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==BASIC OVERVIEW OF SETTING==
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==OVERVIEW OF SETTING==
The history of the Known Worlds is inseparable from the history of the mother world that spawned its most prodigious race. Earth is the ancestral birthplace of all pure-blooded humans; their DNA evolved in its oceans and spread to the
 
stars by their own ingenuity.
 
 
 
Other humanoids—bipedal sentients with vaguely similar physiology from other far-flung planets—do not share that distinctive legacy. Humanoid is an all-encompassing term in the Known Worlds that includes humans and many other independently evolved bipedal beings of similar size and basic physiology. All humans are humanoids, but not all humanoids are humans.
 
 
 
Earth’s pre-spaceflight history is a colorful pastiche of violent multiculturalism, now largely forgotten, its nations, religions, and economies
 
long vanished in the wake of unfolding science and interstellar expansion. Still, what Earth is today is built upon the bones of its formative 20th through 22nd Centuries, when the massive destructive power of emerging
 
technologies put humans and their fragile world to the test many times over. In those days, despots rose and fell, populations roiled and clashed,
 
philosophies wrestled with science and lingering mysticism. It was a bloody epoch that ultimately wiped the Earthly slate clean for more promising
 
times to come.
 
 
 
During those dark, violent centuries, uniquely human optimism clung precariously to the edge of the precipice. Foundations gathered resources
 
and minds and hid themselves away where they might survive and plan for a better future. Some governments did the same, the most forward thinking devoting a portion of their economies to science that might give them an edge against their enemies.
 
 
 
Idealists pressed on against the prevailing wisdom that humanity was doomed to its own foibles, convinced that their race’s future was in fact quite bright, and ultimately it would blossom beneath the warm light of distant suns.
 
 
 
 
==RULE SET AND SETTING RULES==
 
==RULE SET AND SETTING RULES==
Using the '''Savage World Adventure Edition''' (SWAE) a basic framework of the '''Science Fiction Companion''' (SFC).
 
 
'''Setting Rules''' (SWAE pg. 136-141)
 
:'''''Born a Hero''''' - ignore Rank requirements for Edges at character creation.
 
:'''''High Adventure''''' - the heroes can spend a Benny to gain the one-time use of a Combat Edge. They must meet the Rank and any Edge requirements as usual but can ignore Trait requirements.
 
:'''''More Skill Points''''' - heroes start with 15 points for Skills.
 
:'''''Multiple Languages''''' - start with native in a d8 and start with ½ Smarts dice in additional languages at d6.
 
:'''''Wound Cap''''' - heroes suffer a maximum of 4 Wounds in s single hit; apply this limit before making Soak rolls
 
 
 
==CHARACTER CREATION==
 
==CHARACTER CREATION==
:1. Choose a '''Species of the Last Parsec'''
 
:2. Assign 5 points to '''Attribute''' Traits
 
:3. Assign 15 points for '''Skills''' (including base Athletics d4, Common Knowldge d4, Notice d4, Persuasion d4, Stealth d4). Also begin with your Native Language at a d8 and ½ Smarts die in additional Languages at d6, one that must be Trade (see Setting rules).
 
:4. Choose obe of the following:
 
:: an additional point to '''''Attribute''''' Trait points (6 starting total)
 
:* an additional 2 points to '''''Skill''''' Trait points (17 starting points)
 
:* a bonus '''''Edge''''' (must qualify)
 
:5. Choose one '''Major''' and two '''Minor''' Hindrances.
 
:6. Pick $1,000 (credits) in '''Gear''' (see Tech and Gear).
 
 
 
==SPECIES OF THE LAST PARSEC==
 
==SPECIES OF THE LAST PARSEC==
 
The Known Worlds of the Last Parsec setting hold a wide range of intelligent life. The most common and playable species are covered here.
 
The Known Worlds of the Last Parsec setting hold a wide range of intelligent life. The most common and playable species are covered here.
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'''TARGETING SYSTEM''': Negates up to 4 points of ''Shooting'' penalties.</br>
 
'''TARGETING SYSTEM''': Negates up to 4 points of ''Shooting'' penalties.</br>
 
'''WEAPON MOUNT''': The robot mounts a 100 pound or lighter weapon or tool on a 360° telescopic gimble. It may use this additional weapon at no multi-action penalty.</br>
 
'''WEAPON MOUNT''': The robot mounts a 100 pound or lighter weapon or tool on a 360° telescopic gimble. It may use this additional weapon at no multi-action penalty.</br>
==DISALLOWED AND MODIFIED EDGES==
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==HINDRANCES AND EDGES==
'''Disallowed Edges''': Chi, Gadgeteer, Wizard</br>
 
 
 
The only '''Arcane Background''' allowed is Psionics and the only Power Edges allowed are more their options.</br>
 
 
 
The following powers are '''not''' allowed in Star Law – Banish, Burrow, Damage Field, Fly, Growth/Shrink, Intangibility, Resurrection, Shape Change, Summon Ally, Teleport or Zombie. These powers are not normally encounters but can still be found among very rare powerful psychic beings and/or PsiTech (TL5) artifacts.
 
 
 
Modified Powers Arcane Protection, Boost Trait, Darksight, Environmental Protection, Farsight, Invisibility, Protection, Relief, Sloth, Speed, Smite, Read Language and Warrior’s Gilt – all change to Range: Self only.
 
 
 
Drain Power Points, Fear, Mind Link and Mind Reading, Mind Wipe, Puppet, Slumber and Stun – all change that they suffer a -2 Penalty and a increase in Power Points of +1 for user with range greater then Touch.
 
=== New Edges ===
 
NEW LEADERSHIP EDGES</br>
 
'''BORN LEADER''' [Veteran, Command]: If you spend a Full Round Action, one ally within your presence area is granted a free and immediate attack of their choice against an enemy of your choosing.</br>
 
'''MOVE IT MISTER!''' [Seasoned, Command]: You can use a Standard Action to give one ally within your presence area a free and immediate movement of Pace (no Running die). This ally cannot pass through threatened enemy’s space without drawing an attack (unless they have Extraction, then roll normal)</br>
 
 
 
NEW PROFESSIONAL EDGES</br>
 
'''ARMOR MASTER''' [Novice, Strength d6+, Fighting d6+]: Count the weight of any armor that he is wearing as one-half for Encumbrance. The character also ignores the skill penalty to ''Athletics'' and only suffers one-half (round down) to ''Stealth'' while wearing armor.</br>
 
'''BODYGUARD''' [Novice, Vigor d8+, Fighting or Shooting d8+, Notice d8+]: Trained to protect important people from taking harm. Often, this means that you throw yourself into the line of fire. Once per round, a bodyguard within 2” of a character that he wants to protect, can make a ''Notice'' check to throw himself into the line of fire, should the target be attacked. On a successful roll, move the bodyguard into the line of fire and apply any damage to him but now with a +1 Toughness (and +1 if you try a Soak roll but only vs. this attack), instead of the original target. This does not count as an action for the Bodyguard round, but can only be done once a round.</br>
 
'''COMMONDO''' [Seasoned, Assassin or Woodsman or Extraction]: The elite commando can move and still benefit from the Aim maneuver so long as he does not also run (cannot aim if they run). He also gains a +2 to ''Notice'' checks vs. others getting ‘the Drop’ on them.</br>
 
'''ELITE EXPLORER''' [Seasoned, Alertness, Woodsman, Smarts d8+, Notice d8+ Survival d8+]: Elite explorers are well-traveled and well respected in the area of expertise. When leading a group through the wilderness, they grant the group a +2 to ''Notice'' and ''Survival'' checks (but only in wilderness).</br>
 
'''GAMBLER''' [Novice, Gambling d8+]: Gamblers are half swindler, half psychologist who makes their living playing games of chance. Gambles gains a +2 to their ''Gambling'' skill and can re-roll a failed skill check so long as it was not a Critical Failure.</br>
 
'''INFILTRATOR''' [Seasoned, Stealth d10+]: Infiltrators specialize at entering enemy strongholds. When failing a ''Stealth'' roll against foes, you can re-roll your result so long as it was not a Critical Failure.</br>
 
'''STOIC HEALTH''' [Novice, Vigor d8+]: Various trainings in preserving the body and controlling its responses to the environment. You may ignore one level of Fatigue penalties.
 
 
 
==TECH LEVEL==
 
:Tech Level 0: Stone Age
 
:Tech Level 1: Pre-Industrial Age
 
:Tech Level 2: Industrial Age
 
:Tech Level 3: Pre-Stellar Age (Modern Earth, with more in-system space travel)
 
:Tech Level 4: Stellar Age
 
:Tech Level 5: Multiple FTL Drive Stellar Age
 
Most of the Known Worlds falled under TL4 in and around the Core Worlds and most of the Colonies around TL3. Some species (and some colonies of Man) are lower like the Yeti whom are only around TL1 at best. The Canopan and some other cultures have reach TL5 at least in fast-then-light travel.
 
 
 
When TL are listed in gear and weapons below, this is the earliest such an item is available (i.e. you can't get personal computers until TL3 in pre-Stellar societies).
 
 
 
==GEAR AND EQUIPMENT==
 
Gear prices are in credits ($). See SWADE pg. 65+. Can purchase any modern or primative armor, weapons and gear from there with $=credits. 
 
===Standard Gear===
 
CLOTHING AND BODYGLOVES</br>
 
'''Work coveralls''': reinforced for heavy work so as not to ware to quickly. TL1, Wt. 6lbs, Cost -75</br>
 
'''Standard/Causal wear''': incluses basic clothing and causal wear. TL1, Wt. 4lbs. Cost -50</br>
 
'''Executive wear''': business clothing of the corporate elite. TL2, Wt. 6lbs, Cost -500+</br>
 
'''Shift Fabric''': clothing that can change colors with one’s mood, etc. +1 ''Persuasion''. TL4, Wt. 6lbs, Cost -2,500</br>
 
'''Camouflage Uniform''': in correct environment +2 to ''Stealth'' (-2 in all others). TL2, Wt. 6lbs, Cost -100</br>
 
'''Night Cloak''': cloak that absorbs ambient light adding +2 to ''Stealth'' at night only. TL3, Wt. 4lbs, Cost -300</br>
 
Camo Cloak: cloak that changes patters with background, adding +2 to ''Stealth''. TL3, Wt. 4lbs, Cost -1,000</br>
 
'''Synskin''': advanced full body-glove offering superior camouflage and light protection. Adds +2 Armor, +2 to ''Stealth'' checks, and all targets suffer a -2 penalty to ranged attacks (''Shooting'') vs. you. TL4, Wt. 6lbs, Cost – 5,000</br>
 
 
 
COMPTUERS</br>
 
A basic computer includes a short range communicators (base range of 5 miles unless tied to local boosters), time piece, GPS if there are satellites that preform these functions. It takes an Action to access a skill. </br>[[File:SWN.computers.jpg|200px|left]]
 
'''Advisor''': A.I. that can ‘think’ and advise its owner on a number of scientific and academic issues (Smarts d10, Academic d10, Common Knowledge d10, Electronics d10, Repair d8, Science d10). TL4, Wt. 2lbs, Cost -500</br>
 
'''Comlink''': dedicated communication device that can be wrist mounted or carried. Optional range around 30 miles but can be tuned into a local communication grid for greater range. TL3, Wt. ¼lb, Cost -50. Can add holographic projector for +150.</br>
 
'''Facial Scanner''': recognize facial features even disguises ''(Notice'' d10 vs. ''Disguise''). TL3, Wt. 3lbs, Cost -400</br>
 
'''Language Translator''': Available as software for existing hardware or as a portable device about the size of an electric razor, translators can decode standard audio signals as well as ultra-high and ultralow frequencies. Translation is provided in text or audio form, as the user requires. The device’s skill in a known language is d12+2. It cannot translate unknown languages, but advanced models (typically 5× the price) can “learn.” Roll a d6 each full day the device interacts with a target speaker. On a 4+, it gains a d4 in that language. It may continue to “train” itself in this way until its skill is a d12+2. TL4, Wt. 1lb, Cost 2,000.</br>
 
'''Mapper''': roll-out clear plastic map-board hand wand, with GPS built in (Notice d10+2, but only to located where you are and Direction Sense). TL3, Wt.2lbs, Cost -250</br>
 
'''Military Advisor''': dedicated A.I. that has been programmed for military applications. (Smarts d10, Battle d10). TL4, Wt. 4lbs, Cost -1,000</br>
 
'''Stellar Chorno''': any computer upgrade that allows time piece that can be set with hundreds of different world’s local time. TL4, Cost +50</br>
 
'''Starlight LRCD''': backpack with satellite uplink unit, range with satellite routing planetary, otherwise 100 miles. TL4, Wt. 20lbs, Cost -500. Can add holographic projector for +150.</br>
 
 
 
MEDICAL GEAR AND DRUGS</br>
 
'''Autoinjector''': Holds up to six doses of drugs, free action to administer. TL4, Wt. ½lb, Cost -100</br>
 
'''Injector''': Holds a single dose of any drug and takes one Action to load and then another to administer. TL2, Wt. ¼lb, Cost -20</br>
 
'''Diagnostar''': Advanced medical scanner. Adds +2 to ''Healing'' with a full round of use. TL4, Wt. 1lb, Cost -500</br>
 
'''Expedition Medpac''': advanced one-use medpac (grants +2 to a Vigor check, no penalty for wounds. Success heals one wound in 2d6 rounds). TL4, Wt. 2lbs, Cost -150</br>
 
'''Medpac''': basic healers kit (+1 ''Healing'', takesn1d4 minutes). TL3, Wt. 5lbs, Cost -100</br>
 
'''Nanotech Medpac''': advanced medpac (+2 ''Healing'', takes 2d6 rounds; also can ads +2 to Heroic recovery; no penalty or bonus for unskilled). TL4, Wt. 4lbs, Cost -500 (5 uses before needs resupplied, which cost 75 each, Wt. ½).</br>
 
'''De-Tox''' (drug): can negate the effects of most gases and toxins (positive or negative), but painful to administer. After taking drug Shaken for 2d6 rounds, recover normal after that. TL3, Wt. nil, Cost -50 each dose.</br>
 
'''Frenzon''' (drug): combat drug, lasts 1d10 minutes. Immunity to fear and gain the Frenzy edge. TL4, Wt. nil, Cost 75 per dose. Military only (note this drug is also very addictive. Character needs to make a Vigor check -1 per each time they have used it, or become addicted to it. When in combat without then -1 to all rolls).
 
*Medi-Gel (gel): A tube of advanced healing gel. It adds +2 to ''Healing'' rolls made to heal fresh wounds and/or also stabilize someone who’s bleeding out. Contains 10 uses. TL4, Wt. 6oz tube, Cost -50.
 
*Obscura (drug): Subject enters a dream like hallucinogen state for 1d6 hours and then 1d10 hours afterwards a depression (-1 to all non-Soak rolls). Fairly additive. TL3, Wt. nil, Cost -100 per dose, Illegal.
 
*Slaught (drug): Also known as “onslaught”, it heightens awareness and improves reaction time, but causes Fatigue and eventual neural damage. Taking a dose adds Alertness and Quick edges for 1d5 hours. At the end suffer a level of Fatigue (last 1d5 hours). TL3, Wt. nil, Cost -75 per dose.
 
*Stimm (drug): A powerful drug that masks pain. A dose last one hour and adds two levels of Nerves of Steel edge. At the end suffer one level of Fatigue (last one hour). TL2, Wt. nil, Cost -100 per dose.
 
'''TOOLS AND POWER'''
 
*3D Printer: a “3D” printer uses raw materials to create devices from predesigned blueprints. The printer can manufacture most common objects for the usual cost of the raw materials in about one minute per pound. Wt. 10lb for a portable printer that can manufacture up to 50 pound items. TL3, Wt. 15lbs, Cost -500.[[File:SWN.Tools.jpg|200px|right]]
 
*Adhesive Patches: small squares bio-metallic adhesive patches are a quick puncture repair kit for chemical and vacuum suits. One patch is required for each breach. It generally takes an action to apply to each tear. While there is no skill check multi-action penalties can apply if doing anything else. TL3, Wt. 1lb, Cost -20/4 patches.
 
*Cargo Loader: Essentially power armor without the communications gear or protection, this powerful piece of hardware has a Strength of d12+6 and a Pace of 2. It has two arms with crude, blunt pincers to lift, carry, and load heavy cargo (one ton). The pincers are awkward if used for combat and act as an Improvised Weapon (–2 ''Fighting'' and Parry). They cause Str+d6 damage. TL4, Wt. one ton, Cost 200,000.
 
*Cyber Deck: A high-end, portable computer built for hacking. Characters can’t generally hack a system without one unless they’re able to log into a dedicated station. A fully-loaded deck with the latest security cracks costs five times as much but adds +2 to ''Hacking'' rolls. TL4, Wt. 2lbs, Cost -600 (illegal)
 
*Energy Tent: An easy-to-assemble 2-man tent using energy sheet material that can absorbs and releases energy to provide environmental protection from about 150° Fahrenheit down to about –50°. Once charged, it retains enough energy for 72 hours of continuous use. The tent and collapsible poles are contained in a small drawstring bag. TL4, Wt. 2lbs, Cost -500
 
*Exoskeleton: This device can be worn beneath loose clothing and enhances an individual’s core Strength by +2 die steps. Power cell lasts around 18 hours of continuous use. TL4, Wt. 10lbs, Cost -10,000.
 
*Electronic Tools: required for electrical systems, computers, etc. ''Electronic'' and ''Repair'' checks. Wt. 4lbs, Cost -100. Advanced electronic tools add +1 to related skill checks with these systems. TL3, Cost 1,500.
 
*Mechanical Tools: required for mechanical craft and devices ''Repair'' checks. Wt. 25lbs, Cost –100. Advanced mechanical tools add +1 to ''Repair'' check with these systems. TL2, Cost 1,000.
 
*Power Generator Tools: basic tool set for advanced power systems like starship fusion drives. TL4, Wt. 20lbs, Cost 1,000. Advanced power tools add +1 to ''Repair'' with these system. Cost 5,000.
 
*Stardrive Tool Kit: advanced tool for repairing drill-drive systems. Wt. 50lbs, Cost 2,000. Advanced stardrive systems add +1 to ''Repair'' for these checks. TL4, Cost -10,000.
 
*Matter Cutter: These devices use ultrasonics lasers with molecular disruption to make narrow cuts through matter. They’re most often used by salvage crews or marines to breach ship hulls. Each .5” wide, foot long, foot deep cut requires a single round (real world measurements, not game inches). Double the time required for every full 30 points of Armor the material has. As an improvised melee weapon, it causes 3d6 Damage with AP-20, Str Min d8, but subtracts 2 from ''Fighting'' rolls and Parry. TL4, Wt. 15lbs, Cost -50,000.
 
*Grapnel Gun: grapple launcher with 200 yards (100”) wire rope. +2 ''Athletics'' (Climb). TL3, Wt. 6lbs, Cost -200
 
*Jet Pack: jump-jet backpack. Limited flight, Pace 16 (run d8+6), fuel cell last for 30 ‘rounds’ of use. TL3, Wt. 10lbs, Cost -750, refill costs -150.
 
*Grav Chute: small anti-grav pack, relying on suspensor fields to counter gravity. Allow safe fall from any distance, and can hover up to a minute. Power cell lasts 1 hour. TL4, Wt. 20lbs, Cost -1,500.
 
*Grav-Sled: this platform is just 3 yards wide and long and when powered will support up to one ton of items that can be pushed along at a normal walking Pace by anyone with a Strength of a D4 or greater. Power cell tends to last around six hours and the sled hovers up 3 yards off the ground. TL4, Wt. 100, Cost 5,000.
 
*Fusion Generator: fusion generator can recharge weapon cells, etc. It takes about 1 hour per pound of the powercell itself (max maybe 5lb power cells). TL4, Wt. 15lbs, Cost -2,500.
 
'''SENSOR AND SECURITY DEVICES'''
 
*Low-Light Contacts: contact lenses that grant night vision (no darkness penalties except for total darkness). TL3, Wt. nil, Cost -100.
 
*IR/UV Visors: advance multi-spec night-vision goggles grant wearer +2 vision-based ''Notice'' with low-light & thermal vision (penalties only for Total Darkness max -2). TL3, Wt. 1lb, Cost -200.
 
*Electronic Binoculars: computer enhanced macrobinoculars, add +2 to vision-based ''Notice'' with a penalty of -1 per 1,000 yards (500”). TL3, Wt. 2lbs, Cost -50. Add Low-Light and Thermal Vision, increase price to -250.
 
*Gen-Lock: scan genetic code of owner before lock will open (''Hacking'' -6). TL3, Wt. 2lb, Cost -500.
 
*Magna-Lock: magnetic locks, with keypad access (''Hacking'' -2). TL3, Wt. 2lbs, Cost -150.
 
*Scrambler Pad: magnetic random key-pad lock system (''Hacking'' -4). TL3, Wt. 2lbs, Cost -250.
 
*Wellesley Lock: base iron lock (''Thievery'' -2). TL1, Wt. 2lbs, Cost –50.
 
*Screamer: proximity alarm that detects motion & sound - ''Notice'' d6+2 vs. ''Stealth'') within 5” (10yds). Automatically detects sound waves, etc. (as from a Stummer or similar devices). TL4, Wt. 3lbs, Cost -500.
 
*Stummer: sound wave generator to mask sounds adding +2 to ''Stealth'' (10 minutes). TL4, Wt. 3lbs, Cost -500.
 
*Mineral Detector: A hand held device that detects minerals up to six feet deep, in an area the size of a Large Burst Template per round. It also eliminates the –4 penalty for detecting mines. TL4, Wt. 4lbs, Cost-100.
 
*Weapon Detector: hand-wand unit (Detect – Weapons, ''Electronics'' +2). TL3, Wt. 2lbs, Cost -750.
 
*Explosives Detector: hand-wand unit (Detect – Explosives, ''Electronics'' +2). TL3, Wt. 2lbs, Cost -800.
 
*Cybernetic Detector: hand-wand unit (Detect – Cybernetics, ''Electronics'' +2). TL4, Wt. 3lbs, Cost –1,000.
 
*Motion Detector: detector unit motion ''Electronics'' +2 vs. ''Stealth'' (½ Pace -1 to Stealth, Pace -2, Run -4). -1 to your roll per 5” (10yds). Ignores gas, darkness penalties, etc. Wall, etc. do penalize. TL4, Wt. 3lbs, Cost -1,000.
 
*Sensor Suite: Optical, chemical, motion, and other active sensors ignore illumination penalties and add +2 to ''Electronics'' and/or ''Science'' rolls made to detect designated types of targets such as biological beings, chemical signatures, metal, etc. The targets do not have to be visible, though dense materials may cause inaccurate or false readings at the GM’s discretion. Small sets are handheld and have a range of 50 yards (25”). Medium sets are backpack sized and have a range of 500 yards (250”). TL4, Small Wt. 2lbs, Cost -500; Medium Wt. 18lbs, Cost -5,000.
 
'''SURVIVAL GEAR'''
 
*Fusion Lantern: fusion hand lantern, 50ft radius or out to 500ft protection. TL4, Wt. 2lbs, Cost –100
 
*Hiking Boots: +1 to Fatigue for long journeys by foot. TL1, Wt. 3lbs, Cost -50
 
*Backpack: can carry up to 60lbs of gear. TL0, Wt. 2lbs, Cost -10
 
*Desert Suit: collects water and protects against heat (+2 vs. heat & thirst SWA pg. 128-9). TL3, Wt. 8lbs, Cost -500
 
*Winter Clothing: as modern winter clothing (adding +2 vs. cold, SWA pg. 125). TL0, Wt. 8lbs, Cost -100
 
*Winter Suit: advanced artic suit with heating (adding +4 vs. cold, SWA pg. 125). TL2, Wt. 12lbs, Cost -500
 
*Clip/Drop Harness: magnetic/hook safety line, +2 to ''Athletics'' (Climb) skill. TL3, Wt. 4lb, Cost -150
 
*Filtration Plugs: simple filter plus that are worn in each nostril. Add +2 to any inhaled toxin or poisonous gases. TL4, Wt. nil, Cost -25
 
*Rebreather: a face mask that provides 12 hours of breathable air and adds +2 to resist harmful gases or harmful atmospheres. If the atmosphere contains the being’s required air (such as oxygen), the rebreather can run indefinitely by simply filtering out harmful gases instead. TL3, Wt. 1lb, Cost -50 (air tanks cost 50)
 
*Hazmat Suit: or NBA suit. No armor and damage may tear the suit. Grants +4 to checks against contact, inhaled poisons and radiations (SWA pg. 128). TL3, Wt. 10lbs, Cost -500
 
*Wet Suit: skin suit and air tank for one hour underwater. Grants a +2 to ''Athletic'' (Swim) checks and a bonus to cold and pressure underwater. TL3, Wt. 14lbs, Cost -200.
 
*Skinsuit: this is a typical sealed spacesuit made of lightweight flexible fabric with air and heat. It provides +1 Armor, and includes a helm with a two-way radio (50 mile range) and Heads-Up Display (HUD) to display atmospheric composition or incoming messages. Canisters for the suits contain eight hours of oxygen, and an integral headlamp provides powerful illumination. Spacesuits provide complete protection against cold and vacuum, and are shielded against radiation (+4 to resistance). If the wearer suffers a wound in a vacuum, he must apply an adhesive patch as an action. If he doesn’t, he suffers depressurization (see Vacuum SFC, GM call if it requires an Adhesive Patch) the following round. For an extra +1,000 credits and +2lbs, the suit contains a small thruster system that allows the wearer to maneuver in zero-gravity for up to eight hours. Also magnetic boots for adhering to metal surfaces for +200 credits and +1lb. TL4, Wt. 6lbs, Cost 200.
 
 
 
===Armor===
 
'''Eviro-Suit''': This is an armored upgraded Hazmat Suit meant to be worn out in the field where possible dangers can happen (but not genearlly combat). Has all the same fuction as a Hazmat Suit (see Survival gear) and adds +4 Armor points. Damage can tear the suits but it includes a shelf sealing for most minor cuts, etc. (GM call if it requires an Adhesive Patch). Str Min d4, TL3, Wt. 20lbs, Cost 700.</br>
 
'''Body Armor''': This lightweight material can be worn under normal clothing with little inconvenience. It adds +4 Armor and reduces ballistic damage by 4 points (not melee or energy). Covers the torso, arms and legs. Str Min d4, TL3, Wt. 8lbs, Cost 200.</br>
 
'''Combat Armor''': These suits include a full jumpsuit, helmet, load-bearing harness for a backpack or other gear, boots, and gloves. The vest (5lbs, cost 200) and helmet (2lb, cost 175) may also be worn separately. Combat armor adds +6 Armor, +1 Toughness and reduces ballistic damage by 4 points. Str Min. d6, TL3, Wt. 16lbs, Cost 500.</br>
 
[[File:SWN.BattleDress.jpg|250px|right]]
 
'''Energy Skin''': This lightweight, reflective material greatly disperses focused light, granting +8 Armor against lasers. It offers no protection against other attack types. Energy skins may be worn on top of (or fastened to) other types of armor, but is obvious, shiny, and subtracts 2 from ''Stealth'' checks. If the user ever takes damage, roll a die per wound. An odd roll on any die means the suit’s reflectors or feedback system are ruined and it no longer offers protection (this is why energy skins are rarely worn by traditional combat forces). Str Min d4, TL4, Wt. 5lbs, Cost 500.</br>
 
'''Tactical Armored Skinsuit''': these are armored skinsuits (see above) to provide some nominal protection in combat. As a skinsuit but also Armor +3, Toughness +1 and reduce ballistic damage by an additional 2 points. Str Min d4, TL4, Wt. 12lbs, Cost 1,000.</br>
 
'''Vacuum Hardsuit''': a heavier vacuum suits provide full protection against radiation and 16 hours of vacuum support. Provides Armor +4, Toughness +2 and reduces ballistic damage by an additional 2 points. Damage can tear the suits but it includes a shelf sealing for most minor cuts, etc. (GM call if it requires an Adhesive Patch). Str Min d6, TL3, Wt. 24lbs, Cost 2,000.</br>
 
'''Battle Dress''': the ultimate in advanced light power assist armor that provides all the base environmental protection of the vacuum suit, plus adds +2 die steps to Strength and a +2 to Pace movement. It provides Armor +8, Toughness +4 and reduces ballistic damage by an additional 2 points. Power pack last 8 hours. No Str Min while power pack on. Wt. 150lbs, Str. Min d12 (unpowered), TL4, Cost 15,000.
 
 
 
===Personal Scale Weapons===
 
WEAPON NOTES
 
:'''Hold-out''' add +2 to ''Stealth'' to hide on person
 
:'''3RB''' - 3 round burst, requires 3 rounds; adds +1 to ''Shooting'' and damage result. SWAE pg. 67
 
:'''1/2 Handed''' can be used one or two handed. When fired 1 handed suffer a -1 ''Shooting'' unless you have +1 step over the Min Str required.
 
:'''2 Handed''' requires 2 hands to use. When fired with one hand increase the Min Str by +1 step and suffer a -2 ''Shooting''.
 
:'''Snapshot''' on the round the attacker moves he is -2 ''Shooting'' with weapon. SWAE pg. 66
 
:'''Shotgun''' do 1d6 at Long range, 2d6 at Medium range, and 3d6 at Close range. +2 ''Shooting''. SWAE pg. 74
 
 
 
'''MELEE WEAPONS'''</br>
 
Medieval and Modern Melee Weapons are purchased per SWA pg. 72. The following Mods can be applied to these melee weapons, depending on description below...</br>
 
'''Molecular Blade''': Edged weapons such as daggers or swords can be given a monofilament, “molecular,” or extremely thin edge, making them far sharper than usual. This gives the weapon +2 damage and adds half its damage die type in AP (2 AP for a d4, 4 AP for a d8, etc.). Molecular blades require no power. TL4, Cost +500.</br>
 
'''Power Weapon''': The weapon contains a variable burst of energy that’s released on impact. It adds +1d6 to the character’s damage and a AP of 4. With a raise on the attack roll, the character’s damage is a d10 instead of a d6. Power weapons function as their base type when drained of energy. The power cell adds 1lb and lasts for 20 successful hits. TL4, Cost +750.</br>
 
'''Stun Charge''': Blunt weapons can be rigged to deliver a stunning charge of energy. After a target is hit by the weapon (including a Touch Attack), resolve damage. Then the victim must make a Vigor roll or fall prone and Incapacitated. At the start of each subsequent action, he makes a Vigor roll to revive. Success means he revives but is Shaken for the round and can recover on the next as usual A raise means he revives instantly and is not Shaken. An unpowered stun weapon does normal damage. TL3, Cost +350.</br>
 
'''Vibro Blade''': Any bladed weapon, such as a sword or axe, can be fitted with a fine microwire that is made to vibrate at extremely high frequencies. Vibro blades are extremely loud, but adds one die steps damage and increase AP by 2 to the weapon’s basic statistics. Unpowered, the blade is a normal weapon of its type. The power cell add 1/4 the basic weapons weight and lasts for one hour of continues use. TL4, Cost +250.</br>
 
 
 
'''BALLISTIC FIREARMS'''</br>
 
These firearms are slug throwing projectial weapons common at most TL2+ worlds.
 
<font size=1>
 
{| class="wikitable" border="0"
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Cost''' || '''TL''' || '''Notes'''
 
|-
 
| Pocket Pistol || 8/16/32 || 2d4+1 || 1 || 1 || 8 || d4 || 1 || 150 || 2 || Hold-Out
 
|-
 
| Revolver || 12/24/48 || 2d6+1 || 1 || 1 || 6 || d6 || 3 || 200 || 2 ||
 
|-
 
| Heavy Revolver || 15/39/60 || 2d8 || 2 || 1 || 6 || d8 || 4 || 350 || 2 ||
 
|-
 
| Autofeed Pistol || 12/24/48 || 2d6+1 || 1 || 1 || 18 || d6 || 3 || 250 || 2 ||
 
|-
 
| Heavy Autofeed Pistol || 15/30/60 || 2d8 || 2 || 1 || 12 || d8 || 5 || 450 || 2 || 1/2 Handed
 
|-
 
| Hand Cannon || 15/30/60 || 2d10 || 2 || 1 || 5 || d8 || 6 || 500 || 3 || 1/2 Handed
 
|-
 
| Machine Pistol || 12/24/48 || 2d6+1 || 1 || 3 || 30 || d6 || 4 || 400 || 3 || 3RB
 
|-
 
| SMG || 18.46.72 || 2d6+2 || 1 || 3 || 30 || d6 || 6 || 500 || 3 || 3RB, 1/2 Handed
 
|-
 
| Hunting Rifle || 30/60/120 || 2d10 || 1 || 1 || 6 || d6 || 10 || 250 || 2 || Snapeshot, 2-Handed
 
|-
 
| Assault Rifle || 24/48/96 || 2d8 || 2 || 3 || 40 || d6 || 9 || 700 || 3 || 3RB, 2-Handed
 
|-
 
| Sniper Rifle || 50/100/200 || 2d12 || 2 || 1 || 10 || d8 || 16 || 1,000 || 3 || Snapshot, 2-Handed
 
|-
 
| LMG || 40/80/160 || 2d10 || 2 || 3 || 100 || d8 || 24 || 1,500 || 3 || Snapshot, 2-Handed
 
|-
 
| Shotgun Pistol || 5/10/20 || 1-3d6 || 0 || 1 or 2 || 2 || d6 || 6 || 250 || 2 || Shotgun. 1/2 Handed
 
|-
 
| Pump Shotgun || 12/24/48 || 1-3d6 || 0 || 1 || 6 || d6 || 8 || 400 || 2 || Shotgun, 2-Handed
 
|-
 
| Assault Shotgun || 12/24/48 || 1-3d6 || 0 || 3 || 20 || d8 || 18 || 850 || 3 || 3RB, Shotgun, 2-Handed
 
|-
 
|}
 
</font size>
 
AMMO NOTES: Standard rounds for a pistols and revolvers costs 10 credits for 50 rounds (1lb); for heavy pistols and SMG cost 15 credits for 50 rounds (1½lb); for hand cannon, assault and hunting rifles cost 25 credits for 50 rounds (2lbs); LMG, sniper rifles and shotgun rounds cost 30 credits for 50 rounds (2½lb). Ballistic rounds are interchangable.
 
 
 
'''Special Ammo'''
 
* Man-Stopper Rounds – Any but Shotguns. Dense heavy-core bullets; add +2 damage increase AP by another -1. Increase cost by four time base rounds.
 
* Shaped Capsules Rounds– Any but Shotguns and Palm Pistols. Military grade shape-charged explosive rounds. Adds +1d8 damage (raise adds another d10 instead of d6). Ammo cost is five times base cost and are considered military (illegal) only.
 
* Solid Slug – Shotguns only. No reduction of damage by range increment, Damage is 2d10, AP 2. No bonus to ''Shooting''. Cost is 30 credits per 50 rounds (3lbs).
 
* Sunder Rounds – Shotgun only. As solid slug round but made to breach doors, bypass armor. Military grade explosive ammo. Add +1d10 damage and AP 8 but halves Shotgun base range (round down). Ammo cost 150 credits for 50 rounds (4lbs) and are considered military (illegal) only.
 
 
 
'''ENERGY WEAPONS'''</br>
 
All energy weapons are TL4 and Plasma weapons are late TL4/early TL5
 
<font size=1>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Cost''' ||'''Notes'''
 
|-
 
| Palm Laser || 10/20/40 || 2d6 || 1 || 3 || 20 || d4 || 1 || 450 || Hold-out
 
|-
 
| Laser Pistol || 25/50/100 || 2d6+1 || 1 || 3 || 60 || d4 || 2 || 550 || 
 
|-
 
| Laser Carbine || 30/60/120 || 2d6+2 || 1 || 3 || 80 || d4 || 6 || 750 || 1/2 Handed
 
|-
 
| Laser Rifle || 40/80/160 || 2d6+2 || 1 || 3 || 100 || d6 || 7 || 950 || 3RB, 2-Handed
 
|-
 
| Sniper Laser Rifle || 60/120/240 || 2d10 || 1 || 1 || 20 || d6 || 14 || 1,750 || Snapfire, 2-Handed
 
|-
 
| Gatlin Laser || 30/60/120 || 3d6 || 1 || 4 || 800 || d8 || 30 || 5,000 || Snapfire, 2-Handed
 
|-
 
| Blaster Pistol || 12/24/48 || 3d6 || 3 || 1 || 12 || d6 || 4 || 800 || 1/2 Handed
 
|-
 
| Blaster Rifle || 20/40/80 || 3d8 || 3 || 1 || 30 || d8 || 12 || 1,500 || 2-Handed
 
|-
 
| Heavy Blaster Rifle || 24/48/96 || 3d10 || 4 || 1 || 10 || d10 || 28 || 3,000 || Heavy Weapon, Snapfire, 2-Handed
 
|-
 
| Plasma Rifle || 20/40/80 || 4d10 || * || 1 || 20 || d12 || 54 || 10,000 || Heavy Weapon, Snapfire, 2-Hand, see below
 
|-
 
| Flamer || Cone || 3d6 || * || 1 || 15 || d6 || 18 || 600 || Cone Template range, 2-Handed
 
|-
 
|}
 
</font size>
 
: * these weapons ignore Armor Points vs. unsealed (environmental or vacuum) armor.
 
AMMO NOTES: Power cells for Palm Laser Wt. ¼lb and cost 35 credits, Laser Pistol Wt. ¼lb and cost 50 credits, Laser Carbines Wt. ½lb and cost 80 credits, Laser Rifle and Sniper Rifles Wt. 1lb and cost 100 credits, Gatlin laser Wt. 10lb and cost 500, Blaster Pistols Wt. 1lb and cost 75 credits, Blaster Rifles Wt. 3lb and cost 125 credits, Heavy Blaster Rifle Wt. 20lb and cost 400 credits, Plasma Rifles Wt. 30lb and cost 750 credits each, a Flamer fuel-cell wt. 5lbs and costs 50 credits. Power cells are not interchangable.
 
 
 
Too recharge a power sell at most high-tech stations takes about 1 hour per pound of the cell and costs 6 credits per hour at a public station.
 
[[File:SWN.rifle.jpg]]
 
 
 
ENERGY WEAPON NOTES
 
:'''Cauterization''': all energy weapons cause cauterization and targets add +2 Vigor vs. Bleeding Out
 
:'''Laser Weapons''': Laser weapons do not suffer a recoil penalty for multiple attacks in a round (except Gatlin Lasers). Lasers are also recoilless and do not impose extra disadvantages when fired in z-g environments.
 
:'''Plasma''': Plasma weapons are still experimental and unsafe to be fire around unprotected (deals ½ base damage to everyone within a SBT unless in full sealed Battle Dress). Plasma weapons ignore armor points from any totally non-sealed suits or vehicles and deal damage in SBT around the target area. Plasma weapons tend to overheat; whenever an attacker rolls a 1 on their Shooting die (regardless of Wild die), he suffer ½ the basic damage. It takes one round of not firing to cool down to be safe to fire again, otherwise suffer full damage if fired before then. Plasma guns count as Heavy Weapons. Wielders should wear a minimum of Battle Dress armor to operate safely.
 
'''EXOTIC FIREARMS'''
 
<font size=1>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Cost''' || '''TL''' || '''Notes'''
 
|-
 
| Gryrojet Pistol || 15/30/60 || 2d8 || 8 || 1 || 8 || d8 || 8 || 900 || 3 || Heavy Weapon, 1/2 Handed
 
|-
 
| Gryrojet Rifle || 30/60/120 || 2d8 || 8 || 1 || 20 || d8 || 14 || 2,000 || 3 || Heavy Weapon, 2-Handed
 
|-
 
| Needler Pistol || 10/20/40 || 2d4 || 0 || 1 || 30 || d4 || 3 || 500 || 4 || Hold-Out
 
|-
 
| Needler Rifle || 16/32/48 || 2d4 || 0 || 1 || 50 || d4 || 7 || 750 || 4 || 1/2 Handed
 
|-
 
|}
 
</font size>
 
AMMO NOTES
 
*Gyrojet base ammo cost 60 and weighs 2 for a pistol clip and cost 125 and weigh 5 for rifles. '''''Boomer''''' rounds deal 5d6 damage in a LBT, count as Heavy Weapons but lose all AP, cost triple the base ammo cost. '''''HEAT Seeker''''' rounds deal 3d6 damage no AP and adds +2 to ''Shooting'' checks to hit 'living' targets and vehicles that are powered on. Cost as base ammo. Gyrojet are military grade weapons.
 
*Needler pistols ammo weigh ½ and cost 150 for a full clip and needler rifles wt. 1 and cost 300. Needer rounds are toxic and if causes at least a Shaken result, living targets must make a Vigor -2 (-4 if attacker got a raise) or suffer a Wound. On their next round must roll again vs. a Wound with the same penalties. Illegal.
 
 
 
===Weapon Weapon Accessory and Upgrades===
 
*Motion Predictor: complex target-tracking cogitator. Eliminates 2 penalty from range weapon attack for range and mutltiattacks. TL4, Wt. +1lb, Cost -800
 
*Recoil Gloves: advanced grav gloves adds +1 to the uses Str vs. Min. Str requirements and elemination 1 point of Multiattack penalties (for ROF 2+ weapons). TL4, Wt. 3lbs, Price -900.
 
*Laser Sight: laser targeting sight, within short range of weapon adds +1 ''Shooting'' skill. TL3,  +½lb, Cost -50.
 
*Scope: for longarms/rifles only; with Aim maneuver add +1 to ''Shooting'' and eliminated 2 range penalties. TL2, Wt. ½lb, Price -50. Add LowLight & Thermal/IR Vision TL3, for Cost -250. Add Omni-Upgrade adds feature of a Laser Sight. TL 4, Cost –100 (for both Low-Light & Thermal and Omni-Upgrade cost 300 instead).
 
*Silencer: lower noise from ballistic firearm weapon single shot discharge, -4 to ''Notice''. TL3, Wt. +1lb, Cost -100
 
*Suppressor: lowers noise from automatic fire of ballistic firearms, -2 to ''Notice''. TL3, Wt. +1lb, Cost -250
 
*Grav Harness: anti-grav plates attached to a heavy weapon. Negates up to 30 pounds of a weapon’s weight (though it has 10 pounds of its own), and allows the user to ignore any penalties for recoil or minimum Strength. Cannot move to ignore recoil penalties. TL4, Wt. 10lb, Cost -1,500.
 
 
 
===Launchers and Explosives===
 
<font size=1>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Cost''' || '''TL''' || '''Notes'''
 
|-
 
| UB Grenade Launcher || 24/48/96 || Grenade || n/a || 1 || 4 || d6 || 6 || 500 || 3 || 2-Handed 
 
|-
 
| Grenade Launcher || 24/48/96 || Grenade || n/a || 1 || 12 || d8 || 16 || 800 || 3 || 2-Handed
 
|-
 
| Missile Launcher || 75/150/300 || 5d8 || 20 || 1 || 1 || d6 || 9 || 1,500 || 3 || Snapshot, 2-Handed
 
|-
 
| Multi-Missile Launcher || 75/150/300 || 5d8 || 20 || 1 || 4 || d6 || 9 || 6,000 || 4 || Snapshot, 2-Handed
 
|-
 
|}
 
</font size>
 
AMMO NOTES: Grenade launchers use grenades, cost and weight the same as hand grenades. A Missile launchers are one-use and dispose of the firing tube afterwards. Cost is pre-loaded. Replacement Missiles for a Multi-Missile Laucher include standard anti-armor missiles for 1,000 credits each.
 
 
 
LAUNCHER NOTES
 
*UB is Under-Barrel and maybe attached to any Rifle sized weapon. Price already reflects this.
 
*Missiles are always military grade weapons and count as Heavy Weapons. Missile suffer a -4 to ''Shooting'' vs. non-vehicles or structures.
 
 
 
'''GRENADES'''</br>
 
Hand Grenades when thrown range of 5/10/20. If shot from a grenade launcher use weapon’s range.
 
*Concussion Grenade: Damage: 2d8, AP 8, Wt. 2lbs, Notes: LBT. TL2, Cost -50
 
*Frag Grenade: Damage: 3d6, AP 4, Wt. 2lbs, Notes: Heavy Weapon, MBT. TL2, Cost -50
 
*Geode Grenade: Damage: 2d10, AP 8, Wt. 2lbs, Notes: Heavy Weapon, MBT (Agility -4). TL4, Cost -200
 
*Anti-Armor Grenade: Damage: 3d6, AP 16, Wt. 2lbs, Notes: Heavy Weapon, SBT. TL3, Cost -100
 
*Photon Flash Grenade: Wt. 2lbs, Notes: LTB must make an Agility -2 (-4 with raise) check or be ‘Blind’ (-6 to all vision based skills & checks) for 2d4 rounds. TL3, Cost -75
 
*Plasma Grenade: Damage: 3d8, Wt. 2lbs, Notes: Heavy Weapon, Ignores non-sealed armor points, MBT, target must make a Agility check or catch fire, suffer 2d6 damage each round. Takes an Action and Agility -2 check to put fire out. Rolling on the ground adds +2 and immerses into water automatically succeeds. TL4, Cost 300 (Military)
 
*Smoke Grenade: Wt. 2lbs, Notes: LBT, Thermal-signature to confuse IR, Penalty -4 to all Vision ''Notice'' and ''Shooting'' rolls into/out of area. TL2, Cost -30
 
*Stun Grenade: Wt. 2lbs, Notes: MBT, everyone must make a Vigor -2 (-4 with Raise) or be knocked unconscious for 1d4 rounds. After that Shaken but can recover normal. TL3, Cost -40.
 
*Tear Gas: Wt. 3lbs. Notes: LBT, lasts 2d6 rounds. Vigor -4 or Blinded and Shaken for 1d6 rounds, then can make a Vigor -4 each round to try and recover at -2, or normal if outside affect. TL3, Cost -60
 
 
 
'''UTILITY CHEMICALS & OTHER EXPLOSIVE'''
 
*Glue Sprayer: an almost instantly hardening super-glue sealant (if it matters STR d12+4). The sprayer comes with 10 applications before it is required to be refilled (+50). TL3, Wt. 3lbs, Cost 150.
 
*Explosive Paste: Damage 4d6, AP 8 (can form a Small or MBT, or cone burst with ''Repair'' skill check). Comes in a small canister this spray-on-paste can be detonated with an included timer or remotely (up to 50”). Takes a Standard action to set with ''Repair'' check. TL3, Wt. 1lb, Cost 500 (Military)
 
*Plastic Explosives: Damage 4d6, AP 4, Wt. 1lbs., SBT and requires a ''Repair'' check. Can be combined. 2lbs. Damage 6d6; 3lbs. Damage 8d6, MBT and Heavy Weapon; 4lbs. Damage 10d6, LBT. Each additional +2lbs adds +1d6 damage. Remote detonator and Timers cost 50¥ each with a range of 500” or set up to two hours. TL3, Wt. 1lb, Cost 500 (Military)
 
*Thermite Burning Bar: Damage 4d6, AP 4, Heavy Weapon, Continuous damage 4 rounds. A super-hot burning brick that when exposed to the air it started to heat up and does burning damage. Its’ surface is adhesive and can be stuck to most locks, etc. and takes a Standard action and ''Repair'' skill check to set property. TL3, Wt. 1lb, Cost 750 (Military)
 
*Charge Pack: simple explosive shackles meant to be ‘set’ (pull fuse) and thrown (Range 5/10/15). Detonates 3 rounds after fuse pulled. Damage: 4d8, AP 5, Heavy Weapon, MBT. TL3, Wt. 10lbs, Cost -500
 
*XR-Bomb: peal-back adhesive strip for the XR explosive bomb charge designed to quickly adhere to almost any surfaces. Damage: 6d10, AP 12, Heavy Weapon, can be set for any Burst Template (Small, Medium, Large or Cone with a ''Repair'' skill roll), time from 1 round to 2 hours. TL4, Wt. 10lb, Cost -800 (Military)
 
*Mines: Anti-vehicle mines causes 5d10 damage, AP 20, but are only set off by at least 500 pounds of pressure. Anti-personnel mines detect movement and detonate for 4d6 damage in a Large Burst Template. Both require a ''Repair'' check to set. Finding a mine requires a ''Notice'' roll at –4, and removing it is a ''Repair'' check at –2. TL3, Wt. 5lb, Cost -1,000
 
 
 
===Cybernetics===
 
Cybernetics in the UFS is fairly common although so is regrown limbs via advanced cloning. Most civilians opt for this option, not willing to replacing a body part, even a heart, etc. with a machine part. The costs of these do not include any hospital stay which generally runs 5,000 credits plus 1,000 credits per Strain and one day stay in recovery per Strain.
 
 
 
The number after the name indicates how many times a system may be acquired. A “U” indicates there is no limit, beyond Strain. Systems marked with an asterisk (*) require the Core Electronics Package.
 
 
 
Finally all Cybernetics are TL 4
 
 
 
'''BIO ENHANCEMENTS AND REPLACEMENTS SYSTEM'''
 
:'''Adrenal System''' (1): +2 to recover from Shaken or Stunned, Edges stack. Strain 2, Cost -5,000
 
:'''Armor Plating''' (3): +2 natural Armor, stacks with Worn Armor. Strain 1/level, Cost -1,500
 
:'''Bionic Strength Augmentation''' (4): Raise Strength one die step. Strain 2/level, Cost -2,500
 
:'''Cybernetic Limb Replacement''' (4): the subject has replaced one more more of her limbs. Each limb replaced adds +1 to Toughness. Strain 1/level, Cost -2,500
 
:'''Cyber-Wired Reflexes''' (2): Raise Agility one die step. Strain 2/level, Cost -5,000
 
:'''Extra Set of Arms''' (1): Two additional arms are added to the subjects torso (under the original arms). Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action. Gain Nonstandard Build (as Hindrance Big but only for Armor/Clothing). Strain 3, Cost 8,000
 
:'''Internal Communicator''' (1): As comlink with a 10 mile range. Strain 0, Cost -250
 
:'''Internal Life Support''' (1): Immune to disease, drowning, and poison, toxins and +4 to resist the Hazards of Cold, Heat, and Radiation. Strain 2, Cost -2,500
 
:'''Nano-Repair System''' (1): Heal one Wound per day, +4 to resist Bleeding Out. 50% chance to reject poison or disease in the system. Strain 2, Cost -5,000
 
:'''Reinforced Frame''' (3): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor. Strain 1/level, Cost -2,500
 
:'''Secret Compartment''' (U): Holds three grenades or a pistol; –4 on Notice checks to find it, unless the searcher is familiar with cyborgs. Stain 1/level, Cost -750
 
:'''Synthetic Organ Replacement''' (3): Raise Vigor one die step. Strain 2/level, Cost -5,000
 
'''COMBAT ENHANCEMENTS'''
 
:'''Embedded Combat Coding'''* (U): Gain one Combat Edge, requirements for other Edges must be met. Requires Cyber-Wired Reflexes. Strain 2/level, Cost -8,000
 
:'''Hand-to-Hand Reaction Wiring''' (1): Grants +2 to all ''Fighting'' checks and +1 Parry, requires Cyber-Wired Reflexes. Strain 2, Cost -7,500
 
:'''Range Data System''' (1): Ignore two points of penalties to all ''Shooting'' checks with personal scale weapon, requires the Optics Package Strain 1, Cost -3,000
 
:'''Targeting Eye'''* (1): Grants + 2 to all ''Shooting'' rolls for all personal scale weapons once calibrated (each weapon takes a full round), requires the Optics Package. Strain 2, Cost -10,000
 
'''COMMUNICATION, DATA, AND SENSORY SYSTEMS'''
 
:'''Core Electronics Package''' (1): A computer with universal data-jack/cable grants +2 (+4 if linked to a device via the jack in its related field) to ''Common Knowledge, Electronics, Research, Repair'' and ''Science'' rolls. Radio (10-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category. Strain 2, Cost -5,000
 
:'''Audio Package'''* (1): Gain +2 to hearing-based ''Notice'' checks and to resist audio-based attacks. Hear in both the hypersonic and subsonic ranges. Strain 1, Cost -2,500
 
:'''Environmental Sensors'''* (1): Detect disease, poison, and radiation—roll Notice within 24", +2 to Notice within 12". Stain 1, Cost -2,000
 
:'''Expanded Detection and Security Array'''* (1): 360 degree radar, sonar, and motion detectors grant +2 ''Notice'' and the Danger Sense Edge if the attacker is within 24" (48 yards). Strain 3, Cost -10,000
 
:'''Language Translator'''* (1): Translates languages at d12+2. The system learns new languages—roll a d6 each day. On a 4+ gain one skill die step. Strain 1, Cost -2,000
 
:'''Optics Package'''* (1): Ignore Illumination Penalties, grants +2 to all sight-based ''Notice'' checks and checks to resist blinding flashes and effects. Strain 1, Cost -3,000
 
:'''Signal Booster'''* (1): 100-mile range radio, +2 ''Survival'' (navigation) rolls. Strain 1, Cost -1,500
 
:'''Vehicle Interface Package'''* (1): Ignores all penalty to non-trained and +1 to all related ''Boating, Driving, Piloting'', and ''Electronics'' checks. Also adds +1 to ''Shooting'' skill when systems tied into the vehicle one is operating. Strain 2, Cost -7,500
 
:'''Wilderness Scout Package'''* (1): Grants +2 to all ''Survival'' rolls. Strain 1, Cost -2,500
 
'''MOBILITY'''
 
:'''Aquatic Mode Upgrade''' (1): Move at full Pace when swimming, can breathe in oxgyen water, and suffer no submerged penalties to actions. Strain 1, Cost -5,000
 
:'''Climbing Package''' (1): Grapnels and spikes, +2 to ''Athletics'' (climbing) rolls. Strain 1, Cost -2,000
 
:'''Leg Upgrades''' (4): Each upgrade grants +2 Pace and +1" Jumping distances. Strain 1/level, Cost -3,000
 
:'''Vacuum Upgrade''' (1): This allows the subject to survive in the harsh vacuum of space for one hour, requires the Internal Life Support system. Strain 3, Cost -5,000
 
'''WEAPONS AND TOOLS'''
 
:'''Built-In Close Combat Weapons''' (U): A Close Combat Weapon is integrated into the ’Borg: 1 Strain per 25lb, increase weapon cost by +2, minimum P. Strain 1/level, Cost 2,000 plus weapon cost
 
:'''Built-In Ranged Weapon''' (U): A Personal Ranged Weapon is integrated into the ’Borg—1 Strain per 50lb, increase weapon cost by 50%. Strain 1/level, Cost 3,000 plus weapon cost.
 
:'''De-Scrambler Hand Pad''' (1) Grants +2 to ''Hacking'' (Scrambler Pad) checks. Strain 1, Cost -4,500.
 
:'''Gen-Lock Hand Pad''' (1): Grants +2 to ''Hacking'' (Gene-Lock) checks. Strain 1, Cost -5,000
 
:'''Lockpick Fingers''' (1): Grants +2 to all '''Thievery''' (lock picking) checks. Strain 1, Cost -4,000
 
:'''Mag-Lock Hand Pad''' (1): Grants +2 to ''Hacking'' (Mag-Locks) checks. Strain 1, Cost -4,500
 
:'''Ultimate Tool Kit Package''' (2): There are two versions, each that must be purchased separately. One counts as an Electronics Tools Kit and the second a Mechanical Tools Kit. Advanced software grants +1 to the tool kits skill rolls (see Gear Tools). Strain 1, Cost -3,000
 
 
 
==STARSHIPS AND VEHICLES==
 
As the Science Fiction Companion is the Deluxe Edition I am using lots of updates and mods to bring up to date the basic building blocks of both Starships and Vehicles (and maybe Walkers) to bring them in line with Adventure Edition, See below of Frame and Chassis.</br>
 
 
 
NOTES ON STARSHIP RULES/OPERATIONS</br>
 
'''Space Scale Speeds''': For Tabletop scale the Space Speed is multipled by 100 to gain the vessel's mph. For vehicles that somehow makes it to space or for weapons used in space divide mph and range increments by 100 for Space scale. , divide Speed by 100 to get its space scale. The Space Scale speed of a vessel is also about how may AU it can travel in a 24 hour period.</br>
 
'''Faster-Then-Light Travel.''' At the present time there are three basic forms of FTL drives in the setting are fairly common and used by all Stellar Civilizations. They are '''''Warp-Folding Drives''''', '''''Hyperspace-Drill Drives''''' and '''''Wormhole Gate Portals'''.</br>
 
Each drive has its own advantages and disadvantages. Both the Warp-Folding Drive and Hyperspace-Drill Drives require specialized engines and navigational systems to chart real spaces at FTL speeds. Wormhole Gate Portals do not as these gateways only lead from the 'stationary' entry point to one exit points. The Gate Portals themselves include all the navigation information incorporated in their system. Those wishing to travel through the Gate Portal must a base fee and then awaits the system to open the gateway for them to pass through.
 
 
 
 
 
'''Plotting Navigational Coruse''': As there are at present three different FTL
 
 
 
Spike-Drill Drive Course Plotting requires a ''Science'' skill check with a penalty of -1 per light years to destination and takes a base of one hours time. Plotting a course in 20 minutes imposes a -2 penalty. Taking three hours adds +2 to the check. Advanced computers can grant a bonus. A ship’s AI can plot or provide a Support roll. Most civilian ships plot a maximum course of 3 light years taking 3 hours to be on the safe side. Failure results in the drill drive not engaging and requiring a new course to be plotting. Critical Failure damages the drive and requires 1d6 days of ''Repair'' and parts worth 1d6 x $5,000 x vessel Size in credits.</br>
 
These navigations are along established space is well mapped but plotting course to new uncharted worlds or restricted worlds (like a Shadow World) with these mapping information available is more danger. Depending on the data available and/or a navigator's access to restricted data the GM can imposs and addition penalty to the ''Science'' check from -1 to 5. </br>
 
'''Drive Space Stellar Pollutent Build Up''': A Spike Drive in hyperspace can travel saftely for the first 48 hours. After that first 48 hours in Drive Space if the vessel wishes to remain longer requires both a ''Repair'' and ''Science'' skill check to bleed off this energy so as not to suffer a Starship Critical Hit (SPC p. 44) to a sysem of the ship. If the tests are made the ship is safe for the additional 24 hours. Each additional 24 hours that is spent in Drive Space requires a new set of skill checks as above BUT with a cumlative -1 penalty to them. </br>
 
Once out of hyberspace a vessel need to bleed off this pollutent built up by spending a number of hours with a star system (not deep space). This require 6 hours per day that was spent in hyperspace. An engineer can attempt to burn this off faster with a ''Repair'' skill check to bring this down to 2 hours per day spent in hyperspace. However a critical failure damages the drive requiring 1d6 days of ''Repair'' and parts worth 1d6 x $5,000 x vessel Size in credits.</br>
 
 
 
'''Starships''' in this setting use Spike-Drill Drive. This allows a ship to "drill" a way through hyperspace and increadale speed. A Spike-Drill Drive Mark 1 can move a vessel as 1 lightyear per 48 hours. A Drive Mark II can move a vessel at 1 lightyear per 36 hours. A Drive Mark III can move a vessel at 1 lightyear per 24 hours. Finally a Drive Mark IV can move a vessel at 1 lightyear per 12 hours.</br>
 
Most vessels of the UFS are value 2 or 3. Drive 4 are fairly rare and very expensive.</br>
 
No matter the speed however, the longer one spends in Drive Space the greater the danger of dangerous stellar pollutant like energy is built up within the Drive Engines. This happens within a few days within hyperspace and as it gets progressively more dangers most civilians ships don't spend more the 72 hours within drive hyperspace. Military ships and emergency recusue do but have reduced specialize crew to give them the best chance of survival. Luckily most stars within the '''''Stellar Cluster''''' are within one or two lightyears of another and the Srellar Cluster itself is only about 300 lightyears across and 500 lightyears long. The region of '''''Frontier Space''''' is about half of that. </br>
 
Within the Stellar Cluster UFS controlled space has been fairly well navigated and mapped but there is a lot of unnavigated space surrending those control by the various species and colonized space, and Shadow Worlds that might never been visited (at least not by any offical UFS ships). Traveling on uncharted courses is risky especially the longer one spends in hyperspace.</br>
 
 
 
 
 
=== Vehicle Class Weapons ===
 
WEAPON NOTES</br>
 
Weapons Ranges are listed for Player's Scale. For Starship Scale Weapons divide each Range Increment by 100. This is the space space (so a Range of 100 on the Starship scale has a range of 1).
 
:'''Fire''': Ignores half non-sealed armor points (round down), targets in area must make a Agility check or catch fire, suffer 2d8 damage each round. Takes an Action and Agility -2 check to put fire out. Rolling on the ground adds +2 and immerses into water automatically succeeds.
 
:'''Reaction Fire''': Anti-missile and torpode weapons. The basic AI of a system grants it a d10 ''Shooting'' skill (it is also an Exra). These attacks have one chance to destory missiles and torpedoes before they hit the ship or the shields. If successful the missile or torpedo is destroyed before striking the vehicle. If still within AOE it deals half damage (and if the vessel has active Shields it halves the damage again)
 
 
 
'''AUTO-CANNONS''' (In Atmpsphere Only; except for reaction point-defense weapons)</br>
 
Auto-cannons (also called chain guns) are powered weapons that fire bursts of chemically propelled metal slugs at the target. They are primarily used by light military vehicles and aircraft to destroy ground targets or as point-defense weapons for starships. Ammo costs are for a full load drum of shots. All Auto-Cannons are considered Heavy Weapons.</br>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes'''
 
|-
 
| Light || 50/100/200 || 2d12 || 4 || 4 || 200 || 1 || $50K || Reaction Fire. Reload $400
 
|- 
 
| Medium || 100/200/400 || 4d8 || 6 || 3 || 100 || 2 || $75K || Reload $500
 
|-
 
| Heavy || 100/200/400 || 5d8 || 8 || 3 || 100 || 3 || $200K || Reload $1,000 
 
|-
 
|}
 
 
 
'''BALLISTIC MACHINE GUNS''' (In Atmpsphere Only)</br>
 
Slugthrowers are traditional firearms firing chemically-propelled rounds. Reload is the Cost and Weight for a full Belt or Drum of ammo</br>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes'''
 
|-
 
| Medium MG || 50/100/200 || 2d10+1 || 2 || 4 || 200 || 1 || $3K || Reload $400 (wt. 15lbs)   
 
|-
 
| Heavy MG || 200/400/800 || 2d12+2 || 4 || 3 || 200 || 2 || $15K || HW, Reloadt $500 (wt. 15lbs)
 
|-
 
| Minigun || 24/48/96 || 2d8+1 || 2 || 5 || 2,000 || 2 || $10K || Reload $1K (wt. 25lbs)
 
|-
 
|}
 
 
 
'''BOMBS''' (In Atmpsphere Only)</br>
 
Dropping bombs uses ''Battle'' rather than ''Shooting''. Craft must be in atmosphere to drop bombs. Night, cloud cover, rain, very high altitude attacks (GM’s call) or other factors that might interfere with the bomb’s targeting systems inflicts a –2 penalty. All bombs listed below are Heavy Weapons</br>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes'''
 
|-
 
| Small || Dropped || 6d10 || 10 || 1 || 1 || 12/1* || $500K/12 || LBT 
 
|-
 
| Medium || Dropped || 8d10 || 20 || 1 || 1 || 8/1* || $1M/8 || 10" Radius
 
|-
 
| Large || Dropped || 10d10 || 30 || 1 || 1 || 4/1* || $1M/4 || 20" Radius
 
|-
 
| Block Buster || Dropped || 10d10 || 30 || 1 || 1 || 2/1* || $1M/2 || 30" Radius 
 
|-
 
| City Buster || Dropped || 10d10 || 30 || 1 || 1 || 1 || $1M || 50" Radius
 
|-
 
|}
 
* ''An entry with such as 12/1 means 12 bombs take up 1 Mod slot''
 
 
 
'''CANNONS''' (In Atmpsphere Only)</br>
 
Cannons fire large, chemically-propelled, explosive shells. The shells listed below are the most common. High explosive versions reduce the damage die type to d8 and halve AP but increase the Burst Template to Large, or to 10” radius if already Large. Ammo costs are per full load. All Cannons are Heavy Weapons.</br>
 
A cannon that is used an an Artillery Piece is also available. The cost and damage/AP is the same but range is doubled and the number of shot is 1. With a crew equal to the Mods of the cannon the weaon can be fired every other Round (i.e. Small Cannon has 2 mods so needs 2 crew memeber. Artillery pieces are movable but they cannot fire when doing so as not not generally mounted onto vehicles.</br>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes'''
 
|-
 
| Small || 250/500/1,000 || 3d10 || 10 || 1 || 50 || 2 || $400K || SBT, Reload $5K 
 
|-
 
| Medium || 300/600/1,200 || 4d10 || 20 || 1 || 40 || 3 || $600K || MBT, Reload $8K
 
|-
 
| Heavy || 350/700/1,400 || 5d10 || 30 || 1 || 30 || 4 || $800K || MBT, Reload $12K
 
|-
 
| Super-Heavy || 400/800/1,600 || 6d10 || 40 || 1 || 20 || 6 || $1M || LBT, Reload 20K 
 
|-
 
|}
 
 
 
'''FLAME WEAPONS''' (In Atmpsphere Only)</br>
 
Flamethrowers use liquid or vapor fuel to burn targets. They’re often used to dig opponents out of caves or other tight places. The ones listed here are more powerful, lighter, and carry more propellant than older versions (such as those found in Savage Worlds). The firer can use the Blast Template or fire out to a range of 18" (36 yds) for a Medium or Large Burst template depending on the size of the weapon</br>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes'''
 
|-
 
| Light Flamethrower || Blast or MBT || 2d12 || * || 1 || 10 || 2 || $500 || Fire, Reload $250 
 
|-
 
| Heavy Flamethrower || Blast or LBT || 3d12 || * || 1 || 30 || 4 || $1K || Fire, Reload $800
 
|-
 
|}
 
* ''Ignores half of the Armor Points unless a fully sealed (environmental or vacuum).''
 
 
 
'''GRENADE LAUNCHER''' (In Atmpsphere Only)</br>
 
Futuristic grenades are smaller, lighter, and pack a bit more punch than their predecessors. Grenade launchers may also use the grenades found in Personal Scale Weapons. Note that many grenades under Personal Scale Weapons are not Heavy Weapon. The grenade type here is a Heavy Weapon.</br>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes'''
 
|-
 
| Grenade Launcher || 50/100/200 || 3d6 || 0 || 3 || 60 || 3 || $1,500 || LBT, Reload $1,200 
 
|-
 
|}
 
 
 
'''LASER CANNON'''</br>
 
Lasers of this size burn through solid materials and flashboil flesh. (They don’t use the rules for personal lasers listed under Personal Scale Weapons. All Laser Cannons are Heavy Weapons</br>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes'''
 
|-
 
| Light || 800/1,600/3,200 || 2d10 || 5 || 1 || 100 || 1 || $100K || Reaction Fire 
 
|-
 
| Medium || 800/1,600/3,200 || 3d10 || 10 || 1 || 100 || 2 || $500K ||
 
|-
 
| Heavy || 800/1,600/3,200 || 4d10 || 15 || 1 || 100 || 4 || $1M ||
 
|-
 
| Super-Heavy || 800/1,600/3,200 || 5d10 || 20 || 1 || 100 || 6 || $2.5M ||
 
|-
 
| Massive || 800/1,600/3,200 || 6d10 || 25 || 1 || 100 || 10 || $4M ||
 
|-
 
|}
 
* ''Lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power (not running engines for speed or weapons, etc.) requring 1 Energy per 10 shots (round up). Otherwise can be charged at an energy station for $500 x Mods of the weapon''
 
 
 
'''MASS DRIVER''' (Starships only)</br>
 
Mass drivers are large, space-based, rail systems used to magnetically accelerate heavy projectiles at high speed, causing devastating damage wherever they impact. The ranges listed below are practical limits. In space the actual range is infinite. Projectiles are made of
 
dense metallic materials (rocks) such as can be found easily in asteroids or planets with no manufacturing capability, making them favorite weapons for long-range military vessels that need to supply from natural materials (5 shots per hour can be mined from most asteroids). All Mass Drives are Heavy Weapons. As Mass Drives are only usable in Space that scale is used.</br>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes'''
 
|-
 
| Large || 8/16/32 || 8d10 || 10 || 1 || 20 || 8 || $1M || Reload $500 (100lbs) 
 
|-
 
| Heavy || 10/20/40 || 9d10 || 10 || 1 || 20 || 10 || $3M || Reload $1,000 (500lbs)
 
|-
 
| Super-Heavy || 12/24/48 || 10d10 || 10 || 1 || 20 || 12 || $10M || Reload $2,000 (1,000lbs)
 
|-
 
|}
 
 
 
'''MISSILES & TORPEDOES'''</br>
 
For direct fire against a target, Attackers make a ''Electronics'' or ''Shooting'' opossed by the target's ''Electronics'' or ''Hacking skill''. Success by the attacker means that the ship has a weapons-locked the target. On the following round as an Action a successful ''Shooting'' check strike the target. Without weapons-lock the attack roll is at an additional -4 in addition to any other penalties. Targets can try to break weapons-lock each round after but as an opposed roll where they suffer a -2 penalty to their ''Electronics'' or ''Hacking'' check (until the weapon's lock is broken when the checks suffer no penalties).</br>
 
For proximity or AOE fire at a target, the Attackers make a ''Shooting'' check opposed by the target's ''Electronics'' or ''Piloting'' check. A win by the attacker means the weapon detenated nearby and the target veessel suffers Half damage. The target could attempt a seperate ''Piloting'' check at -4 to 'dive out of the way' and suffer no damage.</br>
 
All missiles and torpodes are Heavy Weapons.</br>
 
'''''EMP Warhead''''': Any of the missiles or torpedoes can be fitted with electromagnetic pulse warheads at no additional cost. These don’t cause actual damage, but still roll “damage” normally and compare to the vessel’s Toughness, ignoring Armor. A success knocks out the ship’s systems so that all electronics are down (deflector screens, shields, weapons, maneuvering, etc.). Starship continue moving in a straight line at its last speed, ground vehicles might crash or roll to a stop, watercraft drift to a stop, aircraft start falling out of the sky. It cannot take actions until the crew mist take an Action and makes a ''Repair'' roll at –2. With a raise on the attack roll was made the penalty is -4. If the ''Repair'' check is successful, the vessel’s electronics reboot and it may function normally on the following round. On a raise, the vessel can function immediately. </br>
 
EMP warheads are stopped by Shields, so an attacker must first eliminate those to effect the ship’s hull and fry its systems.</br>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes'''
 
|-
 
| Light Missile || 1,000/2,000/4,000 || 5d6 || 6 || 1 || 1 || 12/1* || $50K/12 || SBT 
 
|-
 
| Heavy Missile || 1,000/2,000/4,000 || 8d6 || 12 || 1 || 1 || 8/1* || $100K/8 || MBT
 
|-
 
| Anti-Tank Missile || 1,000/2,000/4,000 || 8d6 || 50 || 1 || 1 || 4/1* || $200K/4 || SBT
 
|-
 
| Light Torpedo || 1,200/2,400/4,800 || 5d12 || 50 || 1 || 1 || 8/1* || $1M/8 || LBT (1 sq. space). Space or water only (1/2 range for water)
 
|-
 
| Heavy Torpedo || 1,200/2,400/4,800 || 8d12 || 50 || 1 || 1 || 4/1* || $1M/4 || LBT (1 sq. space). Space or water only (Half the range for water) 
 
|-
 
|}
 
* ''An entry such as 12/1 means 12 missiles take up 1 Mod slot of storage.''
 
 
 
'''RAILGUNS'''</br>
 
“Rail guns” are smaller versions of mass drivers, magnetically propelling dense shells (inatmosphere) or spheroids (space). They fire Light (3” diameter) or Heavy (5”) shells. All Railguns are Heavy Weapons</br>
 
{| class="wikitable" border="0"
 
|-
 
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Mods''' || '''Cost''' || '''Notes'''
 
|-
 
| Light Railgun || 800/1,600/3,200 || 4d10 || 8 || 1 || 20 || 2 || $300K || Reload $100 (10lbs)
 
|-
 
| Heavy Railgun || 800/1,600/3,200 || 5d10 || 8 || 1 || 20 || 3 || $750K || Reload $200 (25lbs)
 
|-
 
|}
 

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