credits. As basic sensor suite but superior tech extends detection of maximum range to 500 AU (base DC20). Within 25 AU it drops to DC15. All other factors as Basic Sensor Suite.
Sensor Systems (Atmospheric only): Variable cost. Advanced sensors to aid operators and crew. All requires Intelligence (Computer Use) to operate properly. Without proficiency all checks are at disadvantage. Include: Radar (Blindsense aerial 10 miles, however not for attacks) for 4,000 credits, Combat Radar (Blindsense 500ft base, 10 mile extended) for 8,000 credits. Sonar works the same for the same cost but only on and underwater. Multi-Spec Sensor as Auspex Hand Scanner, but range is five miles (+5DC for every additional mile) 5,000 credits. Ether-Scope Screen (Darkvision 1,000ft base) 2,000 credits.
Shields: Cost is ½ the base vehicle cost, including the propulsion types increases, per level. Acting like Temporary Hit Points and a Threshold, the amount of damage that it will stop from each attack. Active shields also detonate missiles and torpedoes before they strike, giving the ship Resistance to these attacks (and canceling any AP affect). Level I rating 5/50 (threshold/temporary hit points); Level II rating 10/100, requires a minimum vehicle size of Huge; Level III grants 20/200 requires minimum size of Gargantuan. Level IV grants 30/300 and requires minimum size of Colossal; Level V grants 40/400 and requires a minimum size of Behemoth. Enhanced Shields increase cost by 25% and increase the total temporary HP by +50% (i.e. 100 becomes 150, etc.). This enhancement can be taken twice for same cost each time.
Speed: Cost is ¼ the base vehicle cost, including the propulsion types increases, per level. Each level adds +5ft to the base speed times the propulsion types. Max levels double base speed.
Speed Reduction: Cost reduction -5% off the base vehicle cost. Each time this is taken, reduce base speed by -5ft (then calculate vehicle speed by propulsion). Minimum speed of 10ft.
Stealth System: Cost is the base vehicle cost, including propulsion modifiers to cost. Radar absorbing paint, heat baffles, scramblers and other tech make this ship difficult to detect. Those trying to located, attack, lock-on, etc. are at a disadvantage against this ship. The effect is negated any round in which the ship fires a weapon or emits some other non-cloak signal such as radio signals or active sensor searches. The vehicle can also attempt to Hide without cover but at a basic check. Cover gain advantage on check. Use operator’s Intelligence modifier instead of Dexterity.
Submersible (Watercraft only): Cost is double the base vehicle cost, including propulsion modifiers to cost. Base Watercraft feature to the vehicle when running on the surface. When running underwater halve speed. Increase speed cost as Watercraft but the numbers are halved when the vehicle is running underwater. Powercell battery life includes basic life support features.
Superstructure (Leviathan sized vehicles or larger only): Cost 500,000 credits each. Superstructures are massive extensions that add a great amount of space to a ships. Typically to accommodate more passengers or cargo. Each superstructure uses +1 more Energy per day and reduces HD/HP base by -1d/-10HP x the vehicles Mods as they reduces the overall structural integrity.

  • Bulk Cargo: These massive hulls that can handle 800,000 cubic feet of cargo (20,000 tons or 5,000 tons if the ship enters is to enter the atmosphere). Halve cost if the area is not sealed verses vacuum/environment but then it cannot enter an atmosphere.
  • Factory: These units can process raw material into manufactured goods. Adds 100 crew. Each factory requires one shuttle to take in raw goods. Each factory can generate 2d6 x 5,000 credits in goods, supplies, etc. a week in an average mineral rich environment (asteroid field, etc.).
  • Hanger: Large dedicated flight bay that holds up to 20 gargantuan sized vehicles or 10 colossal sized one. Includes additional fuel storage, maintenance bays, training and briefing rooms and ads 50 additional crew members (not counting flight crew).
  • Passenger, Civilian: Accommodations for long-term comfortable travel, includes hydroponic gardens, theaters, gyms, malls, restaurants, shopping and logging for 700 passengers and 50 additional crew. Generates 2d4 x 5,000 credits each month in revenue.
  • Passenger, Military: Spartan barracks, training facilities, armories, and a few multi-purpose recreations areas for 500 troopers and 50 additional crew (cooks, techs, etc.)

Teleporter (Minimum size Colossal): Cost 500,000 credits each. Teleporters can transport up to six Medium size creatures at a time, or 1,000lbs of cargo up to 100 miles distance, or up to 1,000 miles if linked with a transmitter beacon at the destination.
Torpedo Tubes (Starships only): Cost 10,000 credits each. Each tube allows one torpedo to be fired a round. Requires twice each torpedo’s weight of in storage (cargo) space.
Tractor Beams: Cost ¼ base vehicle cost, including propulsion modifiers to cost, each. Tractor beams are designed to hold enemy vessel in place and to pull them to the attacker. Vehicles can only affect vessels of similar size or smaller Size. Their range is 500/5,000 (10/50 in space). This works just like a Grapple check adding a reverse of the vehicle’s size modifier plus its Strength bonus. If the attacker wins, the target ship is Restrained. The attack can also move the target towards itself up to 1 space a round (1,000 feet).
Workspace (Minimum sized Colossal): Cost 5,000 credits each. The vehicle has a scientific laboratory, a small medical bay (up to 2 people), a machine room, etc. The properties of these stations vary but most grants advantage with a limited set of skills.
Weapon Mount: Cost for fixed Heavy Weapon mounts cost 1,000 credits each. Super-heavy mount (minimum size Large vehicle) cost 2,000 credits each. Weapons with Super-Heavy Fixed weapon properties (minimum size Huge vehicle) cost 4,000 credits each. Fixed 2 weapon properties (minimum size Gargantuan vehicle) cost 8,000 credits each. Fixed 3 weapon properties (minimum size Behemoth vehicle) cost 12,000 credits each. Fixed 4 weapon properties (minimum size Leviathan vehicle) cost 20,000 credits each. Turrets triple these prices.
Note – duel linked weapons add an additional +1d to the weapon dice total (3d8 becomes 4d8) while quad linked weapons add an additional +2d to the weapon dice total.

Golem Creation[edit]

All golems basic constructs automatically have Basic Artificial Intelligence (A.I.) and Automation (as Vehicles) are included in price. They have the following attribute bases Intelligence 8, Wisdom 10, Charisma 6; Proficiency bonus +2; Proficiency with Intelligence saves, Proficiency with Computer Use skill. Its unarmed damage is bludgeoning.
See vehicles for Propulsion types. Same cost and effects, except ignore minimum sizes and minimum mods of 1 for all upgrades.
Available Vehicle upgrades – Electromagnetic Shielding, Enhanced Batteries, Extra Batteries, Hardened Frame, Reinforced Chassis, Speed and Stealth System.

SIZE COST STR/DEX SAVE BONUS SPEED AC HARD HD HP POWERCELL UNARMED
Tiny 1,600 6/14 Dexterity -4 30ft 10 0 1 10 2C/72hrs 1d3
Small 2,200 8/12 Dexterity -2 25ft 11 1 2 20 D/72hrs 1d4
Medium 4,000 12/10 Dexterity -1 30ft 12 2 4 40 D/48hrs 1d6
Large 8.400 18/10 Strength +0 25ft 13 4 6 60 E/48hrs 2d6
Huge 17,000 24/10 Strength +1 25ft 14 6 10 100 2E/48hrs 3d8
Gargantuan 40,000 30/10 Strength +2 20ft 14 10 16 160 2F/48hrs 4d10
Colossal 100k 40/10 Strength +4 20ft 15 15 22 220 4F/48hrs 5d12

GOLEM UPGRADES
Android: Cost 5,000 credits +¼ the base golem cost. Looks and feel organic, DC15 Wisdom (Insight) check to realize its’ not. Attractive upgrade costs 10,000 credits +½ base cost instead.
Armor Upgrade: Cost is the base vehicle cost, for a +1 AC and Hardness. Three levels counts as Medium armor (disadvantage to stealth and max Dex bonus of +2) while four to six levels counts as Heavy armor (disadvantage on stealth and no Dexterity modifier).
Attribute Boost: As vehicles. Strength max is double base, Dexterity max is 24 and Intelligence, Wisdom and Charisma maximum are 20. Charisma costs the same as Wisdom (paid separately). Built-In Tools or Weapon: any tool kit or weapon, double the cost and base weight.
Combat Tracking Software: Cost base golem cost. Grants +1 to its ranged attack rolls. Can be taken a second time +2 with ranged attacks. Second upgrade cost triple base cost that is paid separately.
Expertise (with any skill that the golem is proficient with): Cost 2,000 credits each.
Golem Control: Costs ½ base golem cost. Adds remote golem (drone) control rigging (see Gear).
Magnetic Pads: Cost base golem cost. Base Climb speed on metal surfaces, semi-size dependent.
Proficiency: Cost base golem cost for a mental Skill (Int, Wis, Cha). Cost 150% base golem cost for a physical Skill (Str, Dex).
Resilient: Add proficiency bonus to an additional Attribute save. For Strength or Dexterity cost base golem cost, for Intelligence, Wisdom or Charisma costs ½ base golem cost.
Sensors: as any hand sensor built in, double the cost and base weight.
Software Upgrade: increase proficiency bonus to +3 costs double base golem cost; to +4 costs triple base golem cost; to +5 cost five time base golem cost and for +6 costs ten times base golem cost. NOTE that each level must be paid for separately.
Target Acquisition: Costs 1,000. Update targeting system re-rolls any 1s or 2s that it rolls on ranged attack damage. It must accept the result of these rerolls.
Target Scanner: Cost 5,000 credits. Update targeting system now scores a critical hit with ranged attacks with a 19 or 20 (so long as the 19 still hits the target).
Wall Walker: Cost base golem cost. Requires Walker propulsion. Maximum size Medium.
Weapon Mount: pistol sized 500 credits, rifle sized 1,000 credits, heavy weapon 2,000 credits. Super heavy and Super Heavy fixed as vehicle (including minimum size).
Weapon Proficiency: Simple weapons 500 credits, Martial weapons 750 credits each, Pistols or Rifles 1,000 credits each, and Heavy weapons 1,500 credits.
Void Sealed: Cost 500 x ¼ base cost. Can operate without problems in a vacuum. Ignores all but Extreme radiation which it is resistance to the damage and advantage on the save.