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== GEAR & EQUIPMENT == 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).</br> Purchasing items from the PHB costs of one gold piece is equal to one credit.</br> '''POWERCELLS'''</br> 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 === '''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 === 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'''</br> These weapons count as Martial Weapons for proficiency.</br> '''Fangblade'''[https://www.pinterest.com/pin/89157267611159622/]: 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).</br> '''Fangblade Axe''': as the fangblade but fitting onto the edge of a battleaxe (Restricted).</br> '''Mist Blade'''[https://www.pinterest.com/pin/4855512088995522/]: also called Light-Blades, this weapon is only a handle until activated which produces a blade of pure energy (Military).</br> '''Power Axe''': as a power sword but build on a battleaxe (Military).</br> '''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).</br> '''Power Maul'''[https://www.pinterest.com/pin/7951736832273690/]: as a power sword but build on a maul (Restricted).</br> '''Power Staff''': as a power sword but build on a quarterstaff (Restricted).</br> '''Power Sword'''[https://www.pinterest.es/pin/823103269389616824/]: 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).</br> '''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).</br> '''Vibro-Spear''': as a vibro-dagger but fitted to the blade of a spear (Restricted).</br> '''Vibro-Sword''': as a vibro-dagger but fitted to the edge of a bladed rapier (Restricted).</br> '''Wire-Blade''': advance and dangerous weapon (Military).</br> '''Zap Baton''': this metal truncheon deliver powerful electrical shocks.</br> {| class="wikitable" | '''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'''</br> These weapons count as Simple Weapon proficiency.</br> '''Brass Knuckles''': are a piece of metal shaped to fit around one’s knuckles to enhance your punching.</br> '''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).</br> '''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).</br> '''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).</br> '''Solid Core Staff''': a dense metal core quarterstaffs that can strike with considerable force.</br> '''Shock Gloves''': these deliver a powerful electrical shocks that can stun a target with a punch.</br> {| class="wikitable" | '''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'''</br> These weapons count as Martial Weapon Proficiency. All count as Silent (pg. 54) and can be fitted with a red-dot laser weapon upgrade</br> '''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.</br> '''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.</br> '''Double-Bow''': a huge bow that requires at least three arms to pull and medium size creature or larger.</br> {| class="wikitable" | '''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''' </br> 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. {| class="wikitable" | '''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 === '''PISTOLS''' </br> 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.</br> '''Palm Pistol''': these are light, easily concealable auto-loading slug-throwing pocket pistols.</br> '''Derringer''': a two barreled (one on top of the other) break-barrel loader pocket pistol.</br> '''Revolver'''[https://www.pinterest.com/pin/119204721374484721/]: a simple but reliable repeating handgun with six revolving cylinder.</br> '''Heavy Revolver''': a heavy version of the standard revolver.</br> '''Autoloader Pistol'''[https://www.pinterest.com/pin/335307134766259501/]: a light semi-automatic pistol, fairly cheap and reliable and popular for self-defense.</br> '''Heavy Autoloader''': a high caliber semi-automatic pistol often used by law enforcement and the military forces.</br> '''Hand Cannon'''[https://www.pinterest.com/pin/3518505950323187/]: a five cylinder, heavy caliber revolver popular with bounty hunters and big game hunters due to its high stopping power (Restricted).</br> '''Shotgun Pistol''': this two barreled (over-under or side-by-side) pistol fires shotgun rounds.</br> '''Machine Pistol'''[https://www.pinterest.com/pin/336433034671712952/]: a light, fully automatic pistol (Restricted).</br> '''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).</br> '''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)</br> '''Stun Pistol''': this non-lethal pistol is popular with the non-violent or those who want prisoners.</br> '''Coil Pistol''': this pistol uses advanced magnetic coils to accelerate a metal round at supersonic speeds.</br> '''Holdout Laser''': a pocket laser pistol, firing concentrated light beam.</br> '''Laser Pistol'''[https://www.pinterest.com/pin/68741742484/]: standard laser pistol, popular throughout society.</br> '''Blaster Pistol''': packing more punch via particle acceleration, the blaster pistol is popular with most militaries (Restricted).</br> '''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).</br> '''Posion Ray Pistol'''[https://www.pinterest.com/pin/7107311898395810/]: an fairly illegal weapon that fires concentrated rays of posion energy at its foes (Illegal)</br> '''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).</br> '''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.</br> '''Needler Pistol''': somewhat illegal, this semi-automatic pistol fires poisonous, high-density needles (Restricted).</br> '''Hand Flamer''': this bulky pistol with large powercell protects flames out in a fifteen foot cone. (Military).</br> '''Capsicum Spraye'''r: 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.</br> '''Screamer''': firing concentrated sounds at extremely high decibels, this weapon literally rips flesh apart. (Restricted).</br> '''Restraint Pistol''': this heavy pistols fires a super-tech, ultra-fast hardening goo that restrains a target in place.</br> '''Plasma Pistol'''[https://www.pinterest.com/pin/155514993372686965/]: heavy pistol firing devastating concentrated plasma bolts. (Military) {| class="wikitable" | '''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'''</br> Note that all rifles are automatically 2-handed weapons.</br> '''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.</br> '''Shotgun''': a pump action shotgun rifle.</br> '''Semi-Automatic Rifle''': fairly popular rifle with hunters and colonists for home defense due to cost.</br> '''Submachine Gun''': a fully automatic light rifled weapon to spray your foes with bullets.</br> '''Assault Rifle'''[https://www.pinterest.com/pin/AbfFyKCKq07kk2By-6uJE70mq8Uwg8YBLEusfIEIFbhLjK-GsO74lWk/]: a heavier version of a SMG, a standard military weapon for mercenaries (Restricted).</br> '''Combat Shotgun'''[https://www.pinterest.com/pin/383720830760430323/]: a fully automatic rifled shotgun (Restricted).</br> '''Caseless Rifle''': as with the caseless pistol (Restricted).</br> '''Sniper Rifl'''e: build with advanced sights and scope, this is a military semi-automatic rifle (Restricted).</br> '''Heavy Sniper Rifle''': a heavier caliber sniper rifle (Military).</br> '''Splinter Rifle''': a heavier version of the splinter pistol (Military).</br> '''Railgun'''[https://www.pinterest.com/pin/4785143345836276/]: uses advanced magnetic coil accelerators to fire rounds at hypersonic speeds (Military).</br> '''Grenade Launcher''': a semi-automatic grenade launcher with internal clip with a pump action reload feature (Military).</br> '''Sonic Stunner''': a non-lethal rifle version of the stunner, popular with law-enforcement.</br> '''Laser Carbine''': very popular, the laser carbine is light enough to be used by most creatures.</br> '''Laser Rifle''': standard issue military combat laser (Restricted).</br> '''Sniper Laser Rifle''': somewhat delicate laser rifles with enhanced sights for accuracy and range. (Military).</br> '''Blaster Rifle'''[https://www.pinterest.com/pin/3518505947275483/]: heavy particle acceleration rifles. (Military).</br> A'''ssault Blaster Rifle''': a fully automatic, medium squad support blaster rifle. (Military).</br> '''Cold Gun''': fire a freezing ray of cold that can inhibit target’s speed (as well as kill them) (Restricted).</br> '''Lightning Rifle''': packing a powerful electrical blast they can even short out electronic devices (Restricted).</br> '''Air Rifle''': specialize rifle that fires injector rounds.</br> '''Needler Rifle''': a rifled version of the pistol needler, it has a better range (Restricted).</br> '''Flamer''': these heavy rifles project flames out in a thirty foot cone. (Military).</br> '''Plasma Rifle''': heavy plasma weapons to take out even bunkers. (Military)</br> {| class="wikitable" | '''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''' </br> 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.</br> '''Machinegun''': squad support weapons to lay down heavy automatic fire.</br> '''Caseless Machinegun''': caseless version.</br> '''Splinter Machinegun''': a heavier splinter machinegun.</br> '''Anti-Armor Rifle''': these heavy rifles fire super dense rounds to penetrate bunkers, tanks, etc.</br> '''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).</br> '''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.</br> '''Rocket Launcher''': one-shot/use weapon is fired directly at a vehicles. Against Large sized targets or smaller have advantage on their save.</br> '''Lasgun''': a heavy, semi-portable laser rifle for assault and infantry squad support weapon.</br> '''Heavy Assault Blaster'''[https://www.pinterest.com/pin/1759287344366636/]: heavy fully automatic particle acceleration rifles.</br> '''Heavy Railgun''': a heavy railgun using advanced magnetic acceleration.</br> '''Heavy Plasma Gun''': heavier version of the plasma rifle.</br> {| class="wikitable" | '''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 ==== 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</br> For slug-throwers, magnetic coil guns, etc. they require slugs and clips.</br> 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’.</br> 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.</br> Capsicum cartridge cost 25 credits each and weigh ¼ lb.</br> 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).</br> 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).</br> '''SPECIAL AMMUNTION'''</br> )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'''</br> 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.</br> *'''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 === These modifiers can be added to most weapons (melee or firearms).</br> '''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).</br> '''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.</br> '''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.</br> '''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.</br> '''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).</br> '''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.</br> '''Forearm Weapon Mount'''*: a hands-free attachment allowing the use of one light one-handed weapon (melee or firearm). Wt. +2lbs, Cost 200 credits.</br> '''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.</br> '''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).</br> '''Melee Attachment'''*: melee weapon under-mount (think bayonet). Wt. +½lb, Cost 50 credits.</br> '''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.</br> '''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).</br> '''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.</br> '''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.</br> '''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.</br> '''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 === 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.</br> '''''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</br> '''Concussion''': explosive using air pressure as well as shrapnel to disrupt enemy lines.</br> '''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.</br> '''Fragmentation''': deadly antipersonnel explosives with hundreds of steel flechettes (Military).</br> '''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).</br> '''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).</br> '''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.</br> '''HEAT''': high-explosive, anti-tank explosives (Military).</br> '''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.</br> '''Cryo''': super-cooling gas released that not only damages but can also slow targets movement for those who failed their saves (Restricted).</br> '''Electrical''': releasing a powerful electrical discharge that can also fry advanced devices (Restricted).</br> '''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).</br> '''Geode''': advanced frag grenades that release sharpened adamantine flechette shards (Military).</br> '''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).</br> '''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).</br> '''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).</br> '''Plasma''': one of the most powerful hand grenade created (Military).</br> Charge Pack: this bomb has a fairly simply timer set (advantage on Mechanics check) (Restricted).</br> '''Mining Pack''': pre-made/mixed civilian mining explosives mostly used to move dirt and rock (Restricted).</br> '''Anti-Armor Pack''': specialized bomb with an adhesive pull-stripe that can stick to almost any surface (Military). {| class="wikitable" | '''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 === LIGHT ARMOR</br> '''Synthetic Weave'''[https://www.pinterest.com/pin/16325617390344081/visual-search/?imageSignature=234cd0e940fd8057fd5d8a0bb4b3da52]: through the predecessor to advanced aromatic polyamides this full body armor provides light protection.</br> '''Armored Longcoat''': an armored dusker or trenchcoat worn by cheap gangers and anyone wanted to look a little shady.</br> '''Light Flak Vest'''[https://www.pinterest.com/pin/108156828539153670/]: a light but resistant compressed ballistic cloth flak that protects the user’s chest area. </br> '''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.</br> '''Synskin Chameleon Suit'''[https://www.pinterest.com/pin/2392606042662302/]: 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).</br> '''Void Suit'''[https://www.pinterest.com/pin/70437482053536/]: 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.</br> '''Ballistic Cloth'''[https://www.pinterest.com/pin/13440498878767489/]: advanced Kevlar cloth armor body protections.</br> '''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.</br> '''Scout Armored Suit'''[https://www.pinterest.com/pin/914862411422844/]: 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.</br> MEDIUM ARMOR</br> '''Force Body Vest''': a rigid hardened force chest and back plate.</br> '''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.</br> '''Aramid Combat Suit'''[https://www.pinterest.com/pin/65161525850493816/]: the combat suit employs and blends harder materials, rigid plates and flexible aramids. Additional layers of nylon separate staggered sheets of thin polymer plastic.</br> '''Aramid Survival Suit'''[https://i.pinimg.com/originals/cf/2d/ba/cf2dbaab189111158e6606ee963cafcd.jpg]: 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.</br> '''Combat Void Armor'''[https://www.pinterest.com/pin/914862414922508/]: 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.</br> '''Nanotech Armor'''[https://www.pinterest.com/pin/193725221458212678/]: 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).</br> HEAVY ARMOR</br> '''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</br> '''Carbide Armor'''[https://www.pinterest.com/pin/2111131068424499/]: 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.</br> '''Tactical Body Armor'''[https://www.pinterest.com/pin/184647653461960681/]: 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.</br> '''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.</br> '''Tech-Mail'''[https://www.pinterest.com/pin/5981411990565489/]: 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.</br> '''Force Combat Plate'''[https://www.pinterest.com/pin/914862410696311/]: 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.</br> SHIELDS</br> '''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).</br> '''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.</br> '''Power Shield'''[https://renderu.com/en/gallery/artwork/198553]: 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.</br> EXO-ARMOR</br> 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.</br> '''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.</br> '''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.</br> '''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.</br> '''Heavy Combat Exoarmor'''[https://www.pinterest.com/pin/4292562130085573/]: 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.</br> POSSIBLE ARMOR AND ANY APPROPIATE GEAR UPGRADE</br> *'''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. {| class="wikitable" | '''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 ==== 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.</br> 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.</br> 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.</br> 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).</br> 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.)</br> 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.</br> {| class="wikitable" | '''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 === '''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</br> '''Common-class Clothing'''*: basic clothing of the middle classes. Wt. 6lbs, Cost 150 credits</br> '''Elite-class Clothing'''*: formal suits and dress of the business or nobles. Wt. 8lbs, Cost 800 credits</br> '''Royal Clothing'''*[https://no.pinterest.com/pin/8936899253059960/]: 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</br>. '''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.</br> '''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.)</br> '''Night Cloak'''[https://no.pinterest.com/pin/9710955437480545/]: 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.</br> '''Hiking Boots'''*: wearer has advantage vs. exhaustion caused by long journeys on foot. Wt. 3lbs, Cost 50 credits.</br> '''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</br> '''Backpack'''*: carry up to 60lbs of gear. Wt. 2lbs, Cost 20 credits</br> '''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</br> '''Winter Clothing'''*: winter clothing granting advantage vs. cold environmental complications. Wt. 8lbs, Cost 250 credits</br> '''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</br> '''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</br> '''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</br> '''Filtration Plugs'''*: simple plugs that are worn in each nostril. Grant advantage with saves against inhaled toxins and poisons. Wt. nil, Cost 15 credits</br> '''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.</br> '''Aquamask''': a full face mask allows wearer to breath and goggles to see unobscured underwater. Powercell A/hr, Wt. 1lb, Cost 600 credits</br> '''Hazmat Suit'''[https://no.pinterest.com/pin/3237030973818628/]: 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.</br> '''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.</br> '''Skinsuit'''[https://www.pinterest.com/pin/146296687886469600/]: 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.</br> === COMMUNICATIONS AND COMPUTERS === All of the following pieces of equipment includes voice recognition, photo & video recorder, chorno-time piece, datafiles & memory storage, etc.</br> '''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'''''[https://www.pinterest.com/pin/Ab_a-d2o-CyWq6BpUNcyxNVivnAuCzWeMTgAwtu98Il6qg-P_1SyOUU/] adds a small holo-project or whom you are speaking with for +100 credits</br> '''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</br> '''Image Lantern''': heavier holographic com-projector. Range 50 miles with a satellite uplink. Powercells 2A/2hrs, Wt. 6lbs, Cost 2,000 credits</br> '''Dataslate'''[https://ar.pinterest.com/pin/58335757656821553/]: 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</br> DATASLATE UPGRADES</br> '''''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.</br> '''''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.</br> '''''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).</br> '''''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 ==== All of pieces of gear require proficiency in Intelligence (Computer Use) to use propertly or are used at disadvantage on usage.</br> '''Auspex Suite'''[https://www.pinterest.com/pin/774408098403003725/]: 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</br> '''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.</br> '''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</br> '''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</br> '''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.</br> '''Motion Detector'''[https://www.pinterest.com/pin/774408098408220401/]: 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.</br> '''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.</br> '''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.</br> '''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.</br> === MEDICAL GEAR AND DRUGS === 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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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</br> '''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.</br> '''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 === '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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).</br> '''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).</br> '''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.</br> '''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)</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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</br> '''Transmitter Beacon''': This device greatly enhances transporter ranges (see Vehicles pg. 26). Powercell – G/20 transports, Wt. 750lbs, Cost 5,000 credits.</br> '''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.</br> ==== Light ==== '''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.</br> '''Flashlight''': hand-held unit, provides bright light out to 200 feet or 40 foot radius. Wt. 1lb, Cost 20 credits, Powercell AA/72hrs.</br> '''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.</br> ==== Packs and Rations ==== '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''MRE'''*: Meals, ready to eat add bulk and better taste value then bars. Wt. 6 lbs., Cost 30 credits a day.</br> '''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.</br> === SECURITY GEAR === Note that all types of advanced locks the DC to overcome is also the Dispel DC to depower.</br> '''Ether-Eyes'''[https://www.pinterest.com/pin/797559415236808968/]: 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</br> '''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.</br> '''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).</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> ==== Counter Security ==== '''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</br> '''Disguise Kit'''*: carrying bag with various cosmetic tools to disguise oneself. Wt. 6lbs, Cost 200 credits.</br> '''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).</br> '''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).</br> '''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).</br> '''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).</br> '''Thieves Tools'''*: These are primitive, old school lock picking set. Wt. 1lb, Cost 75credits (Restricted).</br> === SPELLWARE (CYBERNETIC) === In DragonStar, bio- and cyber-ware are called Spellware[https://www.pinterest.com/pin/13229392646640950/] 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).</br> 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.</br> 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.</br> All spellware requires one hour surgery[https://www.pinterest.com/pin/8303580548514725/] per Strain to install. Most surgeons will charge 500 credits per hour of ‘work’ at a major hospitals.</br> 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.</br></br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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).</br> '''Ether-Eye Runic Implants''' (1 level)[https://www.pinterest.com/pin/101471797845198896/]: 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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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.</br> '''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. </br> '''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) === 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 </br> '''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</br> 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'''[https://ro.pinterest.com/pin/572942383838242457/?amp_client_id=CLIENT_ID(_)&mweb_unauth_id=&simplified=true]: 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 === 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.</br> '''Cost''': in credits.</br> '''Size''': see Vehicle combat (Mods #) is a feature for if want to later upgrade the vehicle in some way.</br> '''Crew''': minimum crew to operate; Passengers: maximum number of passengers.</br> '''Cargo''': base cargo. Can double this but reduce speed by 10% and maneuvers checks at disadvantage.</br> '''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.</br> '''Speed''': feet in basic combat, MPH is non-combat speeds.</br> '''Cover''': basic cover provided by the vehicle to all passengers and crew.</br> '''Power''': list of basic powercell(s) and maximum duration of operation and standard recharge length.</br> '''AC''' (Armor Class): the basic armor class value of the vehicle.</br> '''HD''' (Hit Die) and '''HP''' (Hit Points) of the vehicle. All vehicles are resistant to non-AP damage.</br> '''Hardness''': this amount is subtracted from any damage left over after resistance is applied.</br> '''Threshold''': the amount of damage a vehicle can suffer before it is becomes Partially Disable (see Vehicle combat).</br> '''Saves''': the vehicle’s bonus or penalty to saves against EMP, Dispel, Ion, Pincher, etc. attacks.</br> '''Abilities''': Strength and Dexterity of vehicle and Grab which is Strength modifier plus vehicle Mod.</br> '''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 ==== Aircraft from propeller driven to turbojet and helicopters, called coppers within the Empire due to the noise they make.</br> '''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).</br> '''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).</br> '''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)</br> '''Aerocraft Fighter'''[https://www.pinterest.com/pin/4574037109337435/]: 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).</br> '''Passenger Chopper'''[https://www.pinterest.com/pin/3588874691626051/]: 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.</br> '''Attack Chopper'''[https://www.pinterest.com/pin/41165784079546722/]: 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).</br> '''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 ==== 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.</br> '''Flitter-Bike'''[https://www.pinterest.com/pin/100838479139441416/]: 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).</br> '''Filtter Car'''[https://www.pinterest.com/pin/2251868554374755/]: 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).</br> '''Flitter Tank'''[https://www.pinterest.com/pin/113927065554602969/]: 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.</br> '''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).</br> '''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).</br> '''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 ==== 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).</br> '''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).</br> '''Dirt Bike'''[https://www.pinterest.com/pin/2251868554244674/]: 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.</br> '''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.</br> '''Passenger Landcar'''[https://www.pinterest.com/pin/332914597466700179/]: 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).</br> '''Racer Landcar'''[https://www.pinterest.com/pin/4855512086833828/]: 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).</br> '''Heavy Utility Landtruck'''[https://www.pinterest.com/pin/7388786872236087/]: 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).</br> '''Security Transport'''[https://www.pinterest.com/pin/5207355809896406/]: 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).</br> '''Super Land Transporter'''[https://www.pinterest.com/pin/496873771396929144/]: 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)</br> '''Tracked Explorer'''[https://www.pinterest.com/pin/546624473530798432/]: 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).</br> '''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.</br> '''Super Transport'''[https://www.pinterest.com/pin/4433299619928137/]: 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 ==== 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.</br> '''Explorer Walker'''[https://www.pinterest.com/pin/445715694362384493/]: 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).</br> '''Combat Walkers'''[https://www.pinterest.com/pin/27514247714085559/]: 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 ==== Watercraft are built to operate on (or under) the water surfaces and only on water.</br> '''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).</br> '''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)</br> '''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 === Starships have Resistant to all weapon or magic damage except by Super-Heavy weapons with AP weapon property.</br> Changes from Vehicles for Starships and Capital Starships features…</br> '''Cover''': all spacecraft provide full cover by default (so not listed in their features).</br> '''Speed''': the second speed in parentheses is Space Scale.</br> '''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.</br> '''Life Suppor'''t: 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.</br> ==== Common Light Starships and Shuttles ==== '''''Mustang''-Shuttle Lander'''[https://www.pinterest.com/pin/27514247712864143/]: 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.</br> 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</br> '''''Raptor'' Light Attack Fighter'''[https://www.artstation.com/artwork/jaguar-9e1bcdb3-f854-4c55-884d-aa0706e4b3ad]: 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.</br> Weapons: one forward Fixed Quad linked Lascannons (Damage 6d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> '''Imperial ''Katana'' Gun-Ship'''[https://www.pinterest.com/pin/9992430411725046/]: 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.</br> Weapons: one forward Fixed Quad linked Lascannons (Damage 6d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> One forward Fixed Photon Torpedo Launcher (Damage 4d10 x8 plasma, Range 10/50, AP, AOE space 2, locking. Can carry 6 torpedoes internally).</br> '''Solaris-Works ''Andrill''-class Light Courier'''[https://www.pinterest.com/pin/10555380364941203/]: 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).</br> Weapons: one Fixed turret Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> One forward Fixed 2 Tractor Beam (Restrained +26, Range 500/5,000ft, or Space 10/50, powered)</br> '''Idaran-Yards ''Voidrunner'''''[https://www.pinterest.com/pin/3518505935740719/]: 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).</br> Weapons: one Fixed turret duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> '''Kaldarr-Systems-''Express'' Fast Courier'''[https://www.pinterest.com/pin/113927065562512503/]: 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).</br> Weapons: one Fixed turret Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit)</br> '''Lakota-Yards ''Explorer'''''[https://www.pinterest.com/pin/70016969193373972/]: 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.</br> Weapons: two Fixed turrets Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> One forward Fixed 2 Tractor Beam (Restrained +26, Range 500/5,000ft, or Space 10/50, powered)</br> '''''Steadfast'' Stock Freighter'''[https://www.pinterest.com/pin/49891508360167355/]: 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).</br> Weapons: two Fixed turrets Duel linked Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> One forward Fixed 2 Tractor Beam (Restrained +36, Range 500/5,000ft, or Space 10/50, powered)</br> '''''Andromeda''-Class Stock Freighter'''[https://www.pinterest.com/pin/301389400068483818/]: 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).</br> Weapons: two Fixed turrets Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> One forward Fixed 2 Tractor Beam (Restrained +38, Range 500/5,000ft, or Space 10/50, powered)</br> '''''Ogre''-class Troop Transport'''[https://www.pinterest.com/pin/57561701478214215/]: 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).</br> Weapons: four Fixed and two turrets Duel linked Heavy Lascannons (Damage 6d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> '''''Gorgon'' Fast Patrol Frigate'''[https://www.pinterest.com/pin/111112315797565689/]: 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).</br> 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.)</br> One forward Fixed 2 Heavy Ion Cannon (damage 5d10, Range 25/50, Direct fire AOE 4, Ion/DC 20, powered)</br> Two Fixed turrets Duel linked Medium Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit)</br> One forward Fixed 2 Tractor Beam (Damage –Restrain +33, Range 500/5,000ft, or 10/50, powered)</br> ==== Starship Navigation ==== 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 ==== 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.</br> '''Life Support Resupply''': Basic provisions cost 15 credits x days of life support x crew & passengers.</br> '''Maintenance''': Every six months, ships require repair and refit. Costs 1,000 credits x ship’s mods (includes engines and other systems).</br> '''Repairing HP Damage''': Costs 50 credits x the damage repaired (in spare parts) x the ship’s mods.</br> '''Spaceport Docking Fees''': Cost 100 credits x ship’s mods for docking up to one week, standard.
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