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[[File:SWN.SWA.SF.jpg| 700px]]
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[[File:SWAE.SF.Regulators.jpg|500px]]
  
==RULE SET==
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==RULES AND SETTING==
 
[[File:SWN.Exploring.jpg|400px|right]]'''Savage Worlds Adventure Edition''' (SWAE) with some rules from '''Science Fiction Companion''' (SFC)
 
[[File:SWN.Exploring.jpg|400px|right]]'''Savage Worlds Adventure Edition''' (SWAE) with some rules from '''Science Fiction Companion''' (SFC)
  
 
From the SFC -- Note Strain (p. 29) is used. Also Edges – Cyber Tolerance, Cyborg, Gear Up & Rocket Jock; Hindrances: Cyber Resistance, FTL Sickness & Low-Tech (Minor or Major)
 
From the SFC -- Note Strain (p. 29) is used. Also Edges – Cyber Tolerance, Cyborg, Gear Up & Rocket Jock; Hindrances: Cyber Resistance, FTL Sickness & Low-Tech (Minor or Major)
  
 
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'''Setting Rules''' (SWAE pg. 136-145) – '''''Born a Hero''''' (ignore rank requirement at character creation), '''''High Adventure''''' (benny to gain a combat edge you qualify for), '''''Multiple Languages''''' (characters start with ½ Smart die in bonus languages at d6), '''''Unarmored Heroes''''' (Wild Cards who don’t wear armor gain +2 to soak rolls), '''''Wound Cap''''' (Characters cannot suffer more the 4 wounds from any one attack).
===Setting Rules===
 
(SWAE pg. 136-145) – '''''Born a Hero''''' (ignore rank requirement at character creation), '''''High Adventure''''' (benny to gain a combat edge you qualify for), '''''Multiple Languages''''' (characters start with ½ Smart die in bonus languages at d6), '''''Unarmored Heroes''''' (Wild Cards who don’t wear armor gain +2 to soak rolls), '''''Wound Cap''''' (Characters cannot suffer more the 4 wounds from any one attack).
 
  
 
'''Languages of the Frontier Space''': Trade (this is the standard language developed by the UFS over the centuries. It is a combination of various Terran tongues and the other major species), Terran (over the last six centuries the various languages of Earth have blended together, but some still cling to the old ones. The most common of those are English, Russian, Chines, French and Hindi) and the various species specific tongues. Most have developed universal languages. Only the Weren have region dialacts that are very different from each other and must be learned seperately.   
 
'''Languages of the Frontier Space''': Trade (this is the standard language developed by the UFS over the centuries. It is a combination of various Terran tongues and the other major species), Terran (over the last six centuries the various languages of Earth have blended together, but some still cling to the old ones. The most common of those are English, Russian, Chines, French and Hindi) and the various species specific tongues. Most have developed universal languages. Only the Weren have region dialacts that are very different from each other and must be learned seperately.   
  
  
===HOUSERULES===
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HOUSERULES
 
*'''Leadership''': because of advanced communications, the command radius of all leadership edges has been extended. With Command, the leader can provide bonuses to everyone that she can see and everyone that can hear here. With Command Presence she no longer needs to see them, but all must still be able to communicate with them (via a comlink, etc.).
 
*'''Leadership''': because of advanced communications, the command radius of all leadership edges has been extended. With Command, the leader can provide bonuses to everyone that she can see and everyone that can hear here. With Command Presence she no longer needs to see them, but all must still be able to communicate with them (via a comlink, etc.).
 
*'''Range Modifiers''': Extreme, or double long range distance for -6 (see SFC pg.27) with the Aim maneuver.
 
*'''Range Modifiers''': Extreme, or double long range distance for -6 (see SFC pg.27) with the Aim maneuver.
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The Regulaters will be assigned a starship for mission and most players should have a few skills that allow them to assist in normal ship functions (pilot, enginer, captain, etc.)
 
The Regulaters will be assigned a starship for mission and most players should have a few skills that allow them to assist in normal ship functions (pilot, enginer, captain, etc.)
  
===Space Truckers Campaign===
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===Space Trucks/Mercs Campaign===
Fpr this campaign setting they don't work directly for the Regulators or UFS directly. Instead the characters all own a ship togther but they still owe lots of credits to the bank (or sponsors or loansharks, etc.) and need paying jobs to keep their ship running and make their payments.
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Om this campaign setting they don't work directly for the Regulators. Instead the characters all own a ship togther but they still owe lots of credits to the bank (or sponsors or loansharks, etc.) and need high paying jobs to keep their ship running and make their payments.
  
The ship will take lots of cargo jobs to out of the way places and get hired to do dangerous "off-the-books" jobs for various clinets and even work for the Regulators at times.
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Generally this can be a Light Freighter or maybee the Pirate Raider modifier of one. Figure they have payed off 10% of its base price and own 40 years of payments to go (minus 1d10), at 5% of its base cost as payments per year.
 
 
Generally this can be a Light Freighter or maybe the Pirate Raider. Figure they have payed off 10% of its base price and own 40 years of payments to go (minus 1d10), at 5% of its base cost as payments per year.
 
  
 
They could also buy it 'usesd' and for every 5 years less of payments the crew has to make the vessel has a quirk, up to maximum of 20 years "off".  
 
They could also buy it 'usesd' and for every 5 years less of payments the crew has to make the vessel has a quirk, up to maximum of 20 years "off".  
  
 
So a new Light Freighter cost $9.28M. The group has paid of up $928,000 and have made (d10) 3 payments. They have 37 years at a cost of $464,000 each year.
 
So a new Light Freighter cost $9.28M. The group has paid of up $928,000 and have made (d10) 3 payments. They have 37 years at a cost of $464,000 each year.
 
[[File:SWN.SL.Trucker.jpg | 700px]]
 
  
 
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'''Steps for Character Creation...'''
 
'''Steps for Character Creation...'''
 
:1. Choose your '''Species'''
 
:1. Choose your '''Species'''
:2. Assign 5 points to '''Attribute''' Traits
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:2. Assign 5 points to '''Attribute''' Traits (Agility, Smarts, Spirits, Strength, Vigor)
: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).
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:3. Assign 15 points for '''Skills''' (including base Athletics d4, Common Knowldge d4, Notice d4, Persuasion d4, Stealth d4). Also begin with ½ Smarts die in Languages at d6, one that must be Trade (see Setting rules).
:4. Choose obe of the following:
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:4. Pick either a bonus '''''Edge''''' (must qualify) or start with 6 points for '''''Attribute''''' points instead of 5 (player's choice). Due to the Regulators training.
:* 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.
 
:5. Choose one '''Major''' and two '''Minor''' Hindrances.
:6. Pick $1,000 (credits) in '''Gear''' (see Tech and Gear).  
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:6. Pick $1,000 (credits) in '''Gear''' (see Tech and Gear). Regulators are also assigned a Tactical Armored Skinsuit and either a Hand Cannon, Laser Pistol or Blaster Pistol (player’s choice) with an clip of ammo or an extra power cell for free. As a group you have also assigned an somewhat outdated Cutter spaceship.
:Regulators are also assigned a Tactical Armored Skinsuit and either a Hand Cannon, Laser Pistol or Blaster Pistol (player’s choice) with an clip of ammo or an extra power cell for free. As a group you have also assigned an somewhat outdated Cutter spaceship.
 
:Space Truckers will be partial owners in their own ship (still have payments on it) but can start with a Skinsuit for free as part of their gear.  
 
  
 
===Species of the Star Frontier===
 
===Species of the Star Frontier===
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'''Social Structure''': Multipolar Competitive or Coorerative.</br>
 
'''Social Structure''': Multipolar Competitive or Coorerative.</br>
 
'''Lense''': Veriaty. Humans are an extemely deverse group when compared to most other species.
 
'''Lense''': Veriaty. Humans are an extemely deverse group when compared to most other species.
:'''Adaptablity''' [4]: gain a bonus Edge at character creation and start with six Attribute poimts instead of five.
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:'''Adaptablity''' [2]: gain a bonus Edge at character creation
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:'''Versitility''' [2]: start with 17 skill points
  
  
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'''Lense''': Joureying. The Aleerin seem to posses an almost incurable wanderlust. Their homeworld is somewhere outside the Stellar Cluster and they have few permenent settlements or colonies within. Most are found on wander on starships shattered throughout Frontier Space.</br>
 
'''Lense''': Joureying. The Aleerin seem to posses an almost incurable wanderlust. Their homeworld is somewhere outside the Stellar Cluster and they have few permenent settlements or colonies within. Most are found on wander on starships shattered throughout Frontier Space.</br>
 
'''Social Structure''': Democratic (with some Oligarchic tendenaces)</br>
 
'''Social Structure''': Democratic (with some Oligarchic tendenaces)</br>
:'''Cybernetics Systems''' [3]: Arleerin double their basic Strain limit (twice the ''higher'' of their Spirts or Vigor die) and start with the following cybernetic implants for free - Armor Plating 1 (1), Internal Communication (0), Internal Life Support (2), Reinforced Frame 2 (2), Secret Compartment (1) for a total of 6 Strain (See Cybernetics in Gear)
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:'''Cybernetics Systems''' [4]: Arleerin double their basic Strain limit (twice the ''higher'' of their Spirts or Vigor die) and start with the following pieces- Armor Plating 1 (1), Internal Communication (0), Internal Life Support (2), Reinforced Frame 2 (2), Secret Compartment (1) for a total of 6 Strain (See Cybernetics in Gear).
 
:'''Outsider''' (Minor) [-1] as Hindrance. Often seen as cool and unfriendly.  
 
:'''Outsider''' (Minor) [-1] as Hindrance. Often seen as cool and unfriendly.  
:'''Technical''' [2]: start with a base d6 in ''Repairs'' skill and a maximum starting level of d12+1
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:'''Technical''' [1]: start with a base d4 in ''Repairs'' skill
  
  
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'''Social Structure''': Multiplar Cooperative with heavy Indivualism.</br>
 
'''Social Structure''': Multiplar Cooperative with heavy Indivualism.</br>
 
:'''Ambidexterity''' [2]: as Edge.
 
:'''Ambidexterity''' [2]: as Edge.
:'''Clumsy''' [-2]: Suffer a –1 penalty (but not its linked skills) to all Agility trait tests
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:'''Clumsy''' [-2]: Suffer a (but not its linked skills) suffers a –1 penalty to all Agility trait tests
:'''Morph''' [3]: Dralasite have a limited form of shape-shifting ability. They always retain their mass but can somewhat assume the rough shapes of other species (they are still obviously dralasite in these forms). This also grant them one of the following Abilities (it is a free action to change but only once a round) - ignore one Multi-Action penalty with action that uses a 2nd (or 3rd limb), gain +2 on any type of Grab check, increase Pace +2 or Reach +2  
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:'''Morp''' [3]: Dralasite have a limited form of shape-shifting ability. They always retain their mass but can somewhat assume the rough shapes of other species (they are still obviously dralasite in these forms). This also grant them one of the following Abilities (it is a free action to change but only once a round) - ignore one Multi-Action penalty with action that uses a 2nd (or 3rd limb), gain +2 on any type of Grab check, increase Pace +2 or Reach +2  
 
:'''Odd Form''' [-1]: while a dralasite could fit into almost any other creatures' armor, environmental or vacuum suit they cannot use their Morph ability when in one. A suit made specifically for them costs twice as much. Charcters can start with purchasing any of these at listed price at character creation but after that the cost is doubled.  
 
:'''Odd Form''' [-1]: while a dralasite could fit into almost any other creatures' armor, environmental or vacuum suit they cannot use their Morph ability when in one. A suit made specifically for them costs twice as much. Charcters can start with purchasing any of these at listed price at character creation but after that the cost is doubled.  
 
:'''Short legs''' [-1]: base Pace of 5 and Run die of d3+1
 
:'''Short legs''' [-1]: base Pace of 5 and Run die of d3+1
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'''Social Structure''': Democratic Socialism.</br>
 
'''Social Structure''': Democratic Socialism.</br>
 
:'''Bright''' [2]: start with a base Smarts of a d6 and a maximum starting of a d12+1
 
:'''Bright''' [2]: start with a base Smarts of a d6 and a maximum starting of a d12+1
:'''Natural Psionics''' [3]: begin with Arcane Background (Psionic) and the ''Psionics'' skill at a d4 and a maximum start level with it of a d12+1
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:'''Natural Psionics''' [3]: begin with Arcane Background (Psionic) and the ''Psionics'' skill at a d4
 
:'''Small''' [-1]: -1 to Toughness
 
:'''Small''' [-1]: -1 to Toughness
:'''Weak''' [-2]: Suffer a –1 penalty (but not its linked skills) to all Strength trait tests and -1 to melee damage.
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:'''Weak''' [-2]: Suffer a (but not its linked skills) suffers a –1 penalty to all Strength trait tests and -1 to melee damage.
 
:'''Willfull''' [2]: start with a base Spirits of a d6 and a maximum starting of a d12+1
 
:'''Willfull''' [2]: start with a base Spirits of a d6 and a maximum starting of a d12+1
  
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:'''Armored Carapace''' [2]: natural carapace armor grants them +4 Armor Points. This can stack with out armor but only if specially made for them.
 
:'''Armored Carapace''' [2]: natural carapace armor grants them +4 Armor Points. This can stack with out armor but only if specially made for them.
 
:'''Bright''' [2]: start with a base Smarts of a d6 and a maximum starting of d12+1
 
:'''Bright''' [2]: start with a base Smarts of a d6 and a maximum starting of d12+1
:'''Education''' [1]: gain base d4 in one of the following skills - ''Academic, Electronics, Hacking, Healing, Research'' or ''Science'' skill. This chosen skill also have a maximum starting level of a d12+1
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:'''Education''' [1]: gain base d4 in one of the following skills - ''Academic, Electronics, Hacking, Healing, Research'' or ''Science'' skill.
 
:'''Can't Swim''' [-1]: Vrusk physiology means they can't float and tend to sink in water. They subtract 2 from ''Athletics'' (Swim) rolls and each tabletop inch of movement in water uses 4″ of Pace.
 
:'''Can't Swim''' [-1]: Vrusk physiology means they can't float and tend to sink in water. They subtract 2 from ''Athletics'' (Swim) rolls and each tabletop inch of movement in water uses 4″ of Pace.
 
:'''Natural Weapon'''s [2]: Bite Str+d4 and Claws Str+d6. Always considered armed.
 
:'''Natural Weapon'''s [2]: Bite Str+d4 and Claws Str+d6. Always considered armed.
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:'''Big''' [-2]: Weren are particularly large in a world where most others aren’t. They subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for their race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price.
 
:'''Big''' [-2]: Weren are particularly large in a world where most others aren’t. They subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for their race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price.
 
:'''Bite''' [1]: base Str+d4
 
:'''Bite''' [1]: base Str+d4
:'''Primitive''' (Major) [-2]: suffer a -4 penalty to any skill when related to technology above early industrical (muskets, steam power, etc). Can fire a gun just fine but will have a hard time learning how to fix one.
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:'''Primitive''' (Major) [-2]: suffer a -4 penalty to any skill when related to technology about early industrical (muskets, steam power, etc). Can fire a gun just fine but will have a hard time learning how to fix one.
 
:'''Size''' [2]: and Toughness +2
 
:'''Size''' [2]: and Toughness +2
 
:'''Tough''' [1]: Toughness +1
 
:'''Tough''' [1]: Toughness +1
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'''Lense''': Pride. The Yazirian have a reputation as proud and fierce fighters. They also practice an idea of Life-Enemies... a clan or group or maybe just an individual whom they will dedicate their lives to destorying. A scientist might dedicate their life to finding a cure for a disease. They gain honor by striving to defeat this Life-Enemy. A Yazirian who joins the Regulators might dedicate their lives to destroying the Galactic Cartle, etc.</br>
 
'''Lense''': Pride. The Yazirian have a reputation as proud and fierce fighters. They also practice an idea of Life-Enemies... a clan or group or maybe just an individual whom they will dedicate their lives to destorying. A scientist might dedicate their life to finding a cure for a disease. They gain honor by striving to defeat this Life-Enemy. A Yazirian who joins the Regulators might dedicate their lives to destroying the Galactic Cartle, etc.</br>
 
'''Social Structure''': Tribalism (Clans) with loose Democratic (while clans and tribes are still inportant the Yazirian have a very democratic form of overall government)</br>
 
'''Social Structure''': Tribalism (Clans) with loose Democratic (while clans and tribes are still inportant the Yazirian have a very democratic form of overall government)</br>
:'''Aggressive''' [1]: start with a ''Fighting'' skill of a d4 and a maximum starting level of d12+1
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:'''Aggressive''' [1]: gain a +1 bonus to ''Fighting'' skill (armed and unarmed)
 
:'''Agile''' [2]: start with a base Agility of d6 with a maximum starting of a d12+1
 
:'''Agile''' [2]: start with a base Agility of d6 with a maximum starting of a d12+1
 
:'''Infravision''' [1]: Yazirian “sees” heat. This halves Illumination penalties when attacking warm targets (including invisible beings).
 
:'''Infravision''' [1]: Yazirian “sees” heat. This halves Illumination penalties when attacking warm targets (including invisible beings).
 
:'''Gliding''' [1]: base flight of 12" a round but for each round in the air loss 6" of altitude. Can take an Action to make an ''Athletics'' check each round to ignore this if wind conditions are good enough (GMs call). This also means that must have some altitude to begin with in order to 'fly'. Cannot run unless moving with strong winds.   
 
:'''Gliding''' [1]: base flight of 12" a round but for each round in the air loss 6" of altitude. Can take an Action to make an ''Athletics'' check each round to ignore this if wind conditions are good enough (GMs call). This also means that must have some altitude to begin with in order to 'fly'. Cannot run unless moving with strong winds.   
:'''Light Blindness''' [-1]: suffer a -4 to any Agility trait test and/or skills that reilse on vision in normal light situations. Can purchase speciall light damping goggles for 100 credits ($) that reduce this penalty to -1 to Shooting attack or Notice to seeing something more then 10" (60ft) away.
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:'''Light Blindness''' [-1]: suffer a -4 to any Agility trait test and/or skills that reilse on vision in normal light situations. Can purchase speciall light daming goggles for 100 credits ($) that reduce this penalty to -1 to Shooting attack or Notice to seeing something more then 10" (60ft) away.
 
:'''Night Vision''' [1]: along with their IR vision yazirian ignore Dim and Dark illumination penalties.   
 
:'''Night Vision''' [1]: along with their IR vision yazirian ignore Dim and Dark illumination penalties.   
 
:'''Odd Shape''' [-1]: Due to their gliding membrans, the yazirian cannot wear the armor or clothing or suits of other species. They must use one that have been specificially designed for them and then only so long as they are not encumbrance can they use their glide ability. They can't really glide in areas without and atmosphere (GM call for ceratin low-G situations, etc.). Armor, evironmental and vacuum suits and clothing cost double the listed price. Charcters can start with purchasing any of these at listed price at character creation but after that the cost is doubled.  
 
:'''Odd Shape''' [-1]: Due to their gliding membrans, the yazirian cannot wear the armor or clothing or suits of other species. They must use one that have been specificially designed for them and then only so long as they are not encumbrance can they use their glide ability. They can't really glide in areas without and atmosphere (GM call for ceratin low-G situations, etc.). Armor, evironmental and vacuum suits and clothing cost double the listed price. Charcters can start with purchasing any of these at listed price at character creation but after that the cost is doubled.  
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The only '''Arcane Background''' allowed is Psionics and the only Power Edges allowed are more their options.</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.
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Power List for Psionics:</br>
  
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.
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UPDATED LEADERSHIP EDGES</br>
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'''TACTICIAN''': that one card the leader draws at the beginning of combat can grants the receipent an extra Action on the card, but only a Action (no Pace using the Action is to Run).</br>
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:'''MASTER TACTICIAN''': the two cards can be given to two different receipents in the same round or a the same target on two different rounds.
  
 
===New Edges===
 
===New Edges===
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:Tech Level 5: PsiTech, Super Advanced Stellar Age
 
:Tech Level 5: PsiTech, Super Advanced Stellar Age
 
Most of the UFS is Tech Level 3-4 (a bit lower on newer colonies, higher in the core worlds or oldest colonies) with a few pieces of 5 (mostly artifacts of the old Space-Gods or specific tech advences by certain member species). The Weren are only around 1 (pre-industrial but with musket weapons).
 
Most of the UFS is Tech Level 3-4 (a bit lower on newer colonies, higher in the core worlds or oldest colonies) with a few pieces of 5 (mostly artifacts of the old Space-Gods or specific tech advences by certain member species). The Weren are only around 1 (pre-industrial but with musket weapons).
 
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).
 
 
===Services===
 
===Services===
 
This can be everything from paying for a taxi on a civilized world, buying a luxury ticket on a cruiser liner spacecraft to hiring a merc to assassin someone.
 
This can be everything from paying for a taxi on a civilized world, buying a luxury ticket on a cruiser liner spacecraft to hiring a merc to assassin someone.
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==GEAR & EQUIPMENT==
 
==GEAR & EQUIPMENT==
 
<font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br>
 
<font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br>
Gear prices are in credits ($). See SWADE pg. 65+. Can purchase any modern or primative armor, weapons and gear from there with $=credits. 
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Gear prices are in credits ($). See SWADE core.  
 
===Standard Gear===
 
===Standard Gear===
 
'''CLOTHING'''
 
'''CLOTHING'''
*Work coveralls: reinforced for heavy work so as not to ware to quickly. TL1, Wt. 6lbs, Cost -75
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*Work coveralls: reinforced for heavy work so as not to ware to quickly. Wt. 6lbs, Cost -75
*Standard/Causal wear: incluses basic clothing and causal wear. TL1, Wt. 4lbs. Cost -50
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*Standard/Causal wear: incluses basic clothing and causal wear. Wt. 4lbs. Cost -50
*Executive wear: business clothing of the corporate elite. TL2, Wt. 6lbs, Cost -500+
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*Executive wear: business clothing of the corporate elite. Wt. 6lbs, Cost -500+
*Shift Fabric: clothing that can change colors with one’s mood, etc. +1 ''Persuasion''. TL4, Wt. 6lbs, Cost -2,500
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*Shift Fabric: clothing that can change colors with one’s mood, etc. +1 ''Persuasion''. Wt. 6lbs, Cost -2,500
*Camouflage Uniform: in correct environment +2 to ''Stealth'' (-2 in all others). TL2, Wt. 6lbs, Cost -100
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*Camouflage Uniform: in correct environment +2 to ''Stealth'' (-2 in all others). Wt. 6lbs, Cost -100
*Night Cloak: cloak that absorbs ambient light adding +2 to ''Stealth'' at night only. TL3, Wt. 4lbs, Cost -300
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*Night Cloak: cloak that absorbs ambient light adding +2 to ''Stealth'' at night only. Wt. 4lbs, Cost -300
*Camo Cloak: cloak that changes patters with background, adding +2 to ''Stealth''. TL3, Wt. 4lbs, Cost -1,000
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*Camo Cloak: cloak that changes patters with background, adding +2 to ''Stealth'', Wt. 4lbs, Cost -1,000
*Synskin: advanced full body-glove offering superior camouflage and light protection. Adds +2 Armor, +2 to ''Stealth'' checks, and all targets suffer a -2 penalty to ranged attacks (''Shooting'') vs. you. TL4, Wt. 6lbs, Cost – 5,000
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*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. Wt. 6lbs, Cost – 5,000
'''COMPTUERS'''</br>
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'''COMPTUERS'''
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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. [[File:SWN.computers.jpg|200px|right]]
 
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. [[File:SWN.computers.jpg|200px|right]]
*Advisor: A.I. that can ‘think’ and advise its owner on a number of scientific and academic issuesTL4,  (Smarts d10, Academic d10, Common Knowledge d10, Electronics d10, Repair d8, Science d10). Wt. 2lbs, Cost -500
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*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). Wt. 2lbs, Cost -500
*Comlink: dedicated communication device that can be wrist mounted or carried. Optional range around 30 miles but can be tuned into a local communication grid for greater range. TL3, Wt. ¼lb, Cost -50. Can add holographic projector for +150.
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*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. Wt. ¼lb, Cost -50. Can add holographic projector for +150.
*Facial Scanner: recognize facial features even disguises ''(Notice'' d10 vs. ''Disguise''). TL3, Wt. 3lbs, Cost -400
+
*Facial Scanner: recognize facial features even disguises ''(Notice'' d10 vs. ''Disguise''). Wt. 3lbs, Cost -400
*Language Translator: Available as software for existing hardware or as a portable device about the size of an electric razor, translators can decode standard audio signals as well as ultra-high and ultralow frequencies. Translation is provided in text or audio form, as the user requires. The device’s skill in a known language is d12+2. It cannot translate unknown languages, but advanced models (typically 5× the price) can “learn.” Roll a d6 each full day the device interacts with a target speaker. On a 4+, it gains a d4 in that language. It may continue to “train” itself in this way until its skill is a d12+2. TL4, Wt. 1lb, Cost 2,000.  
+
*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. Wt. 1lb, Cost 2,000. Mapper: roll-out clear plastic map-board hand wand, with GPS built in (d10+2 and Direction Sense). Wt.2lbs, Cost -250
*Mapper: roll-out clear plastic map-board hand wand, with GPS built in (d10+2 and Direction Sense). TL3, Wt.2lbs, Cost -250
+
*Military Advisor: dedicated A.I. that has been programmed for military applications. (Smarts d10, Battle d10), Wt. 4lbs, Cost -1,000
*Military Advisor: dedicated A.I. that has been programmed for military applications. (Smarts d10, Battle d10). TL4, Wt. 4lbs, Cost -1,000
+
*Stellar Chorno: any computer upgrade that allows time piece that can be set with hundreds of different world’s local time. Cost +50  
*Stellar Chorno: any computer upgrade that allows time piece that can be set with hundreds of different world’s local time. TL4, Cost +50  
+
*Starlight LRCD: backpack with satellite uplink unit, range with satellite routing planetary, otherwise 100 miles. Wt. 20lbs, Cost -500. Can add holographic projector for +150.
*Starlight LRCD: backpack with satellite uplink unit, range with satellite routing planetary, otherwise 100 miles. TL4, Wt. 20lbs, Cost -500. Can add holographic projector for +150.
 
 
'''MEDICAL GEAR AND DRUGS'''
 
'''MEDICAL GEAR AND DRUGS'''
*Autoinjector: Holds up to six doses of drugs, free action to administer. TL4, Wt. ½lb, Cost -100
+
*Autoinjector: Holds up to six doses of drugs, free action to administer. Wt. ½lb, Cost -100
*Injector: Holds a single dose of any drug and takes one Action to load and then another to administer. TL2, Wt. ¼lb, Cost -20
+
*Injector: Holds a single dose of any drug and takes one Action to load and then another to administer. Wt. ¼lb, Cost -20
*Diagnostar: Advanced medical scanner. Adds +2 to ''Healing'' with a full round of use. TL4, Wt. 1lb, Cost -500
+
*Diagnostar: Advanced medical scanner. Adds +2 to ''Healing'' with a full round of use. Wt. 1lb, Cost -500
*Expedition Medpac: advanced one-use medpac (grants +2 to a Vigor check, no penalty for wounds. Success heals one wound in 2d6 rounds). TL4, Wt. 2lbs, Cost -150
+
*Expedition Medpac: advanced one-use medpac (grants +2 to a Vigor check, no penalty for wounds. Success heals one wound in 2d6 rounds). Wt. 2lbs, Cost -150
*Medpac: basic healers kit (+1 ''Healing'', takesn1d4 minutes). TL3, Wt. 5lbs, Cost -100
+
*Medpac: basic healers kit (+1 ''Healing'', takesn1d4 minutes). Wt. 5lbs, Cost -100
*Nanotech Medpac: advanced medpac (+2 ''Healing'', takes 2d6 rounds; also can ads +2 to Heroic recovery; no penalty or bonus for unskilled). TL4, Wt. 4lbs, Cost -500 (5 uses before needs resupplied, which cost 75 each, Wt. ½).  
+
*Nanotech Medpac: advanced medpac (+2 ''Healing'', takes 2d6 rounds; also can ads +2 to Heroic recovery; no penalty or bonus for unskilled). Wt. 4lbs, Cost -500 (5 uses before needs resupplied, which cost 75 each, Wt. ½).  
*De-Tox (drug): can negate the effects of most gases and toxins (positive or negative), but painful to administer. After taking drug Shaken for 2d6 rounds, recover normal after that. TL3, Wt. nil, Cost -50 each dose.  
+
*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. Wt. nil, Cost -50 each dose.  
*Frenzon (drug): combat drug, lasts 1d10 minutes. Immunity to fear and gain the Frenzy edge. TL4, Wt. nil, Cost 75 per dose. Military only (note this drug is also very addictive. Character needs to make a Vigor check -1 per each time they have used it, or become addicted to it. When in combat without then -1 to all rolls).  
+
*Frenzon (drug): combat drug, lasts 1d10 minutes. Immunity to fear and gain the Frenzy edge. 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.
+
*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. 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.  
+
*Obscura (drug): Subject enters a dream like hallucinogen state for 1d5 hours and then 1d10 hours afterwards a depression (-1 to all non-Soak rolls). Fairly additive. 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.
+
*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). 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.
+
*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). Wt. nil, Cost -100 per dose.
 
'''TOOLS AND POWER'''
 
'''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]]
+
*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, 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.
+
*Adhesive Patches: small squares bio-metallic adhesive patches are a quick puncture repair kit. 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. 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.
+
*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. 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)
+
*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. 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
+
*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. 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.
+
*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. 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.
+
*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. 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.  
+
*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. 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.
+
*Power Generator Tools: basic tool set for advanced power systems like starship fusion drives. 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.
+
*Stardrive Tool Kit: advanced tool for repairing hyperdrive systems. Wt. 50lbs, Cost 2,000. Advanced stardrive systems add +1 to ''Repair'' for these checks. 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.
+
*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. Wt. 15lbs, Cost -50,000.
*Grapnel Gun: grapple launcher with 200 yards (100”) wire rope. +2 ''Athletics'' (Climb). TL3, Wt. 6lbs, Cost -200  
+
*Grapnel Gun: grapple launcher with 200 yards (100”) wire rope. +2 ''Athletics'' (Climb). 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.
+
*Jet Pack: jump-jet backpack. Limited flight, Pace 16 (run d8+6), fuel cell last for 30 ‘rounds’ of use. 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 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. 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.
+
*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. 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.
+
*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). Wt. 15lbs, Cost -2,500.
 
'''SENSOR AND SECURITY DEVICES'''
 
'''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.
+
*Low-Light Contacts: contact lenses that grant night vision (no darkness penalties except for total darkness). 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.
+
*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). 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.
+
*Electronic Binoculars: computer enhanced macrobinoculars, add +2 to vision-based ''Notice'' with a penalty of -1 per 1,000 yards (500”). 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.
+
*Gen-Lock: scan genetic code of owner before lock will open (''Hacking'' -6). Wt. 2lb, Cost -500.
*Magna-Lock: magnetic locks, with keypad access (''Hacking'' -2). TL3, Wt. 2lbs, Cost -150.
+
*Magna-Lock: magnetic locks, with keypad access (''Hacking'' -2), Wt. 2lbs, Cost -150.
*Scrambler Pad: magnetic random key-pad lock system (''Hacking'' -4). TL3, Wt. 2lbs, Cost -250.
+
*Scrambler Pad: magnetic random key-pad lock system (''Hacking'' -4). Wt. 2lbs, Cost -250.
*Wellesley Lock: base iron lock (''Thievery'' -2). TL1, Wt. 2lbs, Cost –50.
+
*Wellesley Lock: base iron lock (''Thievery'' -2). 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.
+
*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). Wt. 3lbs, Cost -500.
*Stummer: sound wave generator to mask sounds adding +2 to ''Stealth'' (10 minutes). TL4, Wt. 3lbs, Cost -500.  
+
*Stummer: sound wave generator to mask sounds adding +2 to ''Stealth'' (10 minutes). 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. Wt. 4lbs, Cost-100.
*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). Wt. 2lbs, Cost -750.
*Weapon Detector: hand-wand unit (Detect – Weapons, ''Electronics'' +2). TL3, Wt. 2lbs, Cost -750.
+
*Explosives Detector: hand-wand unit (Detect – Explosives, ''Electronics'' +2). Wt. 2lbs, Cost -800.
*Explosives Detector: hand-wand unit (Detect – Explosives, ''Electronics'' +2). TL3, Wt. 2lbs, Cost -800.
+
*Cybernetic Detector: hand-wand unit (Detect – Cybernetics, ''Electronics'' +2). Wt. 3lbs, Cost –1,000.
*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. 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”). Small Wt. 2lbs, Cost -500; Medium Wt. 18lbs, Cost -5,000.
*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'''
 
'''SURVIVAL GEAR'''
*Fusion Lantern: fusion hand lantern, 50ft radius or out to 500ft protection. TL4, Wt. 2lbs, Cost –100
+
*Fusion Lantern: fusion hand lantern, 50ft radius or out to 500ft protection. Wt. 2lbs, Cost –100
*Hiking Boots: +1 to Fatigue for long journeys by foot. TL1, Wt. 3lbs, Cost -50
+
*Hiking Boots: +1 to Fatigue for long journeys by foot. Wt. 3lbs, Cost -50
*Backpack: can carry up to 60lbs of gear. TL0, Wt. 2lbs, Cost -10
+
*Backpack: can carry up to 60lbs of gear. 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
+
*Desert Suit: collects water and protects against heat (+2 vs. heat & thirst SWA pg. 128-9). Wt. 8lbs, Cost -500
*Winter Clothing: as modern winter clothing (adding +2 vs. cold, SWA pg. 125). TL0, Wt. 8lbs, Cost -100
+
*Winter Clothing: as modern winter clothing (adding +2 vs. cold, SWA pg. 125). Wt. 8lbs, Cost -100
*Winter Suit: advanced artic suit with heating (adding +4 vs. cold, SWA pg. 125). TL2, Wt. 12lbs, Cost -500
+
*Winter Suit: advanced artic suit with heating (adding +4 vs. cold, SWA pg. 125). Wt. 12lbs, Cost -500
*Clip/Drop Harness: magnetic/hook safety line, +2 to ''Athletics'' (Climb) skill. TL3, Wt. 4lb, Cost -150  
+
*Clip/Drop Harness: magnetic/hook safety line, +2 to ''Athletics'' (Climb) skill. 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
+
*Filtration Plugs: simple filter plus that are worn in each nostril. Add +2 to any inhaled toxin or poisonous gases. 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)  
+
*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. 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
+
*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), 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.
+
*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. 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.
+
*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. Wt. 6lbs, Cost 200.
  
 
===Armor===
 
===Armor===
 
<font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br>
 
<font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br>
*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.
+
*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, Wt. 20lbs, Cost 700.
*Body Armor: This lightweight material can be worn under normal clothing with little inconvenience. It adds +4 Armor and reduces ballistic damage by 4 points (not melee or energy). Covers the torso, arms and legs. Str Min d4, TL3, Wt. 8lbs, Cost 200.[[File:SWN.BattleDress.jpg|250px|right]]
+
*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, Wt. 8lbs, Cost 200.[[File:SWN.BattleDress.jpg|250px|right]]
*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.
+
*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, Wt. 16lbs, Cost 500.
*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.
+
*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, Wt. 5lbs, Cost 500.
*Tactical Armored Skinsuit: these are armored skinsuits (see above) to provide some nominal protection in combat. As a skinsuit but also Armor +3, Toughness +1 and reduce ballistic damage by an additional 2 points. Str Min d4, TL4, Wt. 12lbs, Cost 1,000.
+
*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, Wt. 12lbs, Cost 800.
*Vacuum Hardsuit: 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.
+
*Vacuum Hardsuit: 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, Wt. 24lbs, Cost 2,000.
*Battle Dress: the ultimate in advanced light power assist armor that provides all the base environmental protection of the vacuum suit, plus adds +2 die steps to Strength and a +2 to Pace movement. It provides Armor +8, Toughness +4 and reduces ballistic damage by an additional 2 points. Power pack last 8 hours. No Str Min while power pack on. Wt. 150lbs, Str. Min d12, TL4, Cost 15,000.
+
*Battle Dress: the ultimate in advanced light power assist armor that provides all the base environmental protection of the vacuum suit, plus adds +2 die steps to Strength and a +2 to Pace movement. It provides Armor +8, Toughness +4 and reduces ballistic damage by an additional 2 points. Power pack last 8 hours. No Str Min while power pack on. Wt. 150lbs, Str. Min d12, Cost 15,000.
  
 
===Personal Scale Weapons===
 
===Personal Scale Weapons===
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'''MELEE WEAPONS'''</br>
 
'''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...
 
Medieval and Modern Melee Weapons are purchased per SWA pg. 72. The following Mods can be applied to these melee weapons, depending on description below...
*Molecular Blade: Edged weapons such as daggers or swords can be given a monofilament, “molecular,” or extremely thin edge, making them far sharper than usual. This gives the weapon +2 damage and adds half its damage die type in AP (+2 AP for a d4, +4 AP for a d8, etc.). Molecular blades require no power. TL4, Cost +500.  
+
*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. Cost +500.  
*Power Weapon: The weapon contains a variable burst of energy that’s released on impact. It adds +1d6 to the character’s damage. 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.
+
*Power Weapon: The weapon contains a variable burst of energy that’s released on impact. It adds +1d6 to the character’s damage. 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. Cost +750.
*Stun Charge: Blunt weapons can be rigged to deliver a stunning charge of energy. After a target is hit by the weapon (including a Touch Attack), resolve damage. Then the victim must make a Vigor roll or fall prone and Incapacitated. At the start of each subsequent action, he makes a Vigor roll to revive. Success means he revives but is Shaken for the round and can recover on the next as usual A raise means he revives instantly and is not Shaken. An unpowered stun weapon does normal damage. TL3, Cost +350.
+
*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. Cost +350.
*Vibro Blade: Any bladed weapon, such as a sword or axe, can be fitted with a fine microwire that is made to vibrate at extremely high frequencies. Vibro blades are extremely loud, but adds one die steps damage and increase AP +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.
+
*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 +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. Cost +250.
 
'''BALLISTIC FIREARMS'''
 
'''BALLISTIC FIREARMS'''
 
<font size=1>
 
<font size=1>
 
{| class="wikitable" border="0"  
 
{| class="wikitable" border="0"  
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Cost''' || '''TL''' || '''Notes'''
+
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Cost''' || '''Notes'''
 
|-
 
|-
| Pocket Pistol || 8/16/32 || 2d4+1 || 1 || 1 || 8 || d4 || 1 || 150 || 2 || Hold-Out
+
| Pocket Pistol || 8/16/32 || 2d4+1 || 1 || 1 || 8 || d4 || 1 || 150 || Hold-Out
 
|-
 
|-
| Revolver || 12/24/48 || 2d6+1 || 1 || 1 || 6 || d6 || 3 || 200 || 2 ||  
+
| Revolver || 12/24/48 || 2d6+1 || 1 || 1 || 6 || d6 || 3 || 200 ||  
 
|-
 
|-
| Heavy Revolver || 15/39/60 || 2d8 || 2 || 1 || 6 || d8 || 4 || 350 || 2 ||
+
| Heavy Revolver || 15/39/60 || 2d8 || 2 || 1 || 6 || d8 || 4 || 350 ||  
 
|-
 
|-
| Autofeed Pistol || 12/24/48 || 2d6+1 || 1 || 1 || 18 || d6 || 3 || 250 || 2 ||
+
| Autofeed Pistol || 12/24/48 || 2d6+1 || 1 || 1 || 18 || d6 || 3 || 250 ||  
 
|-
 
|-
| Heavy Autofeed Pistol || 15/30/60 || 2d8 || 2 || 1 || 12 || d8 || 5 || 450 || 2 || 1/2 Handed
+
| Heavy Autofeed Pistol || 15/30/60 || 2d8 || 2 || 1 || 12 || d8 || 5 || 450 ||  
 
|-
 
|-
| Hand Cannon || 15/30/60 || 2d10 || 2 || 1 || 5 || d8 || 6 || 500 || 3 || 1/2 Handed
+
| Hand Cannon || 15/30/60 || 2d10 || 2 || 1 || 5 || d8 || 6 || 500 ||  
 
|-
 
|-
| Machine Pistol || 12/24/48 || 2d6+1 || 1 || 3 || 30 || d6 || 4 || 400 || 3 || 3RB
+
| Machine Pistol || 12/24/48 || 2d6+1 || 1 || 3 || 30 || d6 || 4 || 400 || 3RB
 
|-
 
|-
| SMG || 18.46.72 || 2d6+2 || 1 || 3 || 30 || d6 || 6 || 500 || 3 || 3RB, 1/2 Handed
+
| SMG || 18.46.72 || 2d6+2 || 1 || 3 || 30 || d6 || 6 || 500 || 3RB, 1/2 Handed
 
|-
 
|-
| Hunting Rifle || 30/60/120 || 2d10 || 1 || 1 || 6 || d6 || 10 || 250 || 2 || Snapeshot, 2-Handed
+
| Hunting Rifle || 30/60/120 || 2d10 || 1 || 1 || 6 || d6 || 10 || 250 || Snapeshot, 2-Handed
 
|-
 
|-
| Assault Rifle || 24/48/96 || 2d8 || 2 || 3 || 40 || d6 || 9 || 700 || 3 || 3RB, 2-Handed
+
| Assault Rifle || 24/48/96 || 2d8 || 2 || 3 || 40 || d6 || 9 || 700 || 3RB, 2-Handed
 
|-
 
|-
| Sniper Rifle || 50/100/200 || 2d12 || 2 || 1 || 10 || d8 || 16 || 1,000 || 3 || Snapshot, 2-Handed
+
| Sniper Rifle || 50/100/200 || 2d12 || 2 || 1 || 10 || d8 || 16 || 1,000 || Snapshot, 2-Handed
 
|-
 
|-
| LMG || 40/80/160 || 2d10 || 2 || 3 || 100 || d8 || 24 || 1,500 || 3 || Snapshot, 2-Handed
+
| LMG || 40/80/160 || 2d10 || 2 || 3 || 100 || d8 || 24 || 1,500 || Snapshot, 2-Handed
 
|-
 
|-
| Shotgun Pistol || 5/10/20 || 1-3d6 || 0 || 1 or 2 || 2 || d6 || 6 || 250 || 2 || Shotgun. 1/2 Handed
+
| Shotgun Pistol || 5/10/20 || 1-3d6 || 0 || 1 or 2 || 2 || d6 || 6 || 250 || Shotgun
 
|-
 
|-
| Pump Shotgun || 12/24/48 || 1-3d6 || 0 || 1 || 6 || d6 || 8 || 400 || 2 || Shotgun, 2-Handed
+
| Pump Shotgun || 12/24/48 || 1-3d6 || 0 || 1 || 6 || d6 || 8 || 400 || Shotgun, 2-Handed
 
|-
 
|-
| Assault Shotgun || 12/24/48 || 1-3d6 || 0 || 3 || 20 || d8 || 18 || 850 || 3 || 3RB, Shotgun, 2-Handed
+
| Assault Shotgun || 12/24/48 || 1-3d6 || 0 || 3 || 20 || d8 || 18 || 850 || 3RB, Shotgun, 2-Handed
 
|-
 
|-
 
|}
 
|}
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</font size>
 
</font size>
  
'''ENERGY WEAPONS'''</br>
+
'''ENERGY WEAPONS'''
All energy weapons are TL4 and Plasma weapons are late TL4/early TL5
 
 
<font size=1>
 
<font size=1>
 
{| class="wikitable" border="0"
 
{| class="wikitable" border="0"
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| Gatlin Laser || 30/60/120 || 3d6 || 1 || 4 || 800 || d8 || 30 || 8,000 || Snapfire, 2-Handed  
 
| Gatlin Laser || 30/60/120 || 3d6 || 1 || 4 || 800 || d8 || 30 || 8,000 || Snapfire, 2-Handed  
 
|-
 
|-
| Blaster Pistol || 12/24/48 || 3d6 || 3 || 1 || 12 || d6 || 4 || 800 || 1/2 Handed
+
| Blaster Pistol || 12/24/48 || 3d6 || 3 || 1 || 12 || d6 || 4 || 800 ||  
 
|-
 
|-
 
| Blaster Rifle || 20/40/80 || 3d8 || 3 || 1 || 30 || d8 || 12 || 1,500 || 2-Handed  
 
| Blaster Rifle || 20/40/80 || 3d8 || 3 || 1 || 30 || d8 || 12 || 1,500 || 2-Handed  
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{| class="wikitable" border="0"
 
{| class="wikitable" border="0"
 
|-
 
|-
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Cost''' || '''TL''' || '''Notes'''
+
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Cost''' || '''Notes'''
 
|-
 
|-
| Gryrojet Pistol || 15/30/60 || 2d8 || 8 || 1 || 8 || d8 || 8 || 900 || 3 || Heavy Weapon, 1/2 Handed  
+
| Gryrojet Pistol || 15/30/60 || 2d8 || 8 || 1 || 8 || d8 || 8 || 900 || Heavy Weapon, 1/2 Handed  
 
|-
 
|-
| Gryrojet Rifle || 30/60/120 || 2d8 || 8 || 1 || 20 || d8 || 14 || 2,000 || 3 || Heavy Weapon, 2-Handed  
+
| Gryrojet Rifle || 30/60/120 || 2d8 || 8 || 1 || 20 || d8 || 14 || 2,000 || Heavy Weapon, 2-Handed  
 
|-
 
|-
| Needler Pistol || 10/20/40 || 2d4 || 0 || 1 || 30 || d4 || 3 || 500 || 4 || Hold-Out  
+
| Needler Pistol || 10/20/40 || 2d4 || 0 || 1 || 30 || d4 || 3 || 500 || Hold-Out  
 
|-
 
|-
| Needler Rifle || 16/32/48 || 2d4 || 0 || 1 || 50 || d4 || 7 || 750 || 4 || 1/2 Handed  
+
| Needler Rifle || 16/32/48 || 2d4 || 0 || 1 || 50 || d4 || 7 || 750 || 1/2 Handed  
 
|-
 
|-
 
|}
 
|}
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===Weapon Weapon Accessory and Upgrades===
 
===Weapon Weapon Accessory and Upgrades===
 
<font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br>
 
<font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br>
*Motion Predictor: complex target-tracking cogitator. Eliminates 2 penalty from range weapon attack for range and mutltiattacks. TL4, Wt. +1lb, Cost -800
+
*Motion Predictor: complex target-tracking cogitator. Eliminates 2 penalty from range weapon attack for range and mutltiattacks. 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.
+
*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). Wt. 3lbs, Price -900.
*Laser Sight: laser targeting sight, within short range of weapon adds +1 ''Shooting'' skill. TL3,  +½lb, Cost -50.
+
*Laser Sight: laser targeting sight, within short range of weapon adds +1 ''Shooting'' skill. +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).
+
*Scope: for longarms/rifles only; with Aim maneuver add +1 to ''Shooting'' and eliminated 2 range penalties. Wt. ½lb, Price -50. Add LowLight & Thermal/IR Vision for Cost -250. Add Omni-Upgrade adds feature of a Laser Sight. 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
+
*Silencer: lower noise from ballistic firearm weapon single shot discharge, -4 to ''Notice''. Wt. +1lb, Cost -100
*Suppressor: lowers noise from automatic fire of ballistic firearms, -2 to ''Notice''. TL3, Wt. +1lb, Cost -250
+
*Suppressor: lowers noise from automatic fire of ballistic firearms, -2 to ''Notice''. 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.
+
*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. Wt. 10lb, Cost -1,500.
  
 
===Launchers and Explosives===
 
===Launchers and Explosives===
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{| class="wikitable" border="0"
 
{| class="wikitable" border="0"
 
|-
 
|-
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Cost''' || '''TL''' || '''Notes'''
+
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Cost''' || '''Notes'''
 
|-
 
|-
| UB Grenade Launcher || 24/48/96 || Grenade || n/a || 1 || 4 || d6 || 6 || 500 || 3 || 2-Handed   
+
| UB Grenade Launcher || 24/48/96 || Grenade || n/a || 1 || 4 || d6 || 6 || 500 || 2-Handed   
 
|-
 
|-
| Grenade Launcher || 24/48/96 || Grenade || n/a || 1 || 12 || d8 || 16 || 800 || 3 || 2-Handed  
+
| Grenade Launcher || 24/48/96 || Grenade || n/a || 1 || 12 || d8 || 16 || 800 || 2-Handed  
 
|-
 
|-
| Missile Launcher || 75/150/300 || 5d8 || 20 || 1 || 1 || d6 || 9 || 1,500 || 3 || Snapshot, 2-Handed  
+
| Missile Launcher || 75/150/300 || 5d8 || 20 || 1 || 1 || d6 || 9 || 1,500 || Snapshot, 2-Handed  
 
|-
 
|-
| Multi-Missile Launcher || 75/150/300 || 5d8 || 20 || 1 || 4 || d6 || 9 || 6,000 || 4 || Snapshot, 2-Handed
+
| Multi-Missile Launcher || 75/150/300 || 5d8 || 20 || 1 || 4 || d6 || 9 || 6,000 || Snapshot, 2-Handed
 
|-
 
|-
 
|}
 
|}
Line 493: Line 480:
 
'''GRENADES'''</br>
 
'''GRENADES'''</br>
 
Hand Grenades when thrown range of 5/10/20. If shot from a grenade launcher use weapon’s range.
 
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
+
*Concussion Grenade: Damage: 2d8, AP 8, Wt. 2lbs, Notes: LBT, Cost -50
*Frag Grenade: Damage: 3d6, AP 4, Wt. 2lbs, Notes: Heavy Weapon, MBT. TL2, Cost -50
+
*Frag Grenade: Damage: 3d6, AP 4, Wt. 2lbs, Notes: Heavy Weapon, MBT, Cost -50
*Geode Grenade: Damage: 2d10, AP 8, Wt. 2lbs, Notes: Heavy Weapon, MBT (Agility -4). TL4, Cost -200
+
*Geode Grenade: Damage: 2d10, AP 8, Wt. 2lbs, Notes: Heavy Weapon, MBT (Agility -4), Cost -200
*Anti-Armor Grenade: Damage: 3d6, AP 16, Wt. 2lbs, Notes: Heavy Weapon, SBT. TL3, Cost -100
+
*Anti-Armor Grenade: Damage: 3d6, AP 16, Wt. 2lbs, Notes: Heavy Weapon, SBT, 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
+
*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. 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)
+
*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. 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
+
*Smoke Grenade: Wt. 2lbs, Notes: LBT, Thermal-signature to confuse IR, Penalty -4 to all Vision ''Notice'' and ''Shooting'' rolls into/out of area, 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.
+
*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. 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
+
*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. Cost -60
  
 
'''UTILITY CHEMICALS & OTHER EXPLOSIVE'''
 
'''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.
+
*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). 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)
+
*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. 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)
+
*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. 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)
+
*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. 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  
+
*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. 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)  
+
*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. 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
+
*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. Wt. 5lb, Cost -1,000
  
 
===Cybernetics===
 
===Cybernetics===
 
<font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br>
 
<font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br>
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.  
+
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 Regulators will generally waive these fees for agents who suffered permanent damage in the field.
  
 
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.
 
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'''
 
'''BIO ENHANCEMENTS AND REPLACEMENTS SYSTEM'''
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:'''Armor Plating''' (3): +2 natural Armor, stacks with Worn Armor. Strain 1/level, Cost -1,500
 
:'''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
 
:'''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
 
:'''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  
+
:'''Extra Set of Arms''' (1): 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 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
 
:'''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
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This treaty was called the '''Concord of Frontier Worlds''' was formally signed by most of the princale members some 400 years ago and the formal start of the UFS. The UFS serves to bring the variousty worlds and species together, and although it strives to maintain order and peace through diplomacy and judicious use of military force, it has proven ineffective in dealing with the galaxy’s criminal elements and hostile xeno/alien species. To deal with these hostile aliens, criminals and criminal organizations, the UFS formed the '''Regulators''' -- a quasi-military/law enforcement agency with the power and resources to locate and arrest criminals on any Frontier world and aid any resident against hostile external threats. Although the Regulators activities are closely monitored by the UFS’s intelligence community, the agency has been given sufficient latitude to pursue its directives as it sees fit.
 
This treaty was called the '''Concord of Frontier Worlds''' was formally signed by most of the princale members some 400 years ago and the formal start of the UFS. The UFS serves to bring the variousty worlds and species together, and although it strives to maintain order and peace through diplomacy and judicious use of military force, it has proven ineffective in dealing with the galaxy’s criminal elements and hostile xeno/alien species. To deal with these hostile aliens, criminals and criminal organizations, the UFS formed the '''Regulators''' -- a quasi-military/law enforcement agency with the power and resources to locate and arrest criminals on any Frontier world and aid any resident against hostile external threats. Although the Regulators activities are closely monitored by the UFS’s intelligence community, the agency has been given sufficient latitude to pursue its directives as it sees fit.
  
The chief rival of the Regulators and the UFS are the criminal organizations known and the '''Galactic Cartles''', The '''Malthar Crime Family''' and various '''Shadow Worlds'''. The Galactic Cartles are extorsion, smugglers (especially weapons and illegal tech) and pirates. The Malthar Crime Family are lead by a group of renegade dralasites and specialize in slavery and forced labor but also competes with the Cartel on piracy and stolen tech (especially PsiTech). The Shadow Worlds are any worlds that doesn't adhere to UFS laws or are not part of the Concord of Frontier Worlds. Many are inhabited by hostile aliens who are extemely xenophobic or are primative and under protection from the UFS so as not to be exploited unfairly. These primitive worlds are called '''Protectorat''' and the UFS enforced a strit non-interferiance/explotation policy for them by normal citizens. This also makes these worlds attractive to criminals or wanted outlaws and anyone not wanting to draw UFS attention to themselves.
+
The chief rival of the Regulators and the UFS are the criminal organizations known and the '''Galactic Cartles''', The '''Malthar Crime Family''' and various '''Shadow Worlds'''. The Galactic Cartles are extorsion, smugglers (especially weapons and illegal tech) and pirates. The Malthar Crime Family are lead by a group of renegade dralasites and specialize in slavery and forced labor but also competes with the Cartel on piracy and stolen tech (especially PsiTech). The Shadow Worlds are simply worlds that don't adhere to UFS laws or are not part of the Concord of Frontier Worlds. Many are inhabited by hostile aliens (and a few Humans) who are extemely xenophobic or are primative and under protection from the UFS so as not to be exploited unfairly. This also makes these worlds attractive to criminals or wanted outlaws and anyone not wanting to draw UFS attention to themselves.
  
 
[[File:SWN.Clicks.jpg|300px|right]]Another threat to the UFS are the aliens. The first are called the ''''Klicks'''', due to their disctinctive clicking noises they made. UFS Intelligence has no idea what they call themselves as they have refused all forms of communication, including telepathic requests. It is not even known if they are sentient or controlled by another species but they do have access to somekind of advanced tech. Unfortuniaty for UFS Intelligence and the Regulators when one is killed its body rapidly starts to decompose and their technology with it. It is believe some kind of acid is responsable but again... unknown.
 
[[File:SWN.Clicks.jpg|300px|right]]Another threat to the UFS are the aliens. The first are called the ''''Klicks'''', due to their disctinctive clicking noises they made. UFS Intelligence has no idea what they call themselves as they have refused all forms of communication, including telepathic requests. It is not even known if they are sentient or controlled by another species but they do have access to somekind of advanced tech. Unfortuniaty for UFS Intelligence and the Regulators when one is killed its body rapidly starts to decompose and their technology with it. It is believe some kind of acid is responsable but again... unknown.
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The second group of hostile aliens are called '''Briizin Raiders'''. They are believed to have orginated from outside the cluster although even those captured whom have been turned over to by UFS Intelligence don't seem to know for sure. They say they are exiles from their homeworld who were banished to this region of space. They claim that only their species is really worthy and that all other species should be ruled over by them. At present they have only raiderd along the Galatic North space and the worlds that they inhabit are said to be in that region of space but the UFS does not know where excately. They seem to be less advanced then most of the UFS but they are great at adapting stolen technology and have incorperated much of it into their own. Humans have describe the Briizin as looking like humanoid Shark-headed creatures (or at least what pics from old Earth shark would look like). They are amphibious, stand around seven feet tall and weigh an average of 250lbs. Females are slightly larger then males of the species and the most aggressive (and both are very aggresssive).  
 
The second group of hostile aliens are called '''Briizin Raiders'''. They are believed to have orginated from outside the cluster although even those captured whom have been turned over to by UFS Intelligence don't seem to know for sure. They say they are exiles from their homeworld who were banished to this region of space. They claim that only their species is really worthy and that all other species should be ruled over by them. At present they have only raiderd along the Galatic North space and the worlds that they inhabit are said to be in that region of space but the UFS does not know where excately. They seem to be less advanced then most of the UFS but they are great at adapting stolen technology and have incorperated much of it into their own. Humans have describe the Briizin as looking like humanoid Shark-headed creatures (or at least what pics from old Earth shark would look like). They are amphibious, stand around seven feet tall and weigh an average of 250lbs. Females are slightly larger then males of the species and the most aggressive (and both are very aggresssive).  
  
===Other Setting Historical Notes...===
+
===Other Setting History Notes...===
 
<font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br>
 
<font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br>
 
The Fraal are from outside the Stellar Clusters (as are the Aleerin) and their legends talk about something they called the '''Scream''' that originated from the Stellar Cluster some 2,000 years ago. The Scream was a psychic scream that traveled faster then lights speed out from the cluster and killed or drove insane almost all psychically aware individuals. The Freel were far enough away that they suffered little effects from this event but there are ruins of various technologies with super advanced Psitech found shattered thoughout the Stellar Cluster. The other species native to the Stellar Cluster all have legends of a time where they encounterd strange "space gods" who were all wiped out during this event (along with many of the psychically empowered memebers). They did however leave behind many PsiTech artifacts. These artifacts are way more advanced then anything that any species of the UFS have ever developed. It seemed that this tech drove all of the space-gods tech-- from basic household AI to their startravel ability. UFS Intelligence and the government have made the trade of PsiTech illegal but they pay large rewards for any pieces that are turned into them.  
 
The Fraal are from outside the Stellar Clusters (as are the Aleerin) and their legends talk about something they called the '''Scream''' that originated from the Stellar Cluster some 2,000 years ago. The Scream was a psychic scream that traveled faster then lights speed out from the cluster and killed or drove insane almost all psychically aware individuals. The Freel were far enough away that they suffered little effects from this event but there are ruins of various technologies with super advanced Psitech found shattered thoughout the Stellar Cluster. The other species native to the Stellar Cluster all have legends of a time where they encounterd strange "space gods" who were all wiped out during this event (along with many of the psychically empowered memebers). They did however leave behind many PsiTech artifacts. These artifacts are way more advanced then anything that any species of the UFS have ever developed. It seemed that this tech drove all of the space-gods tech-- from basic household AI to their startravel ability. UFS Intelligence and the government have made the trade of PsiTech illegal but they pay large rewards for any pieces that are turned into them.  
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| '''Aircraft, Helicoper (1)''': the vehicle is a helicopter. It can hover or fly with a Speed of 80mph (120kph) but suffers -1 Handling for their Size.  The Speed Mod increase TS by 40mph (75 kph) instead of 10 || ½ Size || $5K xSize
 
| '''Aircraft, Helicoper (1)''': the vehicle is a helicopter. It can hover or fly with a Speed of 80mph (120kph) but suffers -1 Handling for their Size.  The Speed Mod increase TS by 40mph (75 kph) instead of 10 || ½ Size || $5K xSize
 
|-
 
|-
| '''Aircraft, Jet Plane (1)''': Jetplanes have a Speed of 600mph. They must move at half their speed every round or go Out of Control (they stall). The Speed Mod increase the speed by 100mph (150kph) instead of 10 || ½ Size || $10K xSize
+
| '''Aircraft, Jet Plane (1)''': Jetplanes have a Speed of 600 and Handling +1 for their Size. They must move at half their speed every round or go Out of Control (they stall). The Speed Mod increase the speed by 100mph (150kph) instead of 10 || ½ Size || $10K xSize
 
|-
 
|-
 
| '''Aircraft, Propeller (1)''': A traditional prop plane has a base Speed of 150mph (225kph). Propeller planes must move at least 1/2 their speed every round r go Out of Control (stall). The Speed Mod increases the top speed by 50mph (75kph) instead of 10 || ¼ Size || $5K xSize
 
| '''Aircraft, Propeller (1)''': A traditional prop plane has a base Speed of 150mph (225kph). Propeller planes must move at least 1/2 their speed every round r go Out of Control (stall). The Speed Mod increases the top speed by 50mph (75kph) instead of 10 || ¼ Size || $5K xSize
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Also the '''Wounds*''' works just like extra wounds for large creatures (SWADE pg. 179)</br>
 
Also the '''Wounds*''' works just like extra wounds for large creatures (SWADE pg. 179)</br>
 
</br>
 
</br>
'''DIRT BIKE'''[https://www.pinterest.com/pin/626633735659494394/visual-search/] and [https://www.pinterest.com/pin/260153315965226984/]</br>
+
'''DIRT BIKE'''[https://www.pinterest.com/pin/132152570307018948/]</br>
 
Common on frontier worlds and as a sports motorbike on more developed worlds. </br>
 
Common on frontier worlds and as a sports motorbike on more developed worlds. </br>
 
'''Cost''' $3.5K. '''Chassis''' Light  -Size 1, '''TS''' 60mph, '''Handling''' +2, '''Toughness''' 13 (2), '''Crew''' 1+1 (or 2)</br>
 
'''Cost''' $3.5K. '''Chassis''' Light  -Size 1, '''TS''' 60mph, '''Handling''' +2, '''Toughness''' 13 (2), '''Crew''' 1+1 (or 2)</br>
 
:'''Mods''' (0 remaining): Exposed Crew, Off-Road (1), Reinforced Chassis II (Tough +4) (3), Speed II (+20mph) (2)</br>
 
:'''Mods''' (0 remaining): Exposed Crew, Off-Road (1), Reinforced Chassis II (Tough +4) (3), Speed II (+20mph) (2)</br>
 
</br>
 
</br>
'''STREET/RACER BIKE'''[https://www.pinterest.com/pin/671528994444568286/visual-search/] and [https://www.pinterest.com/pin/383650461999626984/visual-search/]</br>
+
'''STREET/RACER BIKE'''[https://www.pinterest.com/pin/383650461999626984/visual-search/]</br>
 
A standard racer motorbike that is found mostly on more developed worlds with developed roads and highways between settlements. </br>
 
A standard racer motorbike that is found mostly on more developed worlds with developed roads and highways between settlements. </br>
 
'''Cost''' $5.5K. '''Chassis''' Light -Size 1, '''TS''' 90mph, '''Handling''' +2, '''Toughness''' 9 (2), '''Crew''' 1+1</br>
 
'''Cost''' $5.5K. '''Chassis''' Light -Size 1, '''TS''' 90mph, '''Handling''' +2, '''Toughness''' 9 (2), '''Crew''' 1+1</br>
 
:'''Mods''' (0 remaining): Exposed Crew, Speed V (+50mph) (5)</br>
 
:'''Mods''' (0 remaining): Exposed Crew, Speed V (+50mph) (5)</br>
 
</br>
 
</br>
'''HOVER BIKE'''[https://www.pinterest.com/pin/299700550206078376/visual-search/?x=16&y=8&w=530&h=275] and [https://www.pinterest.com/pin/4574037101507362/visual-search/]</br>
+
'''HOVER BIKE'''[https://www.pinterest.com/pin/299700550206078376/]</br>
 
Light hover bike popular on both civilized and frontier worlds.</br>
 
Light hover bike popular on both civilized and frontier worlds.</br>
'''Cost''' $5.5K. '''Chassis''' Light -Size 1, '''TS''' 45mph, '''Handling''' +2, '''Toughness''' 9 (2), '''Crew''' 1+1</br>
+
'''Cost''' $5.5K. '''Chassis''' Light -Size 1, '''TS''' 45mph, '''Handling''' +2, '''Toughness''' 9 (2), '''Crew''' 1</br>
 
:'''Mods''' (0 remaining): Exposed Crew, Hovrcraft (5)</br>
 
:'''Mods''' (0 remaining): Exposed Crew, Hovrcraft (5)</br>
 
</br>
 
</br>
Line 1,126: Line 1,110:
 
''For an additional $6,000 credits can include a 12 hour of bethable oxygen for all passengers and crew. For +$12,000 credits above that this supply is vaccum rated.'' </br>
 
''For an additional $6,000 credits can include a 12 hour of bethable oxygen for all passengers and crew. For +$12,000 credits above that this supply is vaccum rated.'' </br>
 
</br>
 
</br>
'''FRONTIER HAULER'''[https://www.pinterest.com/pin/519321400785954867/] and [https://www.pinterest.com/pin/496873771396929144/]</br>
+
'''FRONTIER HAULER'''[https://www.pinterest.com/pin/519321400785954867/]</br>
 
Another frontier car for underdevelped words with possible toxic environments. Its six wheel and high clearance make it an excellent off-road rugged tarnsport and hauler.</br>
 
Another frontier car for underdevelped words with possible toxic environments. Its six wheel and high clearance make it an excellent off-road rugged tarnsport and hauler.</br>
'''Cost''' $120K. '''Chassis''' Super Heavy -Size 8, '''TS''' 35mph, '''Handling''' -2, '''Toughness''' 32 (7), '''Wounds*''' +2, '''Crew''' 2+6</br>
+
'''Cost''' $120K. '''Chassis''' Suer Heavy -Size 8, '''TS''' 35mph, '''Handling''' -2, '''Toughness''' 32 (7), '''Wounds*''' +2, '''Crew''' 2+6</br>
 
:'''Mods''' (23 remaining; if used for cargo 18,400lbs): Environmental Seal (sealed verses hazardous chemicals, toxins, radiation, and environmental conditions) (2), Fewer Crew (+3), Off Road (Ignore Driving penalties for difficult terrain. On the table-top, treat each inch of difficult terrain as 1.5” instead of 2”) (2), Reinforced Chassis I (Toughness +2) (2), Speed II (+20mph) (4)</br>
 
:'''Mods''' (23 remaining; if used for cargo 18,400lbs): Environmental Seal (sealed verses hazardous chemicals, toxins, radiation, and environmental conditions) (2), Fewer Crew (+3), Off Road (Ignore Driving penalties for difficult terrain. On the table-top, treat each inch of difficult terrain as 1.5” instead of 2”) (2), Reinforced Chassis I (Toughness +2) (2), Speed II (+20mph) (4)</br>
 
''For an additional $8,000 credits can include a 12 hour of bethable oxygen for all passengers and crew. For +$16,000 credits above that this supply is vaccum rated.'' </br>
 
''For an additional $8,000 credits can include a 12 hour of bethable oxygen for all passengers and crew. For +$16,000 credits above that this supply is vaccum rated.'' </br>

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