SWADE the Last Parsec Setting

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BASIC OVERVIEW OF SETTING[edit]

The history of the Known Worlds is inseparable from the history of the mother world that spawned its most prodigious race. Earth is the ancestral birthplace of all pure-blooded humans; their DNA evolved in its oceans and spread to the stars by their own ingenuity.

Other humanoids—bipedal sentients with vaguely similar physiology from other far-flung planets—do not share that distinctive legacy. Humanoid is an all-encompassing term in the Known Worlds that includes humans and many other independently evolved bipedal beings of similar size and basic physiology. All humans are humanoids, but not all humanoids are humans.

Earth’s pre-spaceflight history is a colorful pastiche of violent multiculturalism, now largely forgotten, its nations, religions, and economies long vanished in the wake of unfolding science and interstellar expansion. Still, what Earth is today is built upon the bones of its formative 20th through 22nd Centuries, when the massive destructive power of emerging technologies put humans and their fragile world to the test many times over. In those days, despots rose and fell, populations roiled and clashed, philosophies wrestled with science and lingering mysticism. It was a bloody epoch that ultimately wiped the Earthly slate clean for more promising times to come.

During those dark, violent centuries, uniquely human optimism clung precariously to the edge of the precipice. Foundations gathered resources and minds and hid themselves away where they might survive and plan for a better future. Some governments did the same, the most forward thinking devoting a portion of their economies to science that might give them an edge against their enemies.

Idealists pressed on against the prevailing wisdom that humanity was doomed to its own foibles, convinced that their race’s future was in fact quite bright, and ultimately it would blossom beneath the warm light of distant suns.

RULE SET AND SETTING RULES[edit]

Using the Savage World Adventure Edition (SWAE) a basic framework of the Science Fiction Companion (SFC).

Setting Rules (SWAE pg. 136-141)

Born a Hero - ignore Rank requirements for Edges at character creation.
High Adventure - the heroes can spend a Benny to gain the one-time use of a Combat Edge. They must meet the Rank and any Edge requirements as usual but can ignore Trait requirements.
More Skill Points - heroes start with 15 points for Skills.
Multiple Languages - start with native in a d8 and start with ½ Smarts dice in additional languages at d6.
Wound Cap - heroes suffer a maximum of 4 Wounds in s single hit; apply this limit before making Soak rolls

CHARACTER CREATION[edit]

1. Choose a Species of the Last Parsec
2. Assign 5 points to Attribute Traits
3. Assign 15 points for Skills (including base Athletics d4, Common Knowldge d4, Notice d4, Persuasion d4, Stealth d4). Also begin with your Native Language at a d8 and ½ Smarts die in additional Languages at d6, one that must be Trade (see Setting rules).
4. Choose obe of the following:
an additional point to Attribute Trait points (6 starting total)
  • an additional 2 points to Skill Trait points (17 starting points)
  • a bonus Edge (must qualify)
5. Choose one Major and two Minor Hindrances.
6. Pick $1,000 (credits) in Gear (see Tech and Gear).

SPECIES OF THE LAST PARSEC[edit]

The Known Worlds of the Last Parsec setting hold a wide range of intelligent life. The most common and playable species are covered here.

HUMANS
When Human first set out into interstellar space from Earth on slower-then-light generation ships the early science where devoloping the theory of 'Forced Evolution' - the idea that these early human colonists would have to survive on a wide range of different alien environments and that would have few options to change the worlds that they might settle. If they have an DNA edge to adapt to different worlds quickly their chances of survival would increase dramatically. Hence Humans has adapted to many worlds and have some subtle differences (in some cases radical).
Humans first set out for the stars in the last 22nd century in these Slower-Then-Light travel generation/statis pod ships. These early travels used ultra-tech means to accellerate close to the speed of light, also causing time dilation for them. For example moving at 99.5% of the speed of light gives you a time dilation factor of around 10. So while someone back on Earth will still measure your trip duration at about 8.6 years – for you it will only be around 10 months.
In the 27th century (by the old reconning) Humans from Canopan, not Earth, discovery FTL hyperspace travel and this would lead to the great Link Up, or the lon period of re-connecting the Human race together.
Species Traits
Adaptable [2]: gain one Edge so long as you qualify for it.
Varied [2]: Gain one of the following…

o Start with one Attribute trait at a d6 with a maximum starting of a d12+1 in that trait.
o Start with 2 skills at a d4 or the automatic skills of a d6 each. These skills have a maximum starting level of a d12+1 each.
o Environmental Resistance – gain a +4 bonus to resistant traits test and +4 Toughness against the damage of one type of environmental hazard – heat, cold, radiation, thin or dense atmosphere. They also gain +1 to their Toughness Score.
o Infravision: The creature “sees” heat, either through eyes or other sensory organs. This halves Illumination penalties when attacking warm targets (including invisible beings). Also start with a Notice of a d6 (and max starting of a d12+1)
o Low Light Vision – ignores Dim and Dark illuminations penalties. Also start with a Notice of a d6 (and max starting of a d12+1)
o Sleep Reduction – requires only 1 hour regular sleep to be fully rested. Can remain awake for three days without adverse effects in an emergency.
o Study Stuff – gain +1 to Toughness and +2 to any check to resist disease or poisons.

OTHER HUMAN OFFSHOOTS
AQUARIAN
Colonists from Earth whom settle on Aquarian Prime in the star system of CD-44 8505 which is 79.8 light years from Earth in the 25th century. A water world, the colonist's science team used the the hyper-evolution techices that allowed them to trive and survive underwater in the warm shallow seas that formed around an island arpeggio chain of the world.
Species Traits
As with base Humans, the Aqyarians start with Adaptable [2]: gain one Edge so long as you qualify for it.
Aquatic [2]: Aquarians cannot drown in water and move at their full Pace when swimming.
Dependency [-2]: Aquarians must immerse themselves in water one hour out of every 24 or become automatically Fatigued each day until they are Incapacitated. The day after Incapacitation from dehydration, they perish. Each hour spent in water restores one level of Fatigue. After the Link-Up they have develpt a 'Wetsuit' that contains enough liquid and moister that can can go for seven solar days without the suit being refilled/recycled. This can be done easily at any life support station on a standard spaceship, etc.
Low Light Vision [1]: Aquarians are used to the darkness of the depths. They ignore penalties for Dim and DarkIllumination.
Toughness [1]: Life in the depths of their watery worlds has made aquarian flesh tough and resilient. Add +1 to their Toughness.

SERRAN
The so-called “elves” come from a lush, green world they call Serra, originally colonized by a slower-than-light ship launched from Earth. The Sigma Scorpii star system is 568 light years from Sol—in the constellation Scorpius, roughly coreward from Earth—but the colony ship inexplicably achieved speeds almost three times the speed of light. The journey passed in just two centuries, establishing orbit around Serra in the late 24th Century old reckoning.
Many serran are powerful psychics (with the Arcane Background - Psionic) and have a unique form of divination/precognition (see the Last Parsec pg. 10).
Species Traits
Danger Sense [2]: Serrans have either extremely developed intuition or perhaps limited extra-sensory perception, giving them the Danger Sense Edge.
Dodge [2]: Serran ESP grants them a -2 from others hitting them with ranged attacks. Stacks with the Dodge Edge.
Parry +1 [1]: Serran ESP increases their Parry by +1.
Weak [–2]: Serrans are weak compared to most other races. They suffer a –1 penalty to all Strength rolls and strength-based melee damage.


NON-HUMANS
AURAX
Auran is a massive world of rolling hills and great, golden plains in orbit around the K2 variable star Kappa Lyrae, 238 light years from Sol in its constellation Lyra. It is a primitive world of rolling plains and hostile beasts. To humans, aurax look like a cross between a humanoid and a terrestrial elephant seal or hippo. Their four powerful, hoofed hind legs provide strong locomotion and disperse their massive weight evenly even on soft surfaces. Their upper body and forearms share similar physiology with those of humanoids, the arms ending in thick two-fingered, single-thumbed hands. Their hide like skin is dark grey and their eyes are almost completely black.
Species Traits
Big [-2]: The race is particularly large in a world where most others aren’t. He subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for his race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price.
Low Tech [–1]: The aurax home-world is low tech compared to most developed worlds. They have the Low Tech Hindrance (Minor).
Size +3 [3]: The humanoid part of an aurax is thick, stocky, and man-sized, while the rear body is the size of a bull. This adds +3 to Toughness.
Very Strong [4]: The aurax are large, bull-like creatures. They start with a base d8 in Strength and maximum starting of d12+2.

FLORAN
The Known Worlds’ sentient plant-based lifeforms are called florans, though those from particular worlds prefer those monikers instead. Florans encompass a variety of separately evolved species, ranging from sentient succulents to moss-like swamp dwellers.
There are dozens of floran species evolved on different worlds, but the most common variety,
far and away the most numerous among the other spacefaring races, evolved in the Lambda Equulei system, an F8 double star some 332 light years from Sol in the constellation Equuleus.
The second planet orbiting its first star—Lambda Equulei A-2—is an especially lush world awash in wide oceans dotted with tens of thousands of verdant islands. Lambda Equulei A-2’s various plant species evolved in its wide, shallow oceans, creating a thick planet-wide Sargasso of enormous volume and complexity roiling and changing over eons. Free-moving species evolved beneath that thick covering, to exist far away from the light of their world’s twin stars and the enriching oxygen of its thick atmosphere.
Photosynthesizers dominated the surface world, growing out over its many islands. They changed and evolved until they managed to draw surface nutrients selectively, uprooting themselves to move freely from place to place.
Free-moving plants ruled Lambda Equulei A-2, led by an inquisitive and adventuresome species whose name is an odor rather than a spoken word.
Lambda Equuleites—also called “leeks” or florans by the other intelligent races they congregate with in the Known Worlds—are self-aware photosynthesizers. All free-moving plant creatures like florans still rely upon the three primary components of photosynthesis to survive: sunlight, water, and soil nutrients.
Civilized florans enjoy ample fresh water and consume their nutrients in pill or other easily absorbed form. For sunlight, each floran requires regular exposure to the spectrum of its native star, which can vary widely from the infrared to ultraviolet and beyond. While they prefer natural sunlight, suitable lamps are common and effective. Most of these species share the following. If the player wish to be somewhat different they should work with the GM for the changes required.
Species Traits
Armor +2 [1]: Floran's bark like skin provides them some natural protection from hazzards.
Dependency [–2]: This type of plant-based life-form must bask in sunlight (artificial or otherwise) once per day or suffer Fatigue. This can lead to death. Fatigue is recovered at the rate of one level per hour of sunshine.
Environmental Weakness, Heat/Fire [–1]: Florans suffer +4 damage from heat or fire attacks, and a –4 penalty to resist any other effects.
Hardy [2]: A second Shaken result doesn’t cause a wound.
Immunity to Poison [1]: Floran don't generally suffer from poisons of any kind.
No Vital Organs [1]: Floran’s organs are spread out along their strange vascular systems, making them less susceptible to called shots.
Regeneration [2]: As long as they’re not Exhausted from lack of sunlight, florans may natural healing rolls once per day.

INSECOID
One of the most varied and widespread racial groups in the Known Worlds is collectively called the insectoids. As a species group, insectoids are so adaptable that virtually any planet within a solar system’s so-called habitable zone—and a good margin on either side of it, both nearer to and further from the star—might spawn them.
The vrigol civilization, for instance, spawned upon the icy, gravity-churned world Delta Corvi-7c, a gas giant’s moon in the Delta Corvi star system 88 light years from Sol in the constellation Corvus. The kroach evolved in the honeycombed, hellishly hot world Tau Scorpii-1, hugged close against bright Tau Scorpii, 430 light years from Sol in the constellation Scorpius. Two entirely different worlds yielded two similar races.
In fact, insectoids are many different races that evolved on different worlds but share two primary defining characteristics: exoskeletons and self-aware intelligence. The evolutionary path to the former begins with a difficult environment that requires either protection from consistent external crushing or impacts, or a density of superstructure that wards off damaging radiation. Where these conditions exist, a thick exoskeleton becomes an adaptive advantage. Intelligence, as with other species, tends to emerge as a response to increasingly complex stimuli, such as a rapidly changing environment, more dangerous predators, or other events that encourage cooperation and manipulation—especially of tools.
As with the Floran a player that wanted to create their unquie form of insectoids should work with the GM but for the most common type found in the Known World represents a sort of ant-mantis- humanoid hybrid.
Species Traits
Armor +4 [2]: Insectoids are covered in exoskeleton or hard carapace. This grants them +4 Armor.
Cannot Speak [–1]: Insectoids communicate with pheromones and weird clicking noises. Most wear portable screens to translate their speech to others.
Natural Weaponry [4]: The creatures have extremely strong pincers or mandibles, causing Str+d6 with AP2.
Outsiders [–1]: Everything from the insectoids’ eating habits to their hive-like mentality is strange and alien to most other races. They have the Outsider (Minor) Hindrance.

KALIAN
The four-armed humanoid race that terran explorers named kalians evolved independently on Zeta Pyxidis-6, a world on the fringe of Zeta Pyxis’s habitable zone, a warm G5III star 236 light years distant from Sol in the constellation Pyxis. The human explorers named their world Kali, after the four-armed Hindu goddess of destruction, to honor its unusual inhabitants, and also because the warring, balkanized kalians had hundreds of names for their world and no consensus on any one of them.
Kali is a surprisingly pleasant world, slightly larger than earth, with a single large continent and two roughly circular polar seas. The taint in its atmosphere, poisons in its seas and scorched landscape are all wrought by its denizens.
Species Traits
Additional Action [3]: Due to their four arms, kalians get one extra non-movement action per round at no multi-action penalty.
Frail (–1): Kalians are of average height, but have very slim builds. This subtracts 1 from their Toughness.
Quick [2]: The Kalian are not slow to react and gain the Edge by the same name.

PARASTEEN
Parasteen, nicknamed Deaders by most other species, are intelligent parasitic creatures native to the 29 Orionis star system, 174 light years from Sol in the terrestrial constellation Orion. The system’s bright G star warms a half dozen planets either within or on the fringes of its habitable zone, including the parasteen homeworld 29 Orionis-6, a large, somewhat heavy gravity world of towering mountains and deep valleys all continuously reshuffled by massive tectonic activity, orbiting amid a young solar accretion disc still swarming with extinction-level comets and asteroids.
These creatures are slug-like parasites in their natural form. To better interact with other species and make use of common technology, they graft themselves to the brainstems of reasonably intact humanoid corpses and preserve the bodies in special suits. The grafting of the creature to its host is permanent, so the character is generally treated normally and dies when its host “dies.” The parasite created here is only capable of inhabiting humanoid bodies.
Species Traits
Clumsy [–3]: The host corpse is stiff and difficult for the parasites to maneuver. They suffer –2 to Agility rolls (not linked skills).
Outsiders [-2]: Deaders are frequently looked down upon, and others may be hostile if the parasites “wear” someone they knew. Counts as a Major Hindrance of the same name
Strong Willed [2]: Parasteen are strong willed and spirital, starting with a base d6 and maximum starting level of d12+1.
Slow [–1]: Deaders tend to shuffle as they move, reducing their Pace to 5” and their running die to d4.
Undead [8]: +2 to their Toughness, add +2 to recover from being Shaken, don’t breath or eat, are immune to disease and poison, and don’t suffer additional damage from Called Shots. Undead Wild Cards ignore one point of Wound penalties and don’t Bleed Out. Undead don’t benefit from the Healing skill, natural Healing, or even the healing power. Wounds are removed with Repair instead of Healing. Each Repair roll takes one hour of work per current Wound level, but isn’t limited to the usual “Golden Hour” for healing in Savage Worlds.

RAKASHANS
In the Known Worlds, the most prominent rakashan civilization is the Tazanian Empire, spawned from a relatively small world orbiting Mu Hydri-5, a warm G-class star that is 292 light years from Sol in the constellation Mu Hydrus. By chance, Mu Hydri-5 (or Tazan in their language), the fifth-most-distant world, was not the only planet in the star system to evolve life, a characteristic shared with the further gas giant’s eighth moon, Mu Hydri-7h. Tazanian scientists discovered the more primitive life forms telescopically and using probes before they traveled to that world. In a matter of a single decade, they nearly extinguished their rivals and took the world for their own, beginning a long pattern of aggressive expansion. Most live up to their heritage, being fierce and cruel opponents in battle. In their prime, they are strong, agile, and cunning. Their militaries are usually ruled by the strongest of the pride and are relentless and terrible in warfare. Their armies consist of fearsome, independent, self-reliant, and highly motivated warriors.
Tazanian evolution followed the typical rakashan pattern: Evolve to be one of several successful predator species upon their world, a planetary cataclysm (in their case, a comet impact) wipes out most prey, forcing the predators to evolve cooperative hunting and communication, which leads to communication and tool use—or their demise.
The Tazanian Empire is a large, powerful, and extremely efficient dominion with thousands of conquered planets. Subject populations toil beneath the lash of local governors and warlords, surrendering vast wealth and materials that keep the Empire vital and its spacefleets strong. Rebellions are common but most often brutally suppressed.
Species Traits
Aggressive [1]: Rakashans seem to have an affinity to melee and unarmed combat. They have a base Fighting of a d4.
Agile [2]: Rakashans have the feline grace of their ancestors. They start with a d6 Agility.
Bloodthirsty [2]: Rakashans can be cruel to their foes, often toying with them for simple amusement. They rarely take prisoners and feel little compunction about punishing captured foes. They have the Hindress by the same name (Major).
Racial Enemy [–1]: The Tazanian Empire clashed early with the Kalians and as such they suffer a –2 penalty to Persuasion rolls when dealing with them and may become hostile with little provocation.
Natural Weaponry [3]: Rakashans have retractable claws that do Str+d6 damage.
Low Light Vision [1]: Rakashan eyes amplify light. They can see in the dark and ignore attack penalties for Dim and Dark lighting.

SAURIANS
Reptilian-looking creatures are referred to as saurians. Many unique saurian species have evolved on different planets within the Known Worlds, the most populous and diverse being the s’susth race of Venus-like Epsilon Trianguli Australis-6, 216 light years from Sol in the constellation Triangulum Austale.
Second to these are the quite-different wandering saurians of the now-destroyed world Poth’tox, originally known as Pi Boötis A-3, 317 light years from Sol in the constellation Boötes. Exploration and scientific inquiry have established that saurians can evolve on widely disparate worlds and grow toward intelligence from a variety of stimuli. Second to these are the quite-different wandering saurians of the now-destroyed world Poth’tox, originally known as Pi Boötis A-3, 317 light years from Sol in the constellation Boötes.
Exploration and scientific inquiry have established that saurians can evolve on widely disparate worlds and grow toward intelligence from a variety of stimuli. Most seem to have skin colors that help hide them in whatever terrain they’re from, but others have incredibly bright bands of color, spots, or stripes.
Common Species Traits
Environmental Weakness, Cold [–1]: Though not truly cold-blooded, saurians are not comfortable in cold environments. They suffer a –4 penalty to resist cold environmental effects, and suffer +4 damage from cold or ice-based attacks.
Keen Senses [2]: Saurians’ lizard tongues can “taste” the air, giving them +2 to Notice rolls. Stacks with the Alertness Edge.
Natural Weaponry [1]: The teeth of saurians allow them to bite in combat for Str+d4 damage.
Sub-Species Traits
S’SUSTH
Smart [2]: start with a base Smarts of a d6 and a maximum starting of a d12+1.
YAHLO
Size +1 [1]: the Yahlo stand around seven feet tall and weigh in around 300lbs on average. Add +1 to Toughness.
Strong [2]: Yahlo are stronng beings and start with a base Strength of a d6 and a maximum starting of a d12+1.
Stubborn [-1]: as Minor Hindrance of the same name.
POTH’TOX
Camouflage skin [2]: With their chameleon skin the poth'tox gains +4 on Stealth rolls to hide when she does not move but still a +1 when they do so.

YETI
The perpetually frozen homeworld of the so-called yeti race orbits on the outer fringe of its dim K-star’s habitable zone. The planet 5 Ursae Minoris-7 lies 345 light years from Sol in the constellation Ursa Minor, where it receives just enough light and warmth from its sun to keep the planetary average temperature barely above the freezing point of water.
Only its equatorial regions have open oceans and shores upon frigid continents, and these only for a portion of their long year. The remainder of the planet has been largely uninhabitable and lifeless throughout its evolutionary history, but the introduction of modern Yetis are enormous, fur-covered humanoids who evolved amid their world’s perpetually recurring ice ages. The yetis themselves have only a vague idea what the Earth term “yeti” actually means, and they bristle at that moniker, preferring their own racial name k’ho (which many humans think sounds more like a cough than a word). Their intelligence, oddly enough, emerged from a cooperative relationship with a common yet immensely helpful dark fungus that grew in miles-wide patches upon the ice. Primitive k’ho migrated to follow these ever-changing dark fungus patches to benefit from the regional warmth generated by their lower albedo. Mindless migrations gave way to gradual understanding, then to dominance and agricultural master of the dark fungus, stimulating associated learning and native intelligence among the primitive k’ho populations.
Species Traits
Environmental Resistance, Cold [1]: Yetis add +4 to resist the effects of cold, and have +4 Armor versus cold and icebased attacks.
Environmental Weakness, Heat [–1]: Their thick coats are a liability in extreme heat and humidity. Yetis subtract 4 from Fatigue checks made to resist the effects of heat, and take 4 additional points of damage from heat and fire-based attacks.
Healthy [2]: Yetis are considered very healthy and in good condition. They start with a base d6 in Vigor and a maximum starting of d12+1. Infravision [1]: Yetis “sees” heat, either through eyes. This halves Illumination penalties when attacking warm targets (including invisible beings).
Low Tech [–2]: Yetis often come from less developed worlds. Many are fascinated by technology, but aren’t as adept with it as most others, and their digits aren’t well-suited to keyboards or touch screens (which they break with alarming frequency). Counts as Low Tech Hindrance (Major)
Size +1 [1]: The beings are typically about 7’ tall, very broad, and very dense. Add +1 to Toughness.
Strong [2]: Yetis are ferociously strong. They start with a base d6 in Strength and a maximum starting of a d12+1.

NONLIVING CONSTRUCTION
ROBOT/ANDROID
Robots and Andriods are artifical contructs - Robots are fairly obviously a machine while Androids look very Human(oid) like. Most species treat them as property and somehow proven sentient in which they might be granted special citizenship status.
Species Traits
Constructs [8]: Androids and Robots add +2 to recover from being Shaken, don’t breathe, ignore one level of Wound modifiers, and are immune to poison and disease. Constructs cannot heal naturally. Healing one requires the Repair skill, which takes one hour per current Wound level per attempt and not limited to the “Golden Hour”. Cannot take the Arcane Background or any Power Edges. Also cannot benefit from any Power enhancer or healing, cannot be control by or sensed as a living creature with a Power, but still suffers damage from hostile damaging Powers, etc.
Dependency [-1]: Energy (batteries). Robots and androids must have contact with a energy source for an hour out of every 24. For every day that the miss this energy source they suffer a level of Fatigue. After 3 days the shutdown and no longer function. Each hour spent recovering connected to a energy source they restores a level of Fatigue. They cannot die by these means.
Function Programs [4]: start with one of the following Edges - Attractive, Brawny, Linguistic, Jack of All Trades, Mr. Fix-It, Soldier. Also gain 2 additional Skill point (17 points starting) to focus on their role or funtion.
Maintenance [-1]: Robots require monthly maintenance and check up by a skilled Tech (Repair skill d6+) at a cost of 1d6 x 100 credits ($). If the maintenance cost isn’t paid, the player must roll on the Glitch Table (SFC p. 37).
Outsider or Secret [-2]: Robots tend to be treated as property by others and they suffer the -2 to most Persuasion checks. Androids that are designed to look Human tend to keep this a secret least they suffer a similar fate. Count as a Major Hindrance of the same name.
Pacificed or Drive [-2]: Most robots and almost all androids are programmed with "Do no harm to living beings or through my actions due harm". Those without tend to be programmed with other directives that cause them to focus on certain tasks. This only applies to sentient robots and androids though. Others simily follow orders and their programming. Count as a Major Hindrance of the same name.
Vow [-2]: Constructs are designed with a particular purpose. Player character constructs have broad directives such as serving a particular corporation or political faction. This acts as a Major Vow to that particular directive. Count as a Major Hindrance of the same name.
ROBOT/ANDROID ONLY EDGES
AQUATIC: Full Pace and Run underwater. Normally don't need to make an Athletics (Swim) except in the most extreme hazards and then have +2 to their check.
ARMOR: adds +2 Armor Points and a +1 to Toughness. It does not stack with armor worn. Can be taken twice.
DATA-CABLE: A standard jack to interface with other electronics. This grants +4 to any Knowledge (Academic, Battle, Common Sense, Electronics, Science) rolls made to use or access the device.
JET BOOTS/PACK: The robot has internal jet boosters that grant it a Flight Pace of 6. If taken a second time grants fly Pace of 12 and Run of 2d6. If taken a third time grants fly Pace of 24 and Run of 2d6+6.
MAGNETIC PADS: Soles and palms are fitted with powerful magnets so the robot can cling to metal surfaces at full Pace (in zero-g or not). Also on a metal surface gain +4 to resisted being push, knocked over, etc.
MEMORY BACKUP: the robot can download its memory on a computer or memory chip, etc. If destroyed can be downloaded into a new robot body and retain all skills, edges, hindrances and advances it has made up to that point.
MOTION TRACKER: functions as a Motion Tracker sensor built into the robot (see Sensors in Gear).
MULE: Requires Reinforced Chassis level 1. Doubles the robots Carrying Capacity for its Strength and reduces any Strength Min for weapons and armor by 1 step.
PACE: Walking Pace and Run add +2 to each. Each additional time this Edge is taken adds an additional +2 to both Pace and Run. Can be taken a maximum of 4 times.
POWER PACK: the robot double the time it needs before recharging (48 hours, 96 hours, etc.). It still recharges in one hour. Max 4 times.
REINFORCED FRAME: this edge adds +2 to the robot's Toughness. Can be taken one additional time.
SENSOR SUITE: this functions as a basic Sensor Suite built into the robot's body (see Sensor Gear below).
STEATH SYSTEM: Chameleon skin, heat baffles, radar scramblers, and other devices make the robot difficult to detect by vision or sensors. Those trying to detect or attack the robot subtract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the robot fires a weapon or emits some other non-cloakable signal such as radio signal or active sensor search.
TARGETING SYSTEM: Negates up to 4 points of Shooting penalties.
WEAPON MOUNT: The robot mounts a 100 pound or lighter weapon or tool on a 360° telescopic gimble. It may use this additional weapon at no multi-action penalty.

DISALLOWED AND MODIFIED EDGES[edit]

Disallowed Edges: Chi, Gadgeteer, Wizard

The only Arcane Background allowed is Psionics and the only Power Edges allowed are more their options.

The following powers are not allowed in Star Law – Banish, Burrow, Damage Field, Fly, Growth/Shrink, Intangibility, Resurrection, Shape Change, Summon Ally, Teleport or Zombie. These powers are not normally encounters but can still be found among very rare powerful psychic beings and/or PsiTech (TL5) artifacts.

Modified Powers Arcane Protection, Boost Trait, Darksight, Environmental Protection, Farsight, Invisibility, Protection, Relief, Sloth, Speed, Smite, Read Language and Warrior’s Gilt – all change to Range: Self only.

Drain Power Points, Fear, Mind Link and Mind Reading, Mind Wipe, Puppet, Slumber and Stun – all change that they suffer a -2 Penalty and a increase in Power Points of +1 for user with range greater then Touch.

New Edges[edit]

NEW LEADERSHIP EDGES
BORN LEADER [Veteran, Command]: If you spend a Full Round Action, one ally within your presence area is granted a free and immediate attack of their choice against an enemy of your choosing.
MOVE IT MISTER! [Seasoned, Command]: You can use a Standard Action to give one ally within your presence area a free and immediate movement of Pace (no Running die). This ally cannot pass through threatened enemy’s space without drawing an attack (unless they have Extraction, then roll normal)

NEW PROFESSIONAL EDGES
ARMOR MASTER [Novice, Strength d6+, Fighting d6+]: Count the weight of any armor that he is wearing as one-half for Encumbrance. The character also ignores the skill penalty to Athletics and only suffers one-half (round down) to Stealth while wearing armor.
BODYGUARD [Novice, Vigor d8+, Fighting or Shooting d8+, Notice d8+]: Trained to protect important people from taking harm. Often, this means that you throw yourself into the line of fire. Once per round, a bodyguard within 2” of a character that he wants to protect, can make a Notice check to throw himself into the line of fire, should the target be attacked. On a successful roll, move the bodyguard into the line of fire and apply any damage to him but now with a +1 Toughness (and +1 if you try a Soak roll but only vs. this attack), instead of the original target. This does not count as an action for the Bodyguard round, but can only be done once a round.
COMMONDO [Seasoned, Assassin or Woodsman or Extraction]: The elite commando can move and still benefit from the Aim maneuver so long as he does not also run (cannot aim if they run). He also gains a +2 to Notice checks vs. others getting ‘the Drop’ on them.
ELITE EXPLORER [Seasoned, Alertness, Woodsman, Smarts d8+, Notice d8+ Survival d8+]: Elite explorers are well-traveled and well respected in the area of expertise. When leading a group through the wilderness, they grant the group a +2 to Notice and Survival checks (but only in wilderness).
GAMBLER [Novice, Gambling d8+]: Gamblers are half swindler, half psychologist who makes their living playing games of chance. Gambles gains a +2 to their Gambling skill and can re-roll a failed skill check so long as it was not a Critical Failure.
INFILTRATOR [Seasoned, Stealth d10+]: Infiltrators specialize at entering enemy strongholds. When failing a Stealth roll against foes, you can re-roll your result so long as it was not a Critical Failure.
STOIC HEALTH [Novice, Vigor d8+]: Various trainings in preserving the body and controlling its responses to the environment. You may ignore one level of Fatigue penalties.

TECH LEVEL[edit]

Tech Level 0: Stone Age
Tech Level 1: Pre-Industrial Age
Tech Level 2: Industrial Age
Tech Level 3: Pre-Stellar Age (Modern Earth, with more in-system space travel)
Tech Level 4: Stellar Age
Tech Level 5: Multiple FTL Drive Stellar Age

Most of the Known Worlds falled under TL4 in and around the Core Worlds and most of the Colonies around TL3. Some species (and some colonies of Man) are lower like the Yeti whom are only around TL1 at best. The Canopan and some other cultures have reach TL5 at least in fast-then-light travel.

When TL are listed in gear and weapons below, this is the earliest such an item is available (i.e. you can't get personal computers until TL3 in pre-Stellar societies).

GEAR AND EQUIPMENT[edit]

Gear prices are in credits ($). See SWADE pg. 65+. Can purchase any modern or primative armor, weapons and gear from there with $=credits.

Standard Gear[edit]

CLOTHING AND BODYGLOVES
Work coveralls: reinforced for heavy work so as not to ware to quickly. TL1, Wt. 6lbs, Cost -75
Standard/Causal wear: incluses basic clothing and causal wear. TL1, Wt. 4lbs. Cost -50
Executive wear: business clothing of the corporate elite. TL2, Wt. 6lbs, Cost -500+
Shift Fabric: clothing that can change colors with one’s mood, etc. +1 Persuasion. TL4, Wt. 6lbs, Cost -2,500
Camouflage Uniform: in correct environment +2 to Stealth (-2 in all others). TL2, Wt. 6lbs, Cost -100
Night Cloak: cloak that absorbs ambient light adding +2 to Stealth at night only. TL3, Wt. 4lbs, Cost -300
Camo Cloak: cloak that changes patters with background, adding +2 to Stealth. TL3, Wt. 4lbs, Cost -1,000
Synskin: advanced full body-glove offering superior camouflage and light protection. Adds +2 Armor, +2 to Stealth checks, and all targets suffer a -2 penalty to ranged attacks (Shooting) vs. you. TL4, Wt. 6lbs, Cost – 5,000

COMPTUERS

A basic computer includes a short range communicators (base range of 5 miles unless tied to local boosters), time piece, GPS if there are satellites that preform these functions. It takes an Action to access a skill.

SWN.computers.jpg

Advisor: A.I. that can ‘think’ and advise its owner on a number of scientific and academic issues (Smarts d10, Academic d10, Common Knowledge d10, Electronics d10, Repair d8, Science d10). TL4, Wt. 2lbs, Cost -500
Comlink: dedicated communication device that can be wrist mounted or carried. Optional range around 30 miles but can be tuned into a local communication grid for greater range. TL3, Wt. ¼lb, Cost -50. Can add holographic projector for +150.
Facial Scanner: recognize facial features even disguises (Notice d10 vs. Disguise). TL3, Wt. 3lbs, Cost -400
Language Translator: Available as software for existing hardware or as a portable device about the size of an electric razor, translators can decode standard audio signals as well as ultra-high and ultralow frequencies. Translation is provided in text or audio form, as the user requires. The device’s skill in a known language is d12+2. It cannot translate unknown languages, but advanced models (typically 5× the price) can “learn.” Roll a d6 each full day the device interacts with a target speaker. On a 4+, it gains a d4 in that language. It may continue to “train” itself in this way until its skill is a d12+2. TL4, Wt. 1lb, Cost 2,000.
Mapper: roll-out clear plastic map-board hand wand, with GPS built in (Notice d10+2, but only to located where you are and Direction Sense). TL3, Wt.2lbs, Cost -250
Military Advisor: dedicated A.I. that has been programmed for military applications. (Smarts d10, Battle d10). TL4, Wt. 4lbs, Cost -1,000
Stellar Chorno: any computer upgrade that allows time piece that can be set with hundreds of different world’s local time. TL4, Cost +50
Starlight LRCD: backpack with satellite uplink unit, range with satellite routing planetary, otherwise 100 miles. TL4, Wt. 20lbs, Cost -500. Can add holographic projector for +150.

MEDICAL GEAR AND DRUGS
Autoinjector: Holds up to six doses of drugs, free action to administer. TL4, Wt. ½lb, Cost -100
Injector: Holds a single dose of any drug and takes one Action to load and then another to administer. TL2, Wt. ¼lb, Cost -20
Diagnostar: Advanced medical scanner. Adds +2 to Healing with a full round of use. TL4, Wt. 1lb, Cost -500
Expedition Medpac: advanced one-use medpac (grants +2 to a Vigor check, no penalty for wounds. Success heals one wound in 2d6 rounds). TL4, Wt. 2lbs, Cost -150
Medpac: basic healers kit (+1 Healing, takesn1d4 minutes). TL3, Wt. 5lbs, Cost -100
Nanotech Medpac: advanced medpac (+2 Healing, takes 2d6 rounds; also can ads +2 to Heroic recovery; no penalty or bonus for unskilled). TL4, Wt. 4lbs, Cost -500 (5 uses before needs resupplied, which cost 75 each, Wt. ½).
De-Tox (drug): can negate the effects of most gases and toxins (positive or negative), but painful to administer. After taking drug Shaken for 2d6 rounds, recover normal after that. TL3, Wt. nil, Cost -50 each dose.
Frenzon (drug): combat drug, lasts 1d10 minutes. Immunity to fear and gain the Frenzy edge. TL4, Wt. nil, Cost 75 per dose. Military only (note this drug is also very addictive. Character needs to make a Vigor check -1 per each time they have used it, or become addicted to it. When in combat without then -1 to all rolls).

  • Medi-Gel (gel): A tube of advanced healing gel. It adds +2 to Healing rolls made to heal fresh wounds and/or also stabilize someone who’s bleeding out. Contains 10 uses. TL4, Wt. 6oz tube, Cost -50.
  • Obscura (drug): Subject enters a dream like hallucinogen state for 1d6 hours and then 1d10 hours afterwards a depression (-1 to all non-Soak rolls). Fairly additive. TL3, Wt. nil, Cost -100 per dose, Illegal.
  • Slaught (drug): Also known as “onslaught”, it heightens awareness and improves reaction time, but causes Fatigue and eventual neural damage. Taking a dose adds Alertness and Quick edges for 1d5 hours. At the end suffer a level of Fatigue (last 1d5 hours). TL3, Wt. nil, Cost -75 per dose.
  • Stimm (drug): A powerful drug that masks pain. A dose last one hour and adds two levels of Nerves of Steel edge. At the end suffer one level of Fatigue (last one hour). TL2, Wt. nil, Cost -100 per dose.

TOOLS AND POWER

  • 3D Printer: a “3D” printer uses raw materials to create devices from predesigned blueprints. The printer can manufacture most common objects for the usual cost of the raw materials in about one minute per pound. Wt. 10lb for a portable printer that can manufacture up to 50 pound items. TL3, Wt. 15lbs, Cost -500.
    SWN.Tools.jpg
  • Adhesive Patches: small squares bio-metallic adhesive patches are a quick puncture repair kit for chemical and vacuum suits. One patch is required for each breach. It generally takes an action to apply to each tear. While there is no skill check multi-action penalties can apply if doing anything else. TL3, Wt. 1lb, Cost -20/4 patches.
  • Cargo Loader: Essentially power armor without the communications gear or protection, this powerful piece of hardware has a Strength of d12+6 and a Pace of 2. It has two arms with crude, blunt pincers to lift, carry, and load heavy cargo (one ton). The pincers are awkward if used for combat and act as an Improvised Weapon (–2 Fighting and Parry). They cause Str+d6 damage. TL4, Wt. one ton, Cost 200,000.
  • Cyber Deck: A high-end, portable computer built for hacking. Characters can’t generally hack a system without one unless they’re able to log into a dedicated station. A fully-loaded deck with the latest security cracks costs five times as much but adds +2 to Hacking rolls. TL4, Wt. 2lbs, Cost -600 (illegal)
  • Energy Tent: An easy-to-assemble 2-man tent using energy sheet material that can absorbs and releases energy to provide environmental protection from about 150° Fahrenheit down to about –50°. Once charged, it retains enough energy for 72 hours of continuous use. The tent and collapsible poles are contained in a small drawstring bag. TL4, Wt. 2lbs, Cost -500
  • Exoskeleton: This device can be worn beneath loose clothing and enhances an individual’s core Strength by +2 die steps. Power cell lasts around 18 hours of continuous use. TL4, Wt. 10lbs, Cost -10,000.
  • Electronic Tools: required for electrical systems, computers, etc. Electronic and Repair checks. Wt. 4lbs, Cost -100. Advanced electronic tools add +1 to related skill checks with these systems. TL3, Cost 1,500.
  • Mechanical Tools: required for mechanical craft and devices Repair checks. Wt. 25lbs, Cost –100. Advanced mechanical tools add +1 to Repair check with these systems. TL2, Cost 1,000.
  • Power Generator Tools: basic tool set for advanced power systems like starship fusion drives. TL4, Wt. 20lbs, Cost 1,000. Advanced power tools add +1 to Repair with these system. Cost 5,000.
  • Stardrive Tool Kit: advanced tool for repairing drill-drive systems. Wt. 50lbs, Cost 2,000. Advanced stardrive systems add +1 to Repair for these checks. TL4, Cost -10,000.
  • Matter Cutter: These devices use ultrasonics lasers with molecular disruption to make narrow cuts through matter. They’re most often used by salvage crews or marines to breach ship hulls. Each .5” wide, foot long, foot deep cut requires a single round (real world measurements, not game inches). Double the time required for every full 30 points of Armor the material has. As an improvised melee weapon, it causes 3d6 Damage with AP-20, Str Min d8, but subtracts 2 from Fighting rolls and Parry. TL4, Wt. 15lbs, Cost -50,000.
  • Grapnel Gun: grapple launcher with 200 yards (100”) wire rope. +2 Athletics (Climb). TL3, Wt. 6lbs, Cost -200
  • Jet Pack: jump-jet backpack. Limited flight, Pace 16 (run d8+6), fuel cell last for 30 ‘rounds’ of use. TL3, Wt. 10lbs, Cost -750, refill costs -150.
  • Grav Chute: small anti-grav pack, relying on suspensor fields to counter gravity. Allow safe fall from any distance, and can hover up to a minute. Power cell lasts 1 hour. TL4, Wt. 20lbs, Cost -1,500.
  • Grav-Sled: this platform is just 3 yards wide and long and when powered will support up to one ton of items that can be pushed along at a normal walking Pace by anyone with a Strength of a D4 or greater. Power cell tends to last around six hours and the sled hovers up 3 yards off the ground. TL4, Wt. 100, Cost 5,000.
  • Fusion Generator: fusion generator can recharge weapon cells, etc. It takes about 1 hour per pound of the powercell itself (max maybe 5lb power cells). TL4, Wt. 15lbs, Cost -2,500.

SENSOR AND SECURITY DEVICES

  • Low-Light Contacts: contact lenses that grant night vision (no darkness penalties except for total darkness). TL3, Wt. nil, Cost -100.
  • IR/UV Visors: advance multi-spec night-vision goggles grant wearer +2 vision-based Notice with low-light & thermal vision (penalties only for Total Darkness max -2). TL3, Wt. 1lb, Cost -200.
  • Electronic Binoculars: computer enhanced macrobinoculars, add +2 to vision-based Notice with a penalty of -1 per 1,000 yards (500”). TL3, Wt. 2lbs, Cost -50. Add Low-Light and Thermal Vision, increase price to -250.
  • Gen-Lock: scan genetic code of owner before lock will open (Hacking -6). TL3, Wt. 2lb, Cost -500.
  • Magna-Lock: magnetic locks, with keypad access (Hacking -2). TL3, Wt. 2lbs, Cost -150.
  • Scrambler Pad: magnetic random key-pad lock system (Hacking -4). TL3, Wt. 2lbs, Cost -250.
  • Wellesley Lock: base iron lock (Thievery -2). TL1, Wt. 2lbs, Cost –50.
  • Screamer: proximity alarm that detects motion & sound - Notice d6+2 vs. Stealth) within 5” (10yds). Automatically detects sound waves, etc. (as from a Stummer or similar devices). TL4, Wt. 3lbs, Cost -500.
  • Stummer: sound wave generator to mask sounds adding +2 to Stealth (10 minutes). TL4, Wt. 3lbs, Cost -500.
  • Mineral Detector: A hand held device that detects minerals up to six feet deep, in an area the size of a Large Burst Template per round. It also eliminates the –4 penalty for detecting mines. TL4, Wt. 4lbs, Cost-100.
  • Weapon Detector: hand-wand unit (Detect – Weapons, Electronics +2). TL3, Wt. 2lbs, Cost -750.
  • Explosives Detector: hand-wand unit (Detect – Explosives, Electronics +2). TL3, Wt. 2lbs, Cost -800.
  • Cybernetic Detector: hand-wand unit (Detect – Cybernetics, Electronics +2). TL4, Wt. 3lbs, Cost –1,000.
  • Motion Detector: detector unit motion Electronics +2 vs. Stealth (½ Pace -1 to Stealth, Pace -2, Run -4). -1 to your roll per 5” (10yds). Ignores gas, darkness penalties, etc. Wall, etc. do penalize. TL4, Wt. 3lbs, Cost -1,000.
  • Sensor Suite: Optical, chemical, motion, and other active sensors ignore illumination penalties and add +2 to Electronics and/or Science rolls made to detect designated types of targets such as biological beings, chemical signatures, metal, etc. The targets do not have to be visible, though dense materials may cause inaccurate or false readings at the GM’s discretion. Small sets are handheld and have a range of 50 yards (25”). Medium sets are backpack sized and have a range of 500 yards (250”). TL4, Small Wt. 2lbs, Cost -500; Medium Wt. 18lbs, Cost -5,000.

SURVIVAL GEAR

  • Fusion Lantern: fusion hand lantern, 50ft radius or out to 500ft protection. TL4, Wt. 2lbs, Cost –100
  • Hiking Boots: +1 to Fatigue for long journeys by foot. TL1, Wt. 3lbs, Cost -50
  • Backpack: can carry up to 60lbs of gear. TL0, Wt. 2lbs, Cost -10
  • Desert Suit: collects water and protects against heat (+2 vs. heat & thirst SWA pg. 128-9). TL3, Wt. 8lbs, Cost -500
  • Winter Clothing: as modern winter clothing (adding +2 vs. cold, SWA pg. 125). TL0, Wt. 8lbs, Cost -100
  • Winter Suit: advanced artic suit with heating (adding +4 vs. cold, SWA pg. 125). TL2, Wt. 12lbs, Cost -500
  • Clip/Drop Harness: magnetic/hook safety line, +2 to Athletics (Climb) skill. TL3, Wt. 4lb, Cost -150
  • Filtration Plugs: simple filter plus that are worn in each nostril. Add +2 to any inhaled toxin or poisonous gases. TL4, Wt. nil, Cost -25
  • Rebreather: a face mask that provides 12 hours of breathable air and adds +2 to resist harmful gases or harmful atmospheres. If the atmosphere contains the being’s required air (such as oxygen), the rebreather can run indefinitely by simply filtering out harmful gases instead. TL3, Wt. 1lb, Cost -50 (air tanks cost 50)
  • Hazmat Suit: or NBA suit. No armor and damage may tear the suit. Grants +4 to checks against contact, inhaled poisons and radiations (SWA pg. 128). TL3, Wt. 10lbs, Cost -500
  • Wet Suit: skin suit and air tank for one hour underwater. Grants a +2 to Athletic (Swim) checks and a bonus to cold and pressure underwater. TL3, Wt. 14lbs, Cost -200.
  • Skinsuit: this is a typical sealed spacesuit made of lightweight flexible fabric with air and heat. It provides +1 Armor, and includes a helm with a two-way radio (50 mile range) and Heads-Up Display (HUD) to display atmospheric composition or incoming messages. Canisters for the suits contain eight hours of oxygen, and an integral headlamp provides powerful illumination. Spacesuits provide complete protection against cold and vacuum, and are shielded against radiation (+4 to resistance). If the wearer suffers a wound in a vacuum, he must apply an adhesive patch as an action. If he doesn’t, he suffers depressurization (see Vacuum SFC, GM call if it requires an Adhesive Patch) the following round. For an extra +1,000 credits and +2lbs, the suit contains a small thruster system that allows the wearer to maneuver in zero-gravity for up to eight hours. Also magnetic boots for adhering to metal surfaces for +200 credits and +1lb. TL4, Wt. 6lbs, Cost 200.

Armor[edit]

Eviro-Suit: This is an armored upgraded Hazmat Suit meant to be worn out in the field where possible dangers can happen (but not genearlly combat). Has all the same fuction as a Hazmat Suit (see Survival gear) and adds +4 Armor points. Damage can tear the suits but it includes a shelf sealing for most minor cuts, etc. (GM call if it requires an Adhesive Patch). Str Min d4, TL3, Wt. 20lbs, Cost 700.
Body Armor: This lightweight material can be worn under normal clothing with little inconvenience. It adds +4 Armor and reduces ballistic damage by 4 points (not melee or energy). Covers the torso, arms and legs. Str Min d4, TL3, Wt. 8lbs, Cost 200.
Combat Armor: These suits include a full jumpsuit, helmet, load-bearing harness for a backpack or other gear, boots, and gloves. The vest (5lbs, cost 200) and helmet (2lb, cost 175) may also be worn separately. Combat armor adds +6 Armor, +1 Toughness and reduces ballistic damage by 4 points. Str Min. d6, TL3, Wt. 16lbs, Cost 500.

SWN.BattleDress.jpg

Energy Skin: This lightweight, reflective material greatly disperses focused light, granting +8 Armor against lasers. It offers no protection against other attack types. Energy skins may be worn on top of (or fastened to) other types of armor, but is obvious, shiny, and subtracts 2 from Stealth checks. If the user ever takes damage, roll a die per wound. An odd roll on any die means the suit’s reflectors or feedback system are ruined and it no longer offers protection (this is why energy skins are rarely worn by traditional combat forces). Str Min d4, TL4, Wt. 5lbs, Cost 500.
Tactical Armored Skinsuit: these are armored skinsuits (see above) to provide some nominal protection in combat. As a skinsuit but also Armor +3, Toughness +1 and reduce ballistic damage by an additional 2 points. Str Min d4, TL4, Wt. 12lbs, Cost 1,000.
Vacuum Hardsuit: a heavier vacuum suits provide full protection against radiation and 16 hours of vacuum support. Provides Armor +4, Toughness +2 and reduces ballistic damage by an additional 2 points. Damage can tear the suits but it includes a shelf sealing for most minor cuts, etc. (GM call if it requires an Adhesive Patch). Str Min d6, TL3, Wt. 24lbs, Cost 2,000.
Battle Dress: the ultimate in advanced light power assist armor that provides all the base environmental protection of the vacuum suit, plus adds +2 die steps to Strength and a +2 to Pace movement. It provides Armor +8, Toughness +4 and reduces ballistic damage by an additional 2 points. Power pack last 8 hours. No Str Min while power pack on. Wt. 150lbs, Str. Min d12 (unpowered), TL4, Cost 15,000.

Personal Scale Weapons[edit]

WEAPON NOTES

Hold-out add +2 to Stealth to hide on person
3RB - 3 round burst, requires 3 rounds; adds +1 to Shooting and damage result. SWAE pg. 67
1/2 Handed can be used one or two handed. When fired 1 handed suffer a -1 Shooting unless you have +1 step over the Min Str required.
2 Handed requires 2 hands to use. When fired with one hand increase the Min Str by +1 step and suffer a -2 Shooting.
Snapshot on the round the attacker moves he is -2 Shooting with weapon. SWAE pg. 66
Shotgun do 1d6 at Long range, 2d6 at Medium range, and 3d6 at Close range. +2 Shooting. SWAE pg. 74

MELEE WEAPONS
Medieval and Modern Melee Weapons are purchased per SWA pg. 72. The following Mods can be applied to these melee weapons, depending on description below...
Molecular Blade: Edged weapons such as daggers or swords can be given a monofilament, “molecular,” or extremely thin edge, making them far sharper than usual. This gives the weapon +2 damage and adds half its damage die type in AP (2 AP for a d4, 4 AP for a d8, etc.). Molecular blades require no power. TL4, Cost +500.
Power Weapon: The weapon contains a variable burst of energy that’s released on impact. It adds +1d6 to the character’s damage and a AP of 4. With a raise on the attack roll, the character’s damage is a d10 instead of a d6. Power weapons function as their base type when drained of energy. The power cell adds 1lb and lasts for 20 successful hits. TL4, Cost +750.
Stun Charge: Blunt weapons can be rigged to deliver a stunning charge of energy. After a target is hit by the weapon (including a Touch Attack), resolve damage. Then the victim must make a Vigor roll or fall prone and Incapacitated. At the start of each subsequent action, he makes a Vigor roll to revive. Success means he revives but is Shaken for the round and can recover on the next as usual A raise means he revives instantly and is not Shaken. An unpowered stun weapon does normal damage. TL3, Cost +350.
Vibro Blade: Any bladed weapon, such as a sword or axe, can be fitted with a fine microwire that is made to vibrate at extremely high frequencies. Vibro blades are extremely loud, but adds one die steps damage and increase AP by 2 to the weapon’s basic statistics. Unpowered, the blade is a normal weapon of its type. The power cell add 1/4 the basic weapons weight and lasts for one hour of continues use. TL4, Cost +250.

BALLISTIC FIREARMS
These firearms are slug throwing projectial weapons common at most TL2+ worlds.

Name Range Damage AP ROF Shots Min Str Wt Cost TL Notes
Pocket Pistol 8/16/32 2d4+1 1 1 8 d4 1 150 2 Hold-Out
Revolver 12/24/48 2d6+1 1 1 6 d6 3 200 2
Heavy Revolver 15/39/60 2d8 2 1 6 d8 4 350 2
Autofeed Pistol 12/24/48 2d6+1 1 1 18 d6 3 250 2
Heavy Autofeed Pistol 15/30/60 2d8 2 1 12 d8 5 450 2 1/2 Handed
Hand Cannon 15/30/60 2d10 2 1 5 d8 6 500 3 1/2 Handed
Machine Pistol 12/24/48 2d6+1 1 3 30 d6 4 400 3 3RB
SMG 18.46.72 2d6+2 1 3 30 d6 6 500 3 3RB, 1/2 Handed
Hunting Rifle 30/60/120 2d10 1 1 6 d6 10 250 2 Snapeshot, 2-Handed
Assault Rifle 24/48/96 2d8 2 3 40 d6 9 700 3 3RB, 2-Handed
Sniper Rifle 50/100/200 2d12 2 1 10 d8 16 1,000 3 Snapshot, 2-Handed
LMG 40/80/160 2d10 2 3 100 d8 24 1,500 3 Snapshot, 2-Handed
Shotgun Pistol 5/10/20 1-3d6 0 1 or 2 2 d6 6 250 2 Shotgun. 1/2 Handed
Pump Shotgun 12/24/48 1-3d6 0 1 6 d6 8 400 2 Shotgun, 2-Handed
Assault Shotgun 12/24/48 1-3d6 0 3 20 d8 18 850 3 3RB, Shotgun, 2-Handed

AMMO NOTES: Standard rounds for a pistols and revolvers costs 10 credits for 50 rounds (1lb); for heavy pistols and SMG cost 15 credits for 50 rounds (1½lb); for hand cannon, assault and hunting rifles cost 25 credits for 50 rounds (2lbs); LMG, sniper rifles and shotgun rounds cost 30 credits for 50 rounds (2½lb). Ballistic rounds are interchangable.

Special Ammo

  • Man-Stopper Rounds – Any but Shotguns. Dense heavy-core bullets; add +2 damage increase AP by another -1. Increase cost by four time base rounds.
  • Shaped Capsules Rounds– Any but Shotguns and Palm Pistols. Military grade shape-charged explosive rounds. Adds +1d8 damage (raise adds another d10 instead of d6). Ammo cost is five times base cost and are considered military (illegal) only.
  • Solid Slug – Shotguns only. No reduction of damage by range increment, Damage is 2d10, AP 2. No bonus to Shooting. Cost is 30 credits per 50 rounds (3lbs).
  • Sunder Rounds – Shotgun only. As solid slug round but made to breach doors, bypass armor. Military grade explosive ammo. Add +1d10 damage and AP 8 but halves Shotgun base range (round down). Ammo cost 150 credits for 50 rounds (4lbs) and are considered military (illegal) only.

ENERGY WEAPONS
All energy weapons are TL4 and Plasma weapons are late TL4/early TL5

Name Range Damage AP ROF Shots Min Str Wt Cost Notes
Palm Laser 10/20/40 2d6 1 3 20 d4 1 450 Hold-out
Laser Pistol 25/50/100 2d6+1 1 3 60 d4 2 550
Laser Carbine 30/60/120 2d6+2 1 3 80 d4 6 750 1/2 Handed
Laser Rifle 40/80/160 2d6+2 1 3 100 d6 7 950 3RB, 2-Handed
Sniper Laser Rifle 60/120/240 2d10 1 1 20 d6 14 1,750 Snapfire, 2-Handed
Gatlin Laser 30/60/120 3d6 1 4 800 d8 30 5,000 Snapfire, 2-Handed
Blaster Pistol 12/24/48 3d6 3 1 12 d6 4 800 1/2 Handed
Blaster Rifle 20/40/80 3d8 3 1 30 d8 12 1,500 2-Handed
Heavy Blaster Rifle 24/48/96 3d10 4 1 10 d10 28 3,000 Heavy Weapon, Snapfire, 2-Handed
Plasma Rifle 20/40/80 4d10 * 1 20 d12 54 10,000 Heavy Weapon, Snapfire, 2-Hand, see below
Flamer Cone 3d6 * 1 15 d6 18 600 Cone Template range, 2-Handed

* these weapons ignore Armor Points vs. unsealed (environmental or vacuum) armor.

AMMO NOTES: Power cells for Palm Laser Wt. ¼lb and cost 35 credits, Laser Pistol Wt. ¼lb and cost 50 credits, Laser Carbines Wt. ½lb and cost 80 credits, Laser Rifle and Sniper Rifles Wt. 1lb and cost 100 credits, Gatlin laser Wt. 10lb and cost 500, Blaster Pistols Wt. 1lb and cost 75 credits, Blaster Rifles Wt. 3lb and cost 125 credits, Heavy Blaster Rifle Wt. 20lb and cost 400 credits, Plasma Rifles Wt. 30lb and cost 750 credits each, a Flamer fuel-cell wt. 5lbs and costs 50 credits. Power cells are not interchangable.

Too recharge a power sell at most high-tech stations takes about 1 hour per pound of the cell and costs 6 credits per hour at a public station. SWN.rifle.jpg

ENERGY WEAPON NOTES

Cauterization: all energy weapons cause cauterization and targets add +2 Vigor vs. Bleeding Out
Laser Weapons: Laser weapons do not suffer a recoil penalty for multiple attacks in a round (except Gatlin Lasers). Lasers are also recoilless and do not impose extra disadvantages when fired in z-g environments.
Plasma: Plasma weapons are still experimental and unsafe to be fire around unprotected (deals ½ base damage to everyone within a SBT unless in full sealed Battle Dress). Plasma weapons ignore armor points from any totally non-sealed suits or vehicles and deal damage in SBT around the target area. Plasma weapons tend to overheat; whenever an attacker rolls a 1 on their Shooting die (regardless of Wild die), he suffer ½ the basic damage. It takes one round of not firing to cool down to be safe to fire again, otherwise suffer full damage if fired before then. Plasma guns count as Heavy Weapons. Wielders should wear a minimum of Battle Dress armor to operate safely.

EXOTIC FIREARMS

Name Range Damage AP ROF Shots Min Str Wt Cost TL Notes
Gryrojet Pistol 15/30/60 2d8 8 1 8 d8 8 900 3 Heavy Weapon, 1/2 Handed
Gryrojet Rifle 30/60/120 2d8 8 1 20 d8 14 2,000 3 Heavy Weapon, 2-Handed
Needler Pistol 10/20/40 2d4 0 1 30 d4 3 500 4 Hold-Out
Needler Rifle 16/32/48 2d4 0 1 50 d4 7 750 4 1/2 Handed

AMMO NOTES

  • Gyrojet base ammo cost 60 and weighs 2 for a pistol clip and cost 125 and weigh 5 for rifles. Boomer rounds deal 5d6 damage in a LBT, count as Heavy Weapons but lose all AP, cost triple the base ammo cost. HEAT Seeker rounds deal 3d6 damage no AP and adds +2 to Shooting checks to hit 'living' targets and vehicles that are powered on. Cost as base ammo. Gyrojet are military grade weapons.
  • Needler pistols ammo weigh ½ and cost 150 for a full clip and needler rifles wt. 1 and cost 300. Needer rounds are toxic and if causes at least a Shaken result, living targets must make a Vigor -2 (-4 if attacker got a raise) or suffer a Wound. On their next round must roll again vs. a Wound with the same penalties. Illegal.

Weapon Weapon Accessory and Upgrades[edit]

  • Motion Predictor: complex target-tracking cogitator. Eliminates 2 penalty from range weapon attack for range and mutltiattacks. TL4, Wt. +1lb, Cost -800
  • Recoil Gloves: advanced grav gloves adds +1 to the uses Str vs. Min. Str requirements and elemination 1 point of Multiattack penalties (for ROF 2+ weapons). TL4, Wt. 3lbs, Price -900.
  • Laser Sight: laser targeting sight, within short range of weapon adds +1 Shooting skill. TL3, +½lb, Cost -50.
  • Scope: for longarms/rifles only; with Aim maneuver add +1 to Shooting and eliminated 2 range penalties. TL2, Wt. ½lb, Price -50. Add LowLight & Thermal/IR Vision TL3, for Cost -250. Add Omni-Upgrade adds feature of a Laser Sight. TL 4, Cost –100 (for both Low-Light & Thermal and Omni-Upgrade cost 300 instead).
  • Silencer: lower noise from ballistic firearm weapon single shot discharge, -4 to Notice. TL3, Wt. +1lb, Cost -100
  • Suppressor: lowers noise from automatic fire of ballistic firearms, -2 to Notice. TL3, Wt. +1lb, Cost -250
  • Grav Harness: anti-grav plates attached to a heavy weapon. Negates up to 30 pounds of a weapon’s weight (though it has 10 pounds of its own), and allows the user to ignore any penalties for recoil or minimum Strength. Cannot move to ignore recoil penalties. TL4, Wt. 10lb, Cost -1,500.

Launchers and Explosives[edit]

Name Range Damage AP ROF Shots Min Str Wt Cost TL Notes
UB Grenade Launcher 24/48/96 Grenade n/a 1 4 d6 6 500 3 2-Handed
Grenade Launcher 24/48/96 Grenade n/a 1 12 d8 16 800 3 2-Handed
Missile Launcher 75/150/300 5d8 20 1 1 d6 9 1,500 3 Snapshot, 2-Handed
Multi-Missile Launcher 75/150/300 5d8 20 1 4 d6 9 6,000 4 Snapshot, 2-Handed

AMMO NOTES: Grenade launchers use grenades, cost and weight the same as hand grenades. A Missile launchers are one-use and dispose of the firing tube afterwards. Cost is pre-loaded. Replacement Missiles for a Multi-Missile Laucher include standard anti-armor missiles for 1,000 credits each.

LAUNCHER NOTES

  • UB is Under-Barrel and maybe attached to any Rifle sized weapon. Price already reflects this.
  • Missiles are always military grade weapons and count as Heavy Weapons. Missile suffer a -4 to Shooting vs. non-vehicles or structures.

GRENADES
Hand Grenades when thrown range of 5/10/20. If shot from a grenade launcher use weapon’s range.

  • Concussion Grenade: Damage: 2d8, AP 8, Wt. 2lbs, Notes: LBT. TL2, Cost -50
  • Frag Grenade: Damage: 3d6, AP 4, Wt. 2lbs, Notes: Heavy Weapon, MBT. TL2, Cost -50
  • Geode Grenade: Damage: 2d10, AP 8, Wt. 2lbs, Notes: Heavy Weapon, MBT (Agility -4). TL4, Cost -200
  • Anti-Armor Grenade: Damage: 3d6, AP 16, Wt. 2lbs, Notes: Heavy Weapon, SBT. TL3, Cost -100
  • Photon Flash Grenade: Wt. 2lbs, Notes: LTB must make an Agility -2 (-4 with raise) check or be ‘Blind’ (-6 to all vision based skills & checks) for 2d4 rounds. TL3, Cost -75
  • Plasma Grenade: Damage: 3d8, Wt. 2lbs, Notes: Heavy Weapon, Ignores non-sealed armor points, MBT, target must make a Agility check or catch fire, suffer 2d6 damage each round. Takes an Action and Agility -2 check to put fire out. Rolling on the ground adds +2 and immerses into water automatically succeeds. TL4, Cost 300 (Military)
  • Smoke Grenade: Wt. 2lbs, Notes: LBT, Thermal-signature to confuse IR, Penalty -4 to all Vision Notice and Shooting rolls into/out of area. TL2, Cost -30
  • Stun Grenade: Wt. 2lbs, Notes: MBT, everyone must make a Vigor -2 (-4 with Raise) or be knocked unconscious for 1d4 rounds. After that Shaken but can recover normal. TL3, Cost -40.
  • Tear Gas: Wt. 3lbs. Notes: LBT, lasts 2d6 rounds. Vigor -4 or Blinded and Shaken for 1d6 rounds, then can make a Vigor -4 each round to try and recover at -2, or normal if outside affect. TL3, Cost -60

UTILITY CHEMICALS & OTHER EXPLOSIVE

  • Glue Sprayer: an almost instantly hardening super-glue sealant (if it matters STR d12+4). The sprayer comes with 10 applications before it is required to be refilled (+50). TL3, Wt. 3lbs, Cost 150.
  • Explosive Paste: Damage 4d6, AP 8 (can form a Small or MBT, or cone burst with Repair skill check). Comes in a small canister this spray-on-paste can be detonated with an included timer or remotely (up to 50”). Takes a Standard action to set with Repair check. TL3, Wt. 1lb, Cost 500 (Military)
  • Plastic Explosives: Damage 4d6, AP 4, Wt. 1lbs., SBT and requires a Repair check. Can be combined. 2lbs. Damage 6d6; 3lbs. Damage 8d6, MBT and Heavy Weapon; 4lbs. Damage 10d6, LBT. Each additional +2lbs adds +1d6 damage. Remote detonator and Timers cost 50¥ each with a range of 500” or set up to two hours. TL3, Wt. 1lb, Cost 500 (Military)
  • Thermite Burning Bar: Damage 4d6, AP 4, Heavy Weapon, Continuous damage 4 rounds. A super-hot burning brick that when exposed to the air it started to heat up and does burning damage. Its’ surface is adhesive and can be stuck to most locks, etc. and takes a Standard action and Repair skill check to set property. TL3, Wt. 1lb, Cost 750 (Military)
  • Charge Pack: simple explosive shackles meant to be ‘set’ (pull fuse) and thrown (Range 5/10/15). Detonates 3 rounds after fuse pulled. Damage: 4d8, AP 5, Heavy Weapon, MBT. TL3, Wt. 10lbs, Cost -500
  • XR-Bomb: peal-back adhesive strip for the XR explosive bomb charge designed to quickly adhere to almost any surfaces. Damage: 6d10, AP 12, Heavy Weapon, can be set for any Burst Template (Small, Medium, Large or Cone with a Repair skill roll), time from 1 round to 2 hours. TL4, Wt. 10lb, Cost -800 (Military)
  • Mines: Anti-vehicle mines causes 5d10 damage, AP 20, but are only set off by at least 500 pounds of pressure. Anti-personnel mines detect movement and detonate for 4d6 damage in a Large Burst Template. Both require a Repair check to set. Finding a mine requires a Notice roll at –4, and removing it is a Repair check at –2. TL3, Wt. 5lb, Cost -1,000

Cybernetics[edit]

Cybernetics in the UFS is fairly common although so is regrown limbs via advanced cloning. Most civilians opt for this option, not willing to replacing a body part, even a heart, etc. with a machine part. The costs of these do not include any hospital stay which generally runs 5,000 credits plus 1,000 credits per Strain and one day stay in recovery per Strain.

The number after the name indicates how many times a system may be acquired. A “U” indicates there is no limit, beyond Strain. Systems marked with an asterisk (*) require the Core Electronics Package.

Finally all Cybernetics are TL 4

BIO ENHANCEMENTS AND REPLACEMENTS SYSTEM

Adrenal System (1): +2 to recover from Shaken or Stunned, Edges stack. Strain 2, Cost -5,000
Armor Plating (3): +2 natural Armor, stacks with Worn Armor. Strain 1/level, Cost -1,500
Bionic Strength Augmentation (4): Raise Strength one die step. Strain 2/level, Cost -2,500
Cybernetic Limb Replacement (4): the subject has replaced one more more of her limbs. Each limb replaced adds +1 to Toughness. Strain 1/level, Cost -2,500
Cyber-Wired Reflexes (2): Raise Agility one die step. Strain 2/level, Cost -5,000
Extra Set of Arms (1): Two additional arms are added to the subjects torso (under the original arms). Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action. Gain Nonstandard Build (as Hindrance Big but only for Armor/Clothing). Strain 3, Cost 8,000
Internal Communicator (1): As comlink with a 10 mile range. Strain 0, Cost -250
Internal Life Support (1): Immune to disease, drowning, and poison, toxins and +4 to resist the Hazards of Cold, Heat, and Radiation. Strain 2, Cost -2,500
Nano-Repair System (1): Heal one Wound per day, +4 to resist Bleeding Out. 50% chance to reject poison or disease in the system. Strain 2, Cost -5,000
Reinforced Frame (3): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor. Strain 1/level, Cost -2,500
Secret Compartment (U): Holds three grenades or a pistol; –4 on Notice checks to find it, unless the searcher is familiar with cyborgs. Stain 1/level, Cost -750
Synthetic Organ Replacement (3): Raise Vigor one die step. Strain 2/level, Cost -5,000

COMBAT ENHANCEMENTS

Embedded Combat Coding* (U): Gain one Combat Edge, requirements for other Edges must be met. Requires Cyber-Wired Reflexes. Strain 2/level, Cost -8,000
Hand-to-Hand Reaction Wiring (1): Grants +2 to all Fighting checks and +1 Parry, requires Cyber-Wired Reflexes. Strain 2, Cost -7,500
Range Data System (1): Ignore two points of penalties to all Shooting checks with personal scale weapon, requires the Optics Package Strain 1, Cost -3,000
Targeting Eye* (1): Grants + 2 to all Shooting rolls for all personal scale weapons once calibrated (each weapon takes a full round), requires the Optics Package. Strain 2, Cost -10,000

COMMUNICATION, DATA, AND SENSORY SYSTEMS

Core Electronics Package (1): A computer with universal data-jack/cable grants +2 (+4 if linked to a device via the jack in its related field) to Common Knowledge, Electronics, Research, Repair and Science rolls. Radio (10-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category. Strain 2, Cost -5,000
Audio Package* (1): Gain +2 to hearing-based Notice checks and to resist audio-based attacks. Hear in both the hypersonic and subsonic ranges. Strain 1, Cost -2,500
Environmental Sensors* (1): Detect disease, poison, and radiation—roll Notice within 24", +2 to Notice within 12". Stain 1, Cost -2,000
Expanded Detection and Security Array* (1): 360 degree radar, sonar, and motion detectors grant +2 Notice and the Danger Sense Edge if the attacker is within 24" (48 yards). Strain 3, Cost -10,000
Language Translator* (1): Translates languages at d12+2. The system learns new languages—roll a d6 each day. On a 4+ gain one skill die step. Strain 1, Cost -2,000
Optics Package* (1): Ignore Illumination Penalties, grants +2 to all sight-based Notice checks and checks to resist blinding flashes and effects. Strain 1, Cost -3,000
Signal Booster* (1): 100-mile range radio, +2 Survival (navigation) rolls. Strain 1, Cost -1,500
Vehicle Interface Package* (1): Ignores all penalty to non-trained and +1 to all related Boating, Driving, Piloting, and Electronics checks. Also adds +1 to Shooting skill when systems tied into the vehicle one is operating. Strain 2, Cost -7,500
Wilderness Scout Package* (1): Grants +2 to all Survival rolls. Strain 1, Cost -2,500

MOBILITY

Aquatic Mode Upgrade (1): Move at full Pace when swimming, can breathe in oxgyen water, and suffer no submerged penalties to actions. Strain 1, Cost -5,000
Climbing Package (1): Grapnels and spikes, +2 to Athletics (climbing) rolls. Strain 1, Cost -2,000
Leg Upgrades (4): Each upgrade grants +2 Pace and +1" Jumping distances. Strain 1/level, Cost -3,000
Vacuum Upgrade (1): This allows the subject to survive in the harsh vacuum of space for one hour, requires the Internal Life Support system. Strain 3, Cost -5,000

WEAPONS AND TOOLS

Built-In Close Combat Weapons (U): A Close Combat Weapon is integrated into the ’Borg: 1 Strain per 25lb, increase weapon cost by +2, minimum P. Strain 1/level, Cost 2,000 plus weapon cost
Built-In Ranged Weapon (U): A Personal Ranged Weapon is integrated into the ’Borg—1 Strain per 50lb, increase weapon cost by 50%. Strain 1/level, Cost 3,000 plus weapon cost.
De-Scrambler Hand Pad (1) Grants +2 to Hacking (Scrambler Pad) checks. Strain 1, Cost -4,500.
Gen-Lock Hand Pad (1): Grants +2 to Hacking (Gene-Lock) checks. Strain 1, Cost -5,000
Lockpick Fingers (1): Grants +2 to all Thievery (lock picking) checks. Strain 1, Cost -4,000
Mag-Lock Hand Pad (1): Grants +2 to Hacking (Mag-Locks) checks. Strain 1, Cost -4,500
Ultimate Tool Kit Package (2): There are two versions, each that must be purchased separately. One counts as an Electronics Tools Kit and the second a Mechanical Tools Kit. Advanced software grants +1 to the tool kits skill rolls (see Gear Tools). Strain 1, Cost -3,000

STARSHIPS AND VEHICLES[edit]

As the Science Fiction Companion is the Deluxe Edition I am using lots of updates and mods to bring up to date the basic building blocks of both Starships and Vehicles (and maybe Walkers) to bring them in line with Adventure Edition, See below of Frame and Chassis.

NOTES ON STARSHIP RULES/OPERATIONS
Space Scale Speeds: For Tabletop scale the Space Speed is multipled by 100 to gain the vessel's mph. For vehicles that somehow makes it to space or for weapons used in space divide mph and range increments by 100 for Space scale. , divide Speed by 100 to get its space scale. The Space Scale speed of a vessel is also about how may AU it can travel in a 24 hour period.
Faster-Then-Light Travel. At the present time there are three basic forms of FTL drives in the setting are fairly common and used by all Stellar Civilizations. They are Warp-Folding Drives, Hyperspace-Drill Drives and Wormhole Gate Portals.
Each drive has its own advantages and disadvantages. Both the Warp-Folding Drive and Hyperspace-Drill Drives require specialized engines and navigational systems to chart real spaces at FTL speeds. Wormhole Gate Portals do not as these gateways only lead from the 'stationary' entry point to one exit points. The Gate Portals themselves include all the navigation information incorporated in their system. Those wishing to travel through the Gate Portal must a base fee and then awaits the system to open the gateway for them to pass through.


Plotting Navigational Coruse: As there are at present three different FTL

Spike-Drill Drive Course Plotting requires a Science skill check with a penalty of -1 per light years to destination and takes a base of one hours time. Plotting a course in 20 minutes imposes a -2 penalty. Taking three hours adds +2 to the check. Advanced computers can grant a bonus. A ship’s AI can plot or provide a Support roll. Most civilian ships plot a maximum course of 3 light years taking 3 hours to be on the safe side. Failure results in the drill drive not engaging and requiring a new course to be plotting. Critical Failure damages the drive and requires 1d6 days of Repair and parts worth 1d6 x $5,000 x vessel Size in credits.
These navigations are along established space is well mapped but plotting course to new uncharted worlds or restricted worlds (like a Shadow World) with these mapping information available is more danger. Depending on the data available and/or a navigator's access to restricted data the GM can imposs and addition penalty to the Science check from -1 to 5.
Drive Space Stellar Pollutent Build Up: A Spike Drive in hyperspace can travel saftely for the first 48 hours. After that first 48 hours in Drive Space if the vessel wishes to remain longer requires both a Repair and Science skill check to bleed off this energy so as not to suffer a Starship Critical Hit (SPC p. 44) to a sysem of the ship. If the tests are made the ship is safe for the additional 24 hours. Each additional 24 hours that is spent in Drive Space requires a new set of skill checks as above BUT with a cumlative -1 penalty to them.
Once out of hyberspace a vessel need to bleed off this pollutent built up by spending a number of hours with a star system (not deep space). This require 6 hours per day that was spent in hyperspace. An engineer can attempt to burn this off faster with a Repair skill check to bring this down to 2 hours per day spent in hyperspace. However a critical failure damages the drive requiring 1d6 days of Repair and parts worth 1d6 x $5,000 x vessel Size in credits.

Starships in this setting use Spike-Drill Drive. This allows a ship to "drill" a way through hyperspace and increadale speed. A Spike-Drill Drive Mark 1 can move a vessel as 1 lightyear per 48 hours. A Drive Mark II can move a vessel at 1 lightyear per 36 hours. A Drive Mark III can move a vessel at 1 lightyear per 24 hours. Finally a Drive Mark IV can move a vessel at 1 lightyear per 12 hours.
Most vessels of the UFS are value 2 or 3. Drive 4 are fairly rare and very expensive.
No matter the speed however, the longer one spends in Drive Space the greater the danger of dangerous stellar pollutant like energy is built up within the Drive Engines. This happens within a few days within hyperspace and as it gets progressively more dangers most civilians ships don't spend more the 72 hours within drive hyperspace. Military ships and emergency recusue do but have reduced specialize crew to give them the best chance of survival. Luckily most stars within the Stellar Cluster are within one or two lightyears of another and the Srellar Cluster itself is only about 300 lightyears across and 500 lightyears long. The region of Frontier Space is about half of that.
Within the Stellar Cluster UFS controlled space has been fairly well navigated and mapped but there is a lot of unnavigated space surrending those control by the various species and colonized space, and Shadow Worlds that might never been visited (at least not by any offical UFS ships). Traveling on uncharted courses is risky especially the longer one spends in hyperspace.


Vehicle Class Weapons[edit]

WEAPON NOTES
Weapons Ranges are listed for Player's Scale. For Starship Scale Weapons divide each Range Increment by 100. This is the space space (so a Range of 100 on the Starship scale has a range of 1).

Fire: Ignores half non-sealed armor points (round down), targets in area must make a Agility check or catch fire, suffer 2d8 damage each round. Takes an Action and Agility -2 check to put fire out. Rolling on the ground adds +2 and immerses into water automatically succeeds.
Reaction Fire: Anti-missile and torpode weapons. The basic AI of a system grants it a d10 Shooting skill (it is also an Exra). These attacks have one chance to destory missiles and torpedoes before they hit the ship or the shields. If successful the missile or torpedo is destroyed before striking the vehicle. If still within AOE it deals half damage (and if the vessel has active Shields it halves the damage again)

AUTO-CANNONS (In Atmpsphere Only; except for reaction point-defense weapons)
Auto-cannons (also called chain guns) are powered weapons that fire bursts of chemically propelled metal slugs at the target. They are primarily used by light military vehicles and aircraft to destroy ground targets or as point-defense weapons for starships. Ammo costs are for a full load drum of shots. All Auto-Cannons are considered Heavy Weapons.

Name Range Damage AP ROF Shots Mods Cost Notes
Light 50/100/200 2d12 4 4 200 1 $50K Reaction Fire. Reload $400
Medium 100/200/400 4d8 6 3 100 2 $75K Reload $500
Heavy 100/200/400 5d8 8 3 100 3 $200K Reload $1,000

BALLISTIC MACHINE GUNS (In Atmpsphere Only)
Slugthrowers are traditional firearms firing chemically-propelled rounds. Reload is the Cost and Weight for a full Belt or Drum of ammo

Name Range Damage AP ROF Shots Mods Cost Notes
Medium MG 50/100/200 2d10+1 2 4 200 1 $3K Reload $400 (wt. 15lbs)
Heavy MG 200/400/800 2d12+2 4 3 200 2 $15K HW, Reloadt $500 (wt. 15lbs)
Minigun 24/48/96 2d8+1 2 5 2,000 2 $10K Reload $1K (wt. 25lbs)

BOMBS (In Atmpsphere Only)
Dropping bombs uses Battle rather than Shooting. Craft must be in atmosphere to drop bombs. Night, cloud cover, rain, very high altitude attacks (GM’s call) or other factors that might interfere with the bomb’s targeting systems inflicts a –2 penalty. All bombs listed below are Heavy Weapons

Name Range Damage AP ROF Shots Mods Cost Notes
Small Dropped 6d10 10 1 1 12/1* $500K/12 LBT
Medium Dropped 8d10 20 1 1 8/1* $1M/8 10" Radius
Large Dropped 10d10 30 1 1 4/1* $1M/4 20" Radius
Block Buster Dropped 10d10 30 1 1 2/1* $1M/2 30" Radius
City Buster Dropped 10d10 30 1 1 1 $1M 50" Radius
  • An entry with such as 12/1 means 12 bombs take up 1 Mod slot

CANNONS (In Atmpsphere Only)
Cannons fire large, chemically-propelled, explosive shells. The shells listed below are the most common. High explosive versions reduce the damage die type to d8 and halve AP but increase the Burst Template to Large, or to 10” radius if already Large. Ammo costs are per full load. All Cannons are Heavy Weapons.
A cannon that is used an an Artillery Piece is also available. The cost and damage/AP is the same but range is doubled and the number of shot is 1. With a crew equal to the Mods of the cannon the weaon can be fired every other Round (i.e. Small Cannon has 2 mods so needs 2 crew memeber. Artillery pieces are movable but they cannot fire when doing so as not not generally mounted onto vehicles.

Name Range Damage AP ROF Shots Mods Cost Notes
Small 250/500/1,000 3d10 10 1 50 2 $400K SBT, Reload $5K
Medium 300/600/1,200 4d10 20 1 40 3 $600K MBT, Reload $8K
Heavy 350/700/1,400 5d10 30 1 30 4 $800K MBT, Reload $12K
Super-Heavy 400/800/1,600 6d10 40 1 20 6 $1M LBT, Reload 20K

FLAME WEAPONS (In Atmpsphere Only)
Flamethrowers use liquid or vapor fuel to burn targets. They’re often used to dig opponents out of caves or other tight places. The ones listed here are more powerful, lighter, and carry more propellant than older versions (such as those found in Savage Worlds). The firer can use the Blast Template or fire out to a range of 18" (36 yds) for a Medium or Large Burst template depending on the size of the weapon

Name Range Damage AP ROF Shots Mods Cost Notes
Light Flamethrower Blast or MBT 2d12 * 1 10 2 $500 Fire, Reload $250
Heavy Flamethrower Blast or LBT 3d12 * 1 30 4 $1K Fire, Reload $800
  • Ignores half of the Armor Points unless a fully sealed (environmental or vacuum).

GRENADE LAUNCHER (In Atmpsphere Only)
Futuristic grenades are smaller, lighter, and pack a bit more punch than their predecessors. Grenade launchers may also use the grenades found in Personal Scale Weapons. Note that many grenades under Personal Scale Weapons are not Heavy Weapon. The grenade type here is a Heavy Weapon.

Name Range Damage AP ROF Shots Mods Cost Notes
Grenade Launcher 50/100/200 3d6 0 3 60 3 $1,500 LBT, Reload $1,200

LASER CANNON
Lasers of this size burn through solid materials and flashboil flesh. (They don’t use the rules for personal lasers listed under Personal Scale Weapons. All Laser Cannons are Heavy Weapons

Name Range Damage AP ROF Shots Mods Cost Notes
Light 800/1,600/3,200 2d10 5 1 100 1 $100K Reaction Fire
Medium 800/1,600/3,200 3d10 10 1 100 2 $500K
Heavy 800/1,600/3,200 4d10 15 1 100 4 $1M
Super-Heavy 800/1,600/3,200 5d10 20 1 100 6 $2.5M
Massive 800/1,600/3,200 6d10 25 1 100 10 $4M
  • Lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power (not running engines for speed or weapons, etc.) requring 1 Energy per 10 shots (round up). Otherwise can be charged at an energy station for $500 x Mods of the weapon

MASS DRIVER (Starships only)
Mass drivers are large, space-based, rail systems used to magnetically accelerate heavy projectiles at high speed, causing devastating damage wherever they impact. The ranges listed below are practical limits. In space the actual range is infinite. Projectiles are made of dense metallic materials (rocks) such as can be found easily in asteroids or planets with no manufacturing capability, making them favorite weapons for long-range military vessels that need to supply from natural materials (5 shots per hour can be mined from most asteroids). All Mass Drives are Heavy Weapons. As Mass Drives are only usable in Space that scale is used.

Name Range Damage AP ROF Shots Mods Cost Notes
Large 8/16/32 8d10 10 1 20 8 $1M Reload $500 (100lbs)
Heavy 10/20/40 9d10 10 1 20 10 $3M Reload $1,000 (500lbs)
Super-Heavy 12/24/48 10d10 10 1 20 12 $10M Reload $2,000 (1,000lbs)

MISSILES & TORPEDOES
For direct fire against a target, Attackers make a Electronics or Shooting opossed by the target's Electronics or Hacking skill. Success by the attacker means that the ship has a weapons-locked the target. On the following round as an Action a successful Shooting check strike the target. Without weapons-lock the attack roll is at an additional -4 in addition to any other penalties. Targets can try to break weapons-lock each round after but as an opposed roll where they suffer a -2 penalty to their Electronics or Hacking check (until the weapon's lock is broken when the checks suffer no penalties).
For proximity or AOE fire at a target, the Attackers make a Shooting check opposed by the target's Electronics or Piloting check. A win by the attacker means the weapon detenated nearby and the target veessel suffers Half damage. The target could attempt a seperate Piloting check at -4 to 'dive out of the way' and suffer no damage.
All missiles and torpodes are Heavy Weapons.
EMP Warhead: Any of the missiles or torpedoes can be fitted with electromagnetic pulse warheads at no additional cost. These don’t cause actual damage, but still roll “damage” normally and compare to the vessel’s Toughness, ignoring Armor. A success knocks out the ship’s systems so that all electronics are down (deflector screens, shields, weapons, maneuvering, etc.). Starship continue moving in a straight line at its last speed, ground vehicles might crash or roll to a stop, watercraft drift to a stop, aircraft start falling out of the sky. It cannot take actions until the crew mist take an Action and makes a Repair roll at –2. With a raise on the attack roll was made the penalty is -4. If the Repair check is successful, the vessel’s electronics reboot and it may function normally on the following round. On a raise, the vessel can function immediately.
EMP warheads are stopped by Shields, so an attacker must first eliminate those to effect the ship’s hull and fry its systems.

Name Range Damage AP ROF Shots Mods Cost Notes
Light Missile 1,000/2,000/4,000 5d6 6 1 1 12/1* $50K/12 SBT
Heavy Missile 1,000/2,000/4,000 8d6 12 1 1 8/1* $100K/8 MBT
Anti-Tank Missile 1,000/2,000/4,000 8d6 50 1 1 4/1* $200K/4 SBT
Light Torpedo 1,200/2,400/4,800 5d12 50 1 1 8/1* $1M/8 LBT (1 sq. space). Space or water only (1/2 range for water)
Heavy Torpedo 1,200/2,400/4,800 8d12 50 1 1 4/1* $1M/4 LBT (1 sq. space). Space or water only (Half the range for water)
  • An entry such as 12/1 means 12 missiles take up 1 Mod slot of storage.

RAILGUNS
“Rail guns” are smaller versions of mass drivers, magnetically propelling dense shells (inatmosphere) or spheroids (space). They fire Light (3” diameter) or Heavy (5”) shells. All Railguns are Heavy Weapons

Name Range Damage AP ROF Shots Mods Cost Notes
Light Railgun 800/1,600/3,200 4d10 8 1 20 2 $300K Reload $100 (10lbs)
Heavy Railgun 800/1,600/3,200 5d10 8 1 20 3 $750K Reload $200 (25lbs)