Difference between revisions of "SavageWorldAdvEd.FadingSuns"

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:'''COMMANDO''' [Seasoned, Assassin or Woodsman, Extraction]: The elite commando can move and still benefit from the Aim maneuver so long as he does not also run (cannot aim if they run). He also gains a +2 to Notice checks vs. others getting ‘the Drop’ on them.
 
:'''COMMANDO''' [Seasoned, Assassin or Woodsman, Extraction]: The elite commando can move and still benefit from the Aim maneuver so long as he does not also run (cannot aim if they run). He also gains a +2 to Notice checks vs. others getting ‘the Drop’ on them.
 
:'''ELITE EXPLORER''' [Seasoned, Alertness, Woodsman, Smarts d8+, Notice d8+ Survival d8+]: Elite explorers are well-traveled and well respected in the area of expertise. When leading a group through the wilderness, they grant the group a +2 to Notice and Survival checks (but only in wilderness).
 
:'''ELITE EXPLORER''' [Seasoned, Alertness, Woodsman, Smarts d8+, Notice d8+ Survival d8+]: Elite explorers are well-traveled and well respected in the area of expertise. When leading a group through the wilderness, they grant the group a +2 to Notice and Survival checks (but only in wilderness).
:'''ENGINEER SAVANT''' [Veteran, Smarts d8+, Tech Master, Tech Recognition, Electronics d6+, Repair d10+, Tech-Use d8+, Think Machine Chant d8+ must be a Commissioned Engineer]: These are a rare breed found only within the ranks of the Engineering Guild, where they jealously guard the secrets of science. You gain a +2 to all Electronic, Repair, Science, Tech-Use and Think Machine Chant skill rolls.
+
:'''ENGINEER SAVANT''' [Veteran, Smarts d8+, Tech Master, Tech Recognition, Repair d10+, Tech-Use d8+, Think Machine Chant d8+ must be a Commissioned Engineer]: These are a rare breed found only within the ranks of the Engineering Guild, where they jealously guard the secrets of science. You gain a +2 to all Electronic, Repair, Science, Tech-Use and Think Machine Chant skill rolls.
 
:'''GAMBLER''' [Novice, Gambling d8+]: Gamblers are half swindler, half psychologist who makes their living playing games of chance. Gambles gains a +2 to their Gambling skill and can re-roll a failed skill check so long as it was not a Critical Failure.
 
:'''GAMBLER''' [Novice, Gambling d8+]: Gamblers are half swindler, half psychologist who makes their living playing games of chance. Gambles gains a +2 to their Gambling skill and can re-roll a failed skill check so long as it was not a Critical Failure.
 
:'''INFILTRATOR''' [Seasoned, Stealth d10+]: Infiltrators specialize at entering enemy strongholds. When failing a Stealth roll against foes, you can re-roll your result so long as it was not a Critical Failure.
 
:'''INFILTRATOR''' [Seasoned, Stealth d10+]: Infiltrators specialize at entering enemy strongholds. When failing a Stealth roll against foes, you can re-roll your result so long as it was not a Critical Failure.

Revision as of 09:45, 22 May 2022

FaingSun.Cover.jpg

RULES SETTING

  • Rules - Savage World Adventure Edition (SWAE)
  • Setting Rules (SWAE pg. 136-141) – Born a Hero (ignore rank requirement at character creation), Fanatics (villains henchmen might take the damage for the villain), High Adventure (benny to gain a combat edge you qualify for), More Skill Points (start with a base of 15 istead of 12 skill points), Unarmored Heroes (Wild Cards who don’t wear armor gain +2 to soak rolls. Energy Shields don’t count as armor worn, nor does any AP provided by an occult power), Wound Cap (the maximum number of Wounds a character can suffer is 4 from one hit)
  • Science Fiction Companion (SFC) for additional rules for Cyberware (pg. 29-31), Starship (pg. 40-50) and Vehicles (pg. 51-57). Also using Rifts: Team Tomorrow Player’s Guide (SWR) for additional cybernetics and rules and the Super Power Companion (SPC) for power creation. Also including a few Edges from the Rifts: Team Tomorrow (SWR) guide.
Using the SFC for starships (and vehicles). Note to re-invent the wheel using the systems as uses in my SWADE Star Law found here[1]. See Vehicles and Starships below.
  • Leadership edges in a High Tech setting the range with Command is extended to those who you can see and who can hear you, via a vox caster, etc. (not just 5”). With Command Presence they only need to hear your orders (via a vox caster, etc.) to gain the bonuses. Without advanced communication the range is as per normal (5” or 10” with Presence).
  • Wealth (SWAE 145): as counting firebirds is not that interesting at times using the Wealth systems in the SWAE but updated below.

HOUSE-RULES

  • Updated Skills: Tech Use [Smarts] and Think Machine Chant [Smarts]
Tech Use: basic understanding of how to operate (turn on, etc.) most technological devices and machines. Without can only use the most basic and easy to understand machine operation (shooting a lasgun, using a com-bead, etc.). Includes and replaces Electronic skill from SWAE.
Think Machine Chant: basic understanding of how to communicate (use) and activate Think Machines (computers). Also used for Electronic lock-picking or hacking a system. Includes and replaces the Hacking skill from SWAE.
  • Xeno Mistrust: Humans and Aliens in the Known Worlds have little understanding or trust for those not of their race, and as such have problems interacting. This mean that both Humans and Xeno may not benefit from ‘others’ Leadership edges and they suffer a -2 to all Persuasion checks with each other and –4 to any other skill where understanding might come into play (like Common Knowledge, Healing, Taunt, etc. Maybe Intimidate GM's call). The Edge Xeno-Empathy (Background) allows these penalties to be ignored.
  • Tech Redemption: In the Known Worlds most people have little understanding of how the amazing technology around them works. Because of this characters suffer a -4 to all Repair, Science, Tech Use and Think Machine Chant checks when using or trying to fix or use a piece of technology (anything over Industrial Tech level) unless specified otherwise. Anyone can learn to shot a laser rifle or use a voxcaster. The edges Tech Recognition and Master Tech can cancel these penalties. Also due to their additional complexity all Void craft (from starfighters to the largest JumpGate ship) suffer an additional -2 to their Pilot and Tech Use skills without the proper edges (Void Training cancals these specific penalties).
  • Status and Wealth: In the Empire of Man your status is an important factor and wealth is more abstract. Both are represented by dice. These rules or more extensive than those listed in the SWA rules.
  • Arcane Backgrounds: called Occult Powers in the Fading Suns, only Psychic (using the Psionic Skills) and Theurgist (using Faith skill) are allowed in this setting. Others are possible (like Sorcery and Necromancy) but are illegal in the eyes of the Church and most citizens.

GAME PREMISE

Company of the Phoenix.
FadingSun.Quest.jpg

In this game setting the heroes have all recently joined together as a group of new Questing Knights for the new Emporer Alexius Hawkwood (the Pheonix Emperor), setting out to explore the Known Worlds and beyond in his name.
The Character Creations rules and Starting Gear assumes this is the case (hence the various bonuses that the heroes gain).

I would like at least one player to be playing a Noble with at least the Status of 4/d8 who is the "leader" of the Quest (not the other players). The game will start as the planet are on their way to Nowhere where they are traveling for 'inspiration' by the great Gargoyle of the planet. Legends say that those worthy gain visions of important life choices and even grants vision-quests to the worthy.
The heroes have travelled here on a frieghter from Byzantium Secundus (seat of the Phoenix Throne where the nobles was granted his or her Imperial charter) and arrived here at the Nowhere JumpGate. From here they (and much of the ship's cargo) have been unloaded onto a System Gig (a non-JumpDrive star vessel that moves back and forth from the primary planet, outlying bases or mines, etc. and the system's JumpGate) which will take them to Nowhere proper.
This trip is schedule to takes about 3 weeks but something happens on the way there...

STATUS

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Status is a trait represented with a dice that you can add your Wild Die. By default player characters starts as Middle Class within the Known Worlds (a base D6 in both Status and Wealth, see below). Edges and Hindrances can affect this rating. If a character wish to not belong to one of the Faction they are considered a Freeman, or a semi-independent peasant/yeomen. These characters do not have any real power within the Known Worlds but they are not restricted in travel and the Church affords them more leeway on the restrictions it imposes on others of the peasant class (technology, etc).

In addition to determining base Wealth and general social interactions, Status affects several skills as well. When using Gossip, Intimidate and Persuasion, the difference in Status serves as a bonus if the character has a higher Status than the target, or a penalty if his Status is lower (+/-2 per level difference). Conversely, when using Taunt, a character with lower Status receives the difference as a bonus, while the higher Status Taunter takes the difference as a penalty. This can also affect ones Networking checks (SWAE pg. 133) depending on the situation (GMs call).

At the game master’s discretion, other, more passive skills – such as Notice or Stealth – might suffer a penalty when a character’s Status could conceivably come into play. An Aristocrat trying to use Stealth to follow someone in a working low-hab neighborhood stands out somewhat. A Criminal from the slums trying to use Streetwise in a Royal Court will encounter similar difficulties. When a modifier is deemed appropriate for such skills, treat an area or neighborhood as having the same Status as the majority of its inhabitants, and apply a penalty equal to the difference in the character’s Status.

RANK STATUS DIE
1 Slave or Outcast (Sub-hab Ganger, Peasant-Serf, Slave, Mutant, Alien, Outcast) d4-2
2 Lower Class (Yeomen, Imperial Army Soldier, Vassal) d4
3 Middle Class (Knight, Lay-Priest, Guilds-Man) d6
4 Upper Class (Barnett or Baron, Canon or Primates, Guild-Chief) d8
5 Elite (Earl or Marquis, Deacon, Guild-Administrator) d10
6 Lesser Royal (Count, Bishop or Archbishop, Guild-Lord)* d12*
7 Royal (Duke, the Patriarchy, Guild-Arcmagi)* d12+1*
8 Ruler (the Emperor of the Known Worlds)* d12+3*
*These levels of Status are NPC level only

Other Uses of Status

  • Claim of Hospitality: One important aspect of Status is to make a Claim of Hospitality. Characters can make a claim once per game session (within their own status level or lower). Characters roll their Status die, against a base TN 4, modified by their standing and reputation with whom they are asking. A Claim of Hospitality can get the character a safe place to stay for an extended period of time, borrow some piece of equipment, gain access to special gear, gain information or learn a secret, etc. The higher the character’s status the better the ‘claim’. Raises gain additional help.
  • Open Doors: One’s Status can also allow one access to restricted area. For example a Planetary Noble can often gain an audience with the Sector Governor where a lesser person could not. Inquisitor’s status is often used for them to gain access to various restricted areas, etc. Generally the TN is a 4 +/- the level of access that you want and the restrictions of that area or information. This is mostly used for upper level governmental access as opposed to low-Hive scum.

WEALTH

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RANK WEALTH DIE
1 Dead Broke d4-2
2 Poor d4
3 Average d6
4 Well to Do d8
5 Rich d10
6 Very Rich d12
7 Great Wealth* d12+2*
8 Extreme Wealth* d12+5*
*These levels of Wealth are NPC level only

Base characters start with a d6 Wealth die that can be modified by Hindrances and Edges. Whenever a character wishes to purchase an item, they make a Wealth Check (with there Wild Die, however in this setting the Wealth die cannot exceed twice its max value and the Wild Die maximum roll is the Wealth die max value).

Base success is a TN 4. Items are grouped into value categories which modify the roll (more expensive are at a penalty). If they succeed with the check they gain the item and their Wealth die is reduced by 1 step for the remained of the adventure. If they get a raise they do not reduce their Wealth die for this purchase.

Factors such as availability of rare or illegal items may require a Networking roll to find a seller. Items closer to the low end of a value category might have their penalty reduced by 1, at the game master's discretion. Certain items are simply too expensive to be listed on the table above. Things like starships and artifacts are listed but generally anything above Relic cost cannot normally be purchased by players (and even then require a Windfall bonus). Characters can take certain Edges to gain additional items (i.e. Gear Up and/or Minor Relic)

Value Category -- Wealth Check penalty

Free (F) No wealth check needed
Cheap (C) +2 to the check (items costing up to 10 firebirds)
Normal (N) No modifier (items costing up to 100 firebirds)
Pricy (P) -2 to the check (items costing up to 1,000 firebirds)
Expensive (E) -4 to the check (items costing up to 5,000 firebirds)
Very Expensive (VE) -6 to the check (items costing up to 25,000 firebirds)
Extremely Expensive (EE) -8 to the check (items costing up to 100,000 firebirds)
Minor Relic (MR) -10 to the check (items costing up to 500,000 firebirds)
Relic (R) -12 to the check (items costing up to 2,500,000 firebirds)
Significant Relic (SR) -14 to the check (items costing up to 10,000,000 firebirds)
Greater Relic (GR) -16 to the check (items costing up to 50,000,000 firebirds)
Minor Artifact (MA) -18 to the check (items costing up to 250,000,000 firebirds)
Artifact (A) -20 to the check (items over 1,000,000,000+ firebirds)

Retries: a failed Check may not be retried with the same seller during the same session, but the character may attempt to find another seller. This requires time and possibly a related Skill Check (Networking, Connections, Common Knowledge, etc.) to do so, both at the GM’s discretion. If there is only one such item the character wants (buying a particular store front), then the check cannot be retried until the next session, and the GM may require some in-game rationale for the change in the character’s ability to purchase the item, such as a Windfall.

Haggling: A successful Persuasion roll immediately prior to a Wealth Check gives the character a +1 on that check, +2 with a Raise. But a failure results in a -1 penalty.

Major Purchases: A character can make three major purchases per session (successful wealth checks). What constitutes a major purchase depends on their Wealth:

D4-2 -Cheap
D4 -Normal
D6 -Pricy
D8 -Expensive
D10 -Very Expensive
D12 -Extremely Expensive

Each value category of an item above the listed major purchase category counts as an additional major purchase. Consequently, you gain twice the purchases of items below your level. For example, a character with d4 Wealth a Normal item would count as one major purchase, a Pricy one would count as two, while a single Expensive Item would use all three major purchases for the session.

Windfalls: Characters may sell or barter resources they acquire the course of play, or even ones they already own. This can temporarily increase their Wealth in the form of Windfall points. The GM gives the Windfall a value category like any other item (Cheap, Normal, etc.), then compares the Windfall category to the character's major purchase category to determine the points gained: Windfall category is less: No bonus Windfall category is equal: +1 Windfall category is one step above: +2 Windfall category is two steps above: +4 Windfall category is three steps above: +6

Windfall points can be used to gain a bonus on a Wealth Checks, though they are not actually spent unless the item is purchased. Not all points need to be used at once. Major purchase limits must still be observed, regardless of the bonus applied (i.e., a character with d4 Wealth is still limited to two Cheap or one Normal purchases per session.) Windfall points can also be spent to remove Debt points on a one to one basis. Four Windfall points may be exchanged for an additional major purchase during the session. For sharing Windfalls amongst party members, reduce the Windfall’s value category one step and determine the number of points for each character as normal.

Multiple Items: Groups of similar items should be made as a single purchase. Five or more items give a -1 penalty to the Wealth Check. Ten or more will bump the Cost category up one. Multiply these values by 10 for each higher Cost category. So buying five Cheap items lowers the Cheap bonus from +2 to +1. Buying 10 makes it a Normal Item purchase. 50 adds a -1; 100 makes it an Expensive purchase. For Windfalls, each factor of 10 increases the category one level, so ten Normal items are considered Expensive, and 100 are Very Expensive. For game purposes, Windfalls are an abstract unit and items cannot be split up to gain additional bonuses. Unless the selling/barter process is important for role-playing, Windfall points for the group of items should be assigned immediately and the items themselves considered no longer in play.

STARTING CHARACTER GEAR

FadingSun.Gear.jpg

A character starts with two set of Clothing equal to his Status. Then they are allowed three additional items up to their Wealth level in Major purchases without making a check. Any choices of a category one lower than their Wealth count as ½ a purchase, two lower as ¼ (at character creation that is about as low as one can go for these choice; any lower counts as ¼ item). One item maybe purchases at their Wealth level +1 but uses up two ‘additional’ item choices, or it can be used to purchase an item at their Wealth level +2 but use all their additional choices.

Characters can then make up to 3 Major purchase as they normally could during a ‘session’.

A starting characters could also use a Minor Hindrance to gain a “Wealth Boon” that grants them Three Major Purchase at their base Wealth level.

For the Company of the Phoenix setting characters also gain two pieces of weapons or armor or other gear of choice equal to a Major Purchases +1 step, that are granted by the Questing Order.

CHARACTER CREATION

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  • Traits: Spend 5 points for Attributes and 15 points for Skills (including the base starting skills). All characters are somewhat exceptional and can add one of the following bonuses...
* d6 starting with any one Attribute Trait instead of d4 with a maximum of a starting d12+1
* Two Skills at d4 (or d6 for base starting skills) and a maximum starting of a d12+1 in each.
* A free Edge (must still qualify for it).
  • Pick a Species: Most should be Human but others might include the Ur-Obun (spiritual and peaceful), Ur-Ukar (warrior culture that live underground and ritually scare their bodies) and the Vorox (large, six-limbed aliens that most considered barely sentient).
* Humans gain a free Edge (most still qualify for it) and one Attribute Trait starts at a d6 instead of a d4 (and its max starting is a d12+1).
  • Pick a Faction: character gain either the Commission, Noble or Ordained faction edge for free. Characters wishing to play a Freeman instead gain one addition Bonus Edge for free (most still meet prerequisticss) but their Status and Wealth levels are automatically set at 2 (d4). Non-Human characters that choice a faction must also take the Minor Influence Hindrance to reflect their status within these groups (they are not fully accepted).
  • All characters with a Faction Edge also gain either the Imperial Charter (if a Noble) or Cohort Badge (if a Priest or Guildsman) for free.
  • All characters start with the Tech Recognition edge for free.
  • Pick your Hindrances. These can be spent as normal per SWAE. A character can also spend a Minor Hindrance to take a ‘Wealth Boon’.
  • Pick your starting gear (as noted above in Standard Characters Gear)

THOSE WHO DIFFER -ALIENS

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UR-OBUN[2]
A spiritual and peaceful alien race, the Ur-Obun are one of the two races known as the “Children of the Ur”. Having a close connection with the Anunnaki they called the "Venkalli" or Lightbringers whom they revered as gods. They have developed a pacifist and philosophical society. One of the only two near-human races ever discovered they suffer the least prejudice of all alien races. Ur-Obun are recognizable as being very similar to humanity but have dark pupil-less eyes and an almost golden hued skin. Their home planet Velsimil is controlled by Hawkwood.

Spiritual [2]: base Spirits of d6 and a maximum starting of a d12+1
Gifted Psychics [2]: if the character starts with an Arcane Background they automatically gain +5 Power Points and gain either a +1 to their Faith or Psionic skill.
Night Vision [1]: no penalties for darkness, except in Total Darkness.
Pacifism (Minor) [-1]: as Hindrance
Languages: Obur (spoken and written), Urth (spoken and written)


UR-UKAR[3]
Along with the Ur-Obun, the Ur-Ukar are one of the two races recognized as “Children of the Ur”. They hold a close relationship to the Anunnaki (specifically, the Kadani) whom they revere as gods. Displaced from the Obun home world after the War in the Heavens, they were placed on Kordeth. Ukari are tribalistic and clannish and have become physically accustomed to living underground and in the dark. Ukari are largely suppressed by humanity and either live as supplicants or mercenaries. Their natural ability to fight and work in the dark gives them a huge advantage over their human counterparts. In a long history of conflict, the Ur-Ukar have come to value the traits of the warrior. Their culture is naturalistic and honest, and they rely heavily on tradition. These qualities made them very popular in the media for a time. They are recognizable by their pale coloring and extensive body scarification.
They share the black eyes of the Ur-Obun, as well as having a natural gift for Psi powers, though the two races are definitely not on friendly terms.

Agile [2]: base Agility of a d6 and a maximum starting of d12+1
Gifted Psychics [1]: if the character starts with an Arcane Background they automatically gain +5 Power Points.
Fighters [1]: base Fighting skill of a d4 and maximum starting of d12+1
Thermal Vision [1]: halve all darkness penalties including total Darkness (max -3). Including invisibility, etc.
Disturbing (Minor) [-1]: the ritual scarring and body tattoos of an adult Ur-Ukar can be disturbing for most Humans. Treat as the Outsider (Minor) Hindrance.
Languages: Obur (spoken and written), Urth (spoken and written)


VOROX[4]
Standing nearly ten feet tall, covered in shaggy orange fur, a lupine shaped head and six muscular arms/feet ending in highly venomous claws it's no wonder that Vorox are considered the most ferocious sapient in the Known Worlds. However the church recognizes them as having a soul closest to that of humanity. The distinction lies between the feral vorox and those who have been civilized. The Vorox hail from the planet of Ungavorox, a House Li Halan fief. "Wild" Vorox are never let off the planet by their Li Halan overlords, a practice dating back to the Second Republic. Only civilized Vorox, those that have undergone a special training program and had their poisoned claws removed (with the exception of the local nobles, who are allowed to retain one, non-poisonous claw as symbol of their office). Civilized and feral Vorox typically disdain each other. The main Vorox social unit is the Angerak, the pack. Packless Vorox eventually go insane, and most who travel off world form at least a temporary Angerak with trusted human and alien companions. The Vorox are officially headed by a king under the authority of the Li Halan, although he is not recognized by the wild packs of feral Vorox dominating the jungle regions that cover most of Ungavorox.
Vorox cannot take any Arcane Backgrounds or Resistance. Many have a weakness against these powers but not all (Occult Weakness; see New Hindrances).

Very Strong [4]: start with a base Strength of d8 (max starting of a d12+2)
Multi-Limbs [3]: with six limbs, two that can be used as either extra legs or arms. If used as arms for an extra weapon to elimiate one Multi-Action penalty or grants +2 to Grapple checks, or if used as legs adds +2 to Base Move. This stacks if they take the Two-Fisted Edge (can use three weapons, without suffering multiple action penalty) or Fleet Footed (Base Pace increase from 6 to 8/10 when using their middle limbs for movement and their Run die increases from d4+2 to d6+3/d8+4)
Size +3 [3]: +3 Toughness, +1” natural Reach and +1 to Intimidate but -1 to Stealth skills.
Big [-2] suffers a -2 to all checks when using gear not built for their size. Increase the cost of armor, clothing, specialized firearm triggers, etc. +1 price step and the must consump twice as much food and water (so they used twice as many rations and ship supplies).
Clumsy (Major) [-2]: vorox are not agile and suffer a -1 on Agility Trait tests (but not linked Agility skills)
Primitive (Major) [-2]: vorox do not gain the Tech Recognition edge for free.
Languages: Uth (spoken and written), Voroxen (spoken)

NEW AND MODIFIED HINDRANCES AND EDGES

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Disallowed Edges – Aristocrat, Artifcicer, Gadgeteer, Wizard.
Allowed Edges from SWR – Battle Hardened, Combat Sense (Improved Combat Sense), Cyber-Psychic Alignment (Improved Cyber-Psychic Alignment)
Allowed Hindrances from SFC – Low Tech
Allowed Edges from the SFC – Cyber Tolerant, Atmospheric Acclimation, Gravity Acclimation, Rocket Jock, along with updated Cyborg and Gear Up, see below)
Allowed Edges from the SPC – Team Leader (updated, see below)

HINDRANCES

MODIFIED HINDRANCES

POVERTY (Minor/Major): This hindrance can be taken a character of any Status, lowering their Status’s base wealth by one step (for Minor) or two steps (for Major). If the character later raises his Status, the wealth raises but is still one or two level lower. The character must first buy off this hindrance before increase his Wealth. Finally, characters gain one less Major purchase (so 2 instead of 3) at character creation and per session. Note minimum Wealth level is 1 (D4-2).


NEW HINDRANCES

ACTIVIST (Minor): The character has a -2 penalty to Persuasion check while interacting with those who possess differing viewpoints (as Outsiders) and mutants.
COCKY (Minor): some folk just don’t know when to brag and when to act. The character’s first round of combat must be spent announcing how great he is or the doom of those whom oppose him (and counts as a standard Action). To act normally instead, costs a Benny.
GARRULOUS (Minor): you are particularly loose with your money. Unless you spend a Benny, you make one less Major purchase each game session (and you start the game with one less Major purchase).
GLASS JAW (Minor): you have a glass jaw and can’t take a solid hit. You suffer -2 penalty on Soak rolls.
JINGOISTIC (Minor): Believes in the superiority of Imperium. Your Leadership Edges may not be used when dealing with anyone not of the Empire of Man (human, mutant or alien) along with suffering a -2 to Persuasion checks against non-Imperial entities.
OCCULT WEAKNESS (Minor/Major): Cannot have AN Arcane Background or Arcane Resistance. Minor suffer -2 to Toughness and any Roll to resist or soak Occult powers. Major suffer -4 to Toughness and to any Roll to resist or soak Occult powers.


FACTION HINDRANCES
In order to have these Hindrances requires a Faction edge in order to take any.

BLACK SHEEP (Minor) [requires Commission, Nobility or Ordained edge]: The character is not in good standing with his or her faction and is ostracized by it. The character suffers a -2 to any Claim of Hospitality and when using their Connections or when Networking within their faction.
BASTARD (Minor or Major) [requires Nobility edge]: Depending on their relationship with their parent a bastard child of a Noble House, a bastard child may be granted some advantages of the house or maybe ignored and left to fend for themselves in all things. As a Minor hindrance the character suffers a -1 to both checks even within their own faction. Also, while the character can still make a claim of Hospitality she suffer a -2 penalty. As a Major hindrance the character’s Status and Wealth is lowered by one, they do not have any Connections within their Order, and cannot make Claims of Hospitality.
EXILE (Major) [requires Commission, Nobility or Ordained edge]: The character was once a member of one of the great factions but due to some past misdeed they have been cast out (fired from their Guild, disowned from their Royal House, or excommunicated from the Church). The character’s Status and Wealth is lowered by one, they do not have any Connections within their Order, and cannot make Claims of Hospitality.
EXTINCT FACTION (Minor or Major) [requires Commission, Nobility or Ordained edge]: The character faction has gone extinct; either having been destroy by outside factors (wars, subterfuge, etc.) or some internal factor (gone blacklisted due to mismanagement or theft, heresy, hostile takeover or buyout, etc.). As a Minor hindrance the character suffers a -1 to both checks even within their own faction. Also, while the character can still make a claim of Hospitality she suffer a -2 penalty. As a Major hindrance the character’s Status and Wealth is lowered by one, they do not have any Connections within their Order, and cannot make Claims of Hospitality.
MINOR INFLUENCE (Minor) [requires Commission, Nobility or Ordained edge]: The character is a member of a minor order or Alien member of a greater order but does not gain the level of bonuses afford to greater Factions. The character has the same status level and wealth but suffers a -1 to both checks even within their own faction. Also, while the character can still make a claim of Hospitality she suffer a -2 penalty.

EDGES

UPDATED EDGES

BRAWNY for a Vorox this edge does not increase its Size. All other benefits still apply. Others still gain a +1 to Size (and Toughness).
RICH: Increase your Wealth level and die by +1 over your Status level. You gain one additional major purchase per session (and one additional item at Character Creation).
FILTHY RICH: You increase your Wealth die an additional +1 over your Status level but to a maximum of 6/d12. You gain one additional major purchase per session (stacks with Rich, so two additional automatic Major Purchases).
TACTICIAN instead, at the beginning of combat, make your Battle roll. With a Success, draw one card. This card can be used at any time by one of your Allies as an extra action during this combat.
TACTICIAN MASTER allows 2 cards with a success that can be use for allies that allow two extra actions. This can be two different allies in the same round or one card/extra action per round.
TEAM LEADER (SPC) also, any allies in your command area count as one addition adjacent ally for the purpose of determining Gang Up bonuses. This still can’t exceed the normal maximum Gang Up bonus of +4.


NEW BACKGROUND EDGES

COHORT BADGE [Ordained or Commissioned, Status 3+, cannot have a major Faction Hindrance]: The character is an imperial cohort, and aide-de-camp to one of the Emperor’s Questing Knights. The character gains a +1 to Persuasion skill checks with Imperial agents and most of the common people. They can also draw on Imperial Stores and gain one additional major purchase a session and they may now make a Claim of Hospitality with Imperial Agents and other Factions. Cohorts can cross bounties free of taxation and are granted free consul from any prosecution. Cohorts must uphold a code of behavior and duty, can never act against Imperial interests and may be called upon at any time to undergo any number of missions for the order or the Emperor.
CYBERNETIC IMPLANTS [Novice]: this edge maybe purchased more than once, each time grant the character 4 Strain points for cybernetic abilities but each time this Edge is taken the character suffers a -1 to Persuasion skill checks as they become less ‘human’ (even if the cybernetics are hidden). Minor cybernetics, like an artificial heart or hand that have no game effect, don’t require this edge.
GEAR UP [Novice, cannot have the Poverty hindrance]: gain Eight Pricy, or Four Expensive, or Two Very Expensive or One Extremely Expensive item(s) or any combination of the total.
IMPERIAL CHARTER [Nobility, Status 3+, cannot have a major Faction Hindrance]: The character has joined the Emperor’s new Order of Question Knights. Granted only to characters of Noble Birth, this is one of the most powerful Knightly Orders within the Known Worlds. Knights gain a +1 to Persuasion with anyone who holds the Emperor in good stead. A knight may inspect public Church and League records (but not private ones) and may cross feudal boundaries free of taxation. They are generally immune from prosecution although charges can be brought up with the Imperial Court. The character can also draw on Imperial Stores and gain one additional major purchase a session and gains a +2 to Status when making a Claim of Hospitality with Imperial Agents and can make a basic Claim with any other Faction. Knights must uphold a code of behavior and duty, can never act against Imperial interests and may be called upon at any time to undergo any number of missions for the order.
MINOR RELIC [Novice, Wealth 4/d8 or Connection]: begins with an item(s) worth Minor Relic cost.
NOBLE CLAW [Novice, Noble faction, Vorox]: as a noble Vorox you were allowed to keep one of your species poisons claws. Damage STR+d4 and living target must make a Vigor check or be Distracted and Vulnerable until the end of its next turn.
XENO-EMPATHY [Novice, Smarts d8+]: you have studied and have an understanding of peoples not of your race. You no longer suffer the misunderstanding penalties when dealing with Xeno races.


NEW COMBAT EDGES

HEAVY MELEE MASTER [Novice, Strength d8+, Fighting d6+]: you training allows you to wield a two-handed weapon in one hand. You must still have the weapon's Strength Minimum.
HEAVY WEAPON TRAINING [Novice, Shooting d6+]: you can operate heavy mounted weapons without the normal -4 penalty for firing such weapons in combat (see WEAPONS)


FACTION EDGES
There are three major factions within the Known Worlds – Nobles, whom rule over the lands and the peasants, the Church whom protect the minds and souls of the people, and the Guilds whom control industry and trade. Each via for control of not only their own spheres of interest against other factions within their domains (The Hawkwoods and the Decados have a long standing rivalry, while the Avesti and Eskatonic Orders are constantly at each other’s throats), they also via with the other the other faction for more control or arguments over who controls what (for example the Noble Houses and various Guilds often bicker what technology they can use and the Church tries to discourage both from relying on it too heavily or distributing too much to the common people, etc.). Most characters should belong to one of these factions as they provide protection and status within the Known Worlds. A character whom chooses not to take one is considered either a Freeman (if Human) or a Vassal (if an Alien). They gain no bonuses but are allowed some limited freedoms out the Factions.

COMMISSIONED [Novice, Guild Member]: You have a Merchant League Guild commission, and considered a Guilds-Men (Base Status and Wealth of 3). You have the equivalent of the Connected edge within your own Guild and can make Claims of Hospitality within the Merchant League. Within the Guild there are five major chapters that each grant its members special training (and bonuses to certain skills)
*Charioteers[5]: +2 to either Boating, Drive or Pilot and +2 Tech Use.
*Engineers[6]: +2 to either Repair or Tech Use and +2 to either Science or Think Machine Chant.
*Scavers[7]: +2 to Gambling and +2 to Thievery
*Musters[8]: +2 to Athletics and +2 to Intimidate
*Reevers[9]: +2 to either Intimidate or Persuasion and +2 to Research
HIGHER STATUS [Novice, requires Commission, Nobility or Ordained edge]: Your character is of a higher status and wealth within his or her Faction. Increase your Status and Wealth level by +1 (generally to 4/d8 unless modified with other Hindrance, Edge or Raises)
GREATER STATUS [Novice, requires Commission, Nobility or Ordained edge Higher Status]: You have even more power and responsibility within your faction. Increase your Status and Wealth level by an additional +1 (generally level 5/d10).
NOBILITY [Novice, Noble Born]: The character is a member of a noble house (Base Status and Wealth of 3). The character has the equivalent of the Connected edge within their own Family’s House and can also make a Claim of Hospitality with other Noble Houses of the Known World. Each House specially trains its members in a variety of fields, focusing on what the House Elders had deemed important in days past.
  • Hawkwood[10]: +2 to either Academia or Battle and +2 to either Intimidate or Persuasion
  • Decados[11]: +2 to either Intimidate or Taunt and +2 to either Stealth or Thievery
  • al-Malik[12]: +2 to Persuasion and +2 to either Academia or Research
  • Li Halan[13]: +2 to Academia and +2 to Persuasion or Taunt
  • Hazat[14]: +2 to Battle and +1 to either Fighting or Shooting
ORDAINED [Novice, Church Member]: The character is an ordained minister of the Universal Church, protector souls and bringer of light (Base Status and Wealth of 3). The character of the equivalent of the Connected edge within their Order and can make Claim of Hospitality within the Universal Church. Each Order focuses on various studies that they deem most import for their priests before being sent out among the disciples.
  • Urth Orthodox[15]: ++2 to Academia and 2 to Persuasion
  • Brothers Battle[16]: +2 to Athletics and +1 to either Fighting or Shooting
  • Eskatonic Order[17]: +2 to either Academia or Survival and +2 to either Occultism or Persuasion
  • Temple Avesti[18]: +2 to Intimidate and +2 to Occultism
  • Sanctuary Aeon[19]: +2 to Healing and +2 to Persuasion


NEW LEADERSHIP EDGES

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


NEW PROFESSIONAL EDGES

ARMOR MASTER [Novice, Strength d6+, Fighting d6+]: Count the weight of any armor that he is wearing as one-half for Encumbrance. The character also ignores the skill penalty to Athletics and only suffers one-half (round down) to Stealth while wearing armor.
BODYGUARD [Novice, Vigor d8+, Fighting or Shooting d8+, Notice d8+]: Trained to protect important people from taking harm. Often, this means that you throw yourself into the line of fire. Once per round, a bodyguard within 2” of a character that he wants to protect, can make a Notice check to throw himself into the line of fire, should the target be attacked. On a successful roll, move the bodyguard into the line of fire and apply any damage to him but now with a +1 Toughness (and +1 if you try a Soak roll but only vs. this attack), instead of the original target. This does not count as an action for the Bodyguard round, but can only be done once a round.
COMMANDO [Seasoned, Assassin or Woodsman, Extraction]: The elite commando can move and still benefit from the Aim maneuver so long as he does not also run (cannot aim if they run). He also gains a +2 to Notice checks vs. others getting ‘the Drop’ on them.
ELITE EXPLORER [Seasoned, Alertness, Woodsman, Smarts d8+, Notice d8+ Survival d8+]: Elite explorers are well-traveled and well respected in the area of expertise. When leading a group through the wilderness, they grant the group a +2 to Notice and Survival checks (but only in wilderness).
ENGINEER SAVANT [Veteran, Smarts d8+, Tech Master, Tech Recognition, Repair d10+, Tech-Use d8+, Think Machine Chant d8+ must be a Commissioned Engineer]: These are a rare breed found only within the ranks of the Engineering Guild, where they jealously guard the secrets of science. You gain a +2 to all Electronic, Repair, Science, Tech-Use and Think Machine Chant skill rolls.
GAMBLER [Novice, Gambling d8+]: Gamblers are half swindler, half psychologist who makes their living playing games of chance. Gambles gains a +2 to their Gambling skill and can re-roll a failed skill check so long as it was not a Critical Failure.
INFILTRATOR [Seasoned, Stealth d10+]: Infiltrators specialize at entering enemy strongholds. When failing a Stealth roll against foes, you can re-roll your result so long as it was not a Critical Failure.
STOIC BODY [Novice, Vigor d8+]: Various trainings in preserving the body and controlling its responses to the environment. You may ignore one level of Fatigue penalties.
STOIC MIND [Novice, Spirits d8+]: Various trainings strengthening the mind, +2 to resist psychic mind based attacks or powers, Taunt, Smart based Tricks and Intimidation test of Wills.
TECH RECOGNITION [Novice]: You have some training in the current technology of your era, allowing you to work on modern and advanced technological devices. You cancel 2 points from Tech Redemption to technology related rolls including Repair, Science, Tech-Use and Think Machine Chant.
MASTER TECH [Novice, Smarts d6+, Tech Recognition, Tech-Use d6+]: This character has a natural affinity for working with machines and technology. You cancel out the full -4 penalty with Repair, Science, Tech-Use and Think Machine Chant rolls due to Tech Redemption.
VOID TRAINING [Novice, Pilot d6+, Tech-Use d6+]: You have been trained on how to pilot voidcraft. This means that you do not suffer the additional -2 to Piloting and Tech Use skill when used with any type of Void craft (due to their additional complexity). Also, you do not suffer the normal unstable platform penalty in zero-g environments.

OCCULT POWERS

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Within the Known Worlds there are two forms of Arcane Backgrounds (or Occult Powers) that are fairly accepted and understood – Psychic Powers (often called Wild or Natural Powers of the Mind) and Theurgist Powers (often called Holy or Orthodox Powers of the Soul). There are rumors of Sorcery most foul, granted to those who would deal with the Daemons of the “dark places between the stars” and Witchcraft (Natural or Charm Powers) but the Church ruthlessly suppresses these forms of arcane power and the people rightly fear them.

Allowed Powers of Arcane Background (Theurgist): Arcane Protection, Banish, Barrier, Blind, Boost/ Lower Trait (must be purchased separately), Confusion, Deflection, Detect/Conceal Arcane, Dispel, Divination, Drain Power Points, Elemental Manipulation, Empathy, Environmental Protection, Fear, Havoc, Healing, Light/Darkness, Mind Link, Mind Reading, Mind Wipe, Object Reading, Protection, Relief, Sloth/Speed (must be purchased separately), Slumber, Sound/Silence, Speak Language, Stun

Each order within the Orthodox also has access to a few additional powers…

  • Urth Orthodox: Dark Sight, Farsight, Protect Thoughts*, Suggestion*
  • Brother Battle: Smite, Warriors Gift
  • Eskatonic Order: Farsight, Intangibility
  • Temple Avesti: Bolt (fire only trappings), Smite
  • Sanctuary Aeon: Resurrection

Allowed Powers of Arcane Background (Psionic): Arcane Protection, Barrier, Blast, Blind, Bolt, Boost/Lower Trait (must be purchased separately, Boost is self only), Confusion, Damage Field (self only), Dark Sight (self only), Deflection, Detect/Conceal Arcane, Disguise, Dispel, Drain Power Points, Elemental Manipulation, Empathy, Environmental Protection, Farsight (self only), Fear, Havoc, Healing, Illusion, Invisibility (self only), Light/Darkness, Mind Link, Mind Reading, Mind Wipe, Object Reading, Project Thoughts*, Protection, Puppet, Relief (self only), Sloth/Speed (must be purchased separately, Speed is self only), Slumber, Smite, Sound/Silence, Speak Language, Stun, Suggestion*, Telekinesis.


NEW POWERS*

PROJECT THOUGHTS

Rank: Novice
Power Points: 2
Range: Spirits x2
Duration: Instant
Trappings: Send Thoughts, Telepathic Message

Project Thoughts allows you to send out a message to one person within your Spirits x2 areas. You don’t need to see the person in order to send your thoughts but you have to be familiar with the target and have a general idea of where they might be. Also any resisting target gets a Spirits test to resist your initial roll to use this power. Generally this can only be a short message.
* Additional Targets: The same message can be sent to additional targets for every additional Power Point.

SUGGESTION

Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Wyrd Voice

Suggestion allows you to make unbelievable suggestions that do not threaten the target. Make an opposed Faith or Psychic vs. Spirits roll, on success the target believes your lie or follows your suggestion like it was his idea. You can also make a small illusion that distracts your target. Make a Faith or Psychic test, on success your target is distracted for one round and you may attempt a Stealth roll even if he was watching you before or you can attempt to get ‘The Drop’ on him. Your target gets a Notice check (-4 if you scored a raise on your Faith or Psychic) to avoid surprised. If successful the target of your suggestion does not notice your Stigmata.
* Additional Targets: The same suggestion can be sent to additional targets with range for every additional Power Point. Each resists the suggestion separately against the original test.

STIGMATA
Anytime Occult Powers are used, there is a physical manifestation of it, either upon the psychic or his or her surroundings. For example a priest using his Theurgist abilities glowing with a soft inner light for all to see, or the area around a psychic filled with a ghostly breeze and unanswered whispers. Anyone with Occult abilities should choice a Stigmata for when they use their powers that reflects their personality and roles…

Some Stigmata Examples...
Psychic Stigmata

Glowing (any color) eyes
You speak in a loud eerie voice
Unnaturally cold breeze affects the area Holy light or glow surrounding your body
Whispering chanting and praying can be heard in area

Theurgist Stigmata

Bleeding lashes appearing on your back or arms
Bleeding out of your eyes and ears or mouth
Swirling winds seem to blow around you
Light seems to darken, shadows deepen You speak in tongues in a loud and eerie voice

GEAR AND EQUIPMENT

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Cost Steps (see Wealth) – Cheap (C), Normal (N), Pricy (P), Expensive (E), Very Expensive (VE), Extremely Expensive (EE), Minor Relic (MR), Relic (R), Significant Relic (SR), Greater Relic (GR), Artifact (A)
Gear (and weapons and armor) can be considered uncommon (U), illegal (I) or military only (M). This generally means the character needs to find a seller (either Connections or Networking check). For military only character needs to be Status 3+ to legally purchase it, otherwise it is considered illegal. For freeman etc. The price for illgeal gear on the black market increases by +1 step.

CLOTHING AND PROTECTIVE GEAR

Lower-class Clothing or Coveralls: peasant work and relaxation wear (Status 1 or lower). Wt. 6lbs, Cost C
Middle-class Clothing: everyday faction work and casual wear (Status 2). Wt. 6lbs, Cost N
Upper-class Clothing: non-formal dress of the great factions (Status 3 or higher). Wt. 6lbs, Cost P
Royal Clothing: regal wear, heavy and bulky but add +1 to Persuasion and Status checks in appropriate situations (Status 5 or higher). Wt. 16lbs, Cost VE
Shift Fabric: clothing that can change colors and ‘design’ with one’s mood, etc. Adds +2 Persuasion and Status checks in most situations. Wt. 6lbs, Cost EE
Camouflage Uniform: in correct environment grant +1 to Stealth checks but -1 to checks in all others areas. Wt. 6lbs, Cost N (patterns include forest, artic, jungle, urban, etc.)
Night Cloak: a cloak that absorbs ambient light and grants +2 to Stealth checks but only in Dim or darker light situations. Wt. 4lbs, Cost E
CamoSilk: this full bodyglove changes patters with background, grants +2 to Stealth checks in all situations and can attempt to hide even without cover or breaking line-of-sight (but doing so negates the bonus to stealth, just a normal roll). Wt. 4lbs, Cost VE (E for cell) (M).
Hiking Boots: grant +2 against Fatigue caused by long journeys on foot. Wt. 3lbs, Cost N
Backpack: carry up to 60lbs of gear. Wt. 3lbs, Cost C
Desert Suit: collects water and protects against heat and can provide up to a gallon a water a day in most deserts (see Environment). Wt. 8lbs, Cost E
Winter Clothing: basic winter clothing for cold environmental. Wt. 8lbs, Cost N
Winter Suit: advanced artic gear, this ignores all but the most server of cold environmental conditions. Wt. 12lbs, Cost P
Clip/Drop Harness: magnetic/hook safety line grant +4 with Athletics (Climbing) skill, but double the time required. Wt. 4lb, Cost P (N cell)
Filtration Plugs: simple plugs that are worn in each nostril. Grant +2 against inhaled toxins and poisons, along with hazardous atmospheric conditions. Wt. nil, Cost C
Rebreather: a gas mask that cover the whole head and includes large shattered resistant goggle. Grant +4 against inhaled toxins and poisons, low or high pressure and hostile atmospheres. However limits vision. Wearer suffers a -1 Notice/Shooting. Wt. 1lb, Cost N (C for 4 replacement filter).
Aquamask: an advanced full face mask allows wearer to breath underwater for 4 hours (refill takes 30 minutes and cost N at filling station). Wt. 1lb, Cost P
Environmental Suit: combines the functions of both desert and winter suits with a rebreather mask. Also grants +4 to resist radiation damage. Can be torn or ripped (3-4 damage depending). However limits vision. Wearer suffers a -1 Notice/Shooting. Wt. 15lbs, Cost E
Wet Suit: skintight wetsuit and air tank for up to four hour underwater, advantage with saving throws against cold and pressure environmental conditions. +2 to Athletics tests when swimming. Oxygen tank lasts 4 hours and costs N to refill (taking 30 minutes to re-fill). Wt. 10lbs (tank is 6lbs), Cost P

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COMMUNICATIONS

Squawker: head-set ear and throat vox, 5 miles max range under perfect conditions. Wt. 1lb, Cost N
Whisper Pin: ear and pin vox, 5 miles max range under perfect conditions. Subtle and not normally notices as a communication device. Wt. ½lb, Cost E
Starlight Vox caster LRCD: backpack box with satellite uplink unit, range with satellite routing planetary, otherwise 50 miles. Wt. 10lbs, Cost VE
Image Lantern: holographic projector, com-unit. 10 mile range. Wt. 10lbs, Cost EE

COVERT DEVICES

Lockpicking tools: grants +1 to Thievery (lockpicking) checks. Wt. ½lb, Cost P
Advanced Lockpicking Tools: grants +2 to Thievery (lockpicking) checks. Wt. 1lb, Cost E (I)
Mag-Lock Passkey: grants +1 to Hacking and Thievery (Mag-locks) checks. Wt. 1lb, Cost E (I)
Advanced Mag-Lock Passkey: grants +1 to Hacking and Thievery (Mag-locks) checks. Wt. 2lb, Cost VE (I)
Gen-Lock Passkey: grants +1 to Hacking and Thievery (Gen-locks) checks. Wt. 2lbs, Cost VE (I)
Advanced Gen-Lock Passkey: grants +2 to Hacking and Thievery (Gen-locks) checks. Wt. 2lbs, Cost VE (I)
Jammer, Area: jams all wireless and radio communications within a 20yd radius (10”) and can interfere with radar, etc. Others must make an Tech-Use skill check at -4 each round to use wireless skills and communications in area. Wt. 2lbs, Cost P
Jammer, Directional: as Area Jammer but in a Blast Template. Wt. 2lbs, Cost P
Laser Mic: Can be pointed at a hard surface (with a Tech-Use check) and listen in to converstions up to 1,000" (2,000 yds). Wt. 4lbs, Cost E
Stummer: This pocket sized high frequency sonic wave generator can mask sounds within about one foot of user. Adds +4 to all Stealth checks but only for moving silently (does not allow you user to hide without cover, etc.). Ultrasonic sensors automatically detect these sonic waves. Wt. 4lbs, Cost E
Screamer: Proximity alarm that detects motion and sound, base Notice d8+2 within a Large Burst Template. If motion is detected it sets of an extremely loud alarm (or can transmit a silent alert to any number of comlinks, etc. within its signal strength of 50”/100yards). They automatically detects ultra-sound waves (Stummer or similar devices) within their area. Wt. 3lbs, Cost P
White Noise Generator: Used to mask talking within a 10yds (5”) radius area from outside listeners. It imposes a -4 Notice penalty on outsiders listening in on any conversions, etc. Wt. 5lbs, Cost P
Pasteel Handcuff Restraints: Escape is Agility or Strength check at -4. Causes one level of Fatigue each attempt. Attempt takes 2d6+4 rounds. If handcuffed behind back, subject suffers an extra -2 to escape rolls. Wt. 1lb and Cost P for a set of 4
Plastic Handcuff Restraints: Escape is Agility or Strength check at -2. Causes one level of Fatigue each attempt. Attempt takes 1d6+4 rounds. If handcuffed behind back, subject suffers an extra -2 to escape rolls. Wt. ½lb and Cost N for a set of 4

HAND HELD SCANNER
The following all require a Tech-Use skill checks.

Auspex Sensor Suite: advanced hand scanner that uses optical, chemical, motion, and other active sensors scan that ignores all lighting obscure and light cover obscure in its range. Heavy cover obscure imposes a -4 or greater penalty on check. Within 30” (60 yards) and a Tech Use check can get basic radio transitions, chemical, mineral ore, atmospheric, environmental and life-sigh readings. -2 to the check for every 5” (10 yards) targets outside of optimal range. Raises determine more detailed information. Wt. 4lbs, Cost EE
Cybernetics Detector: hand-wand unit used to detect implanted cybernetics. The user makes a Tech Use check within 2” (4 yards). A Raise user gains targets’ Stain level and basic info on cybernetics, additional raises will gives more detailed info. Wt. 2lbs, Cost P.:
Electronic/Radio Transition Detector (bug detector): hand-wand unit to active radio transmission, active scan, listening devices, etc. within 10” (30 yards) with a Tech Use check. Each 2” (4 yards) farther away -2 to check. Wt. 1lb, Cost P.
Explosives Detector: hand-wand unit that detects explosives. The user makes a Tech Use check within 2” (4 yards). Wt. 2lbs. Cost P
Giger Counter: this is a simple disposable pocket detector that determines the base radiation level and automatically informs the user. Wt. ¼lb, Cost C
Medscanner: a small hand-held wand. User can make a Tech Use check to determine ‘standard’ diseases, poisons, and conditions. Rare or unique ones will a Raise. A successful check grants +2 to Heal checks. Wt. 2lbs, Cost P
Motion Detector: hand sensor for detecting movement. User makes a Tech Use check within 30” (60 yards), -2 for every 2’ (4 yards) beyobd. This check ignores lighting obscure and light cover obscure. Heavy cover obscure imposes -4 on the check. A targets that uses the Run action grants +2 on check while those standing still (Pace 0) impose -2. Wt. 3lbs, Cost E
Weapons Detector: hand-wand unit to detect concealed weapons, although higher tech weapons are easier to sense. Within 2’” (4 yards) a Tech Use check will detect any high tech weapon, a Raise it will detect ‘stealth’ weapons and a second Raise will detect primitive weapons. Wt. 2lbs, Cost P

LIGHT

Pen-Light: small battery-powered hand or helm mounted light up to 50ft. Wt. ½lb, Cost N
Flashlight: hand-held, out to 200ft. Wt. 1lb, Cost C
Fusion Lantern: fusion hand lantern, 50ft radius or out to 500ft protection. Wt. 2lbs, Cost EE

MEDICAL GEAR

Disposable Medpac: advanced one-use medpac (+2 Healing skill checks and recepent gains a free Soak roll after 1d6 rounds). Wt. 1lbs, Cost E
Elixir: tissue regen serum. Heals 1 lethal injury Wound immediately and then allows four “Soak” checks, one every minute after that. Cost VE (for a four dose vial)
First Aid Kit: basic healing kit. Good for 3 uses with Healing skill checks. Wt. 1lb. Cost C
Medpac: basic medpac. +1 to Healing checks for 5 uses. Wt. 4lb, Cost N (Cost C and weighs 2lbs for a refill)
Nanotech Medpac: super-advanced medpac (+2 Heal rolls and recepent gain a free Soak roll at +2 in 1d6 rounds). Wt. 4lbs, Cost EE (5 uses before it needs to be re-charge for E cost)

TOOLS AND POWER

Mech Tools: required for mechanical craft and devices Repair checks. Wt. 25lbs, Cost E
Volt Tools: required for electrical systems and devices Repair checks. Wt. 2lbs, Cost E
Hi-Tech Tools: there are two basic kinds of Hi-Tech Tools, each give a +2 to related Repair and Knowledge checks. Energy/Power Source Kit, Wt. 25lbs, Cost E; Stardrive Kit, Wt. 50lbs, Cost EE)
Generator: a gas-powered generator can run electric lanterns, minor gear, etc. Wt. 40lbs, Cost P
Fusion Generator: a fusion generator can recharge weapon batteries, energy shields, etc. Wt. 15lbs, Cost EE

SECURITY SYSTEMS

Gen-Lock: scan genetic code of owner before lock will open (Think Machine -6). Wt. 1lb, Cost VE
Mag-Lock: magnetically sealed-locks (Think Machine -2), Wt. 2lbs, Cost E
Scrambler Pad: Random Key-Pad lock (Think Machine -4). Wt. 2lbs, Cost E
Wellesley Lock: base lock (Lockpicking -2). Wt. 2lbs, Cost N

THINK MACHINES (Computers)
The Church frowns on machines that rob man of his unique place in the universe and as such many of these machines are not as smart as they should be. Cost also tends to be higher because of this an true AI are illegal. The following are standard are palm size (Wt. 2lbs). Desktops are larger are also available but not really portable.

Accountant: tracking of costs and profits, pocket secretary journal unit included. Cost E
Mapper: roll-out clear plastic map-board hand wand, with GPS built in (d12 to Common Knowledge on location, etc.). Cost E
Facial Scanner: recognize facial features even through disguises (Notice d10 vs. Disguise). Cost VE
Hierarchy: wrist personal data management computer with various data (Photographic recorder and data, Academia d6, Tech Use d8). Cost E
Library: stores lots of lore in a hand-help unit, non-AI (Academia d8, Science d8, Tech Use d8, Think Machine d8). Cost VE (M)
Advisor: A.I. that can ‘think’ and fairly illegal (Smarts d10, Photographic Memory, Academia d10, Science d10 Tech Use d10, Think Machine d10). Cost EE (I)

OCCULT AND THEURGIST ITEMS

Focus Crystal: minor psychic crystal focus (+1 to one specific Occult/Psychic power. Must be choosen when purchased). Wt. ½lbs, Cost E
Greater Focus Crystal: more powerfil psychic crystal focus (+1 to all Occult/Psychic powers and increases the wielder Power Points by +5). Wt. 1lb, Cost EE
Power Crystal: adds +5 power points if carried on person, touching the skin. Only adds these points to psionic powers. Wt. 2lbs, Cost EE
Blessed Weapon: melee weapon blessed by a Saint or important figure (‘supernatural’, can affect Incorporeal beings and +1 to attack and damage) Cost VE
Greater Blessed Weapon: as base but +2 to attack and damage and AP-2. Cost MR
Minor Relic: some minor religious icon or vestments (+1 to one specific Theurgist occult power. Must be choosen when purchased). Wt. 1lb, Cost E
Greater Relic: some important religious icon (+1 to all Theurgist occult powers and increases the wielder Power Points by +5). Wt. 5lbs, Cost EE
Power Relic: adds +5 power points if carried on person, touching the skin. Only adds these points to theurgist powers. Wt. 2lbs, Cost EE

CYBERNETICS

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Cybernetics in the Fading Suns setting are fairly common among certain classes (especially within the Engineering Guild and the Guild itself) but are otherwise extremely rare in most ‘polite’ society. People have been taught for a very long time that cybernetics are evil or misguided at best and there is a heavy social stigma for obvious cybernetic attachments. On some worlds its outlawed to even have an artificial heart or hand replacement.
Cybernetic require surgery and hospitalization. This should generally cost VE and a week of recovery for each Strain Level.
The number after the name indicates how many times a system may be acquired. A “U” indicates there is no limit, beyond Strain. A number of systems require other cybernetic implants in order for them but be installed. They are mark with an *

BIO ENHANCEMENTS AND REPLACEMENTS

Armor Plating (3): +2 natural Armor, stacks with Worn Armor. Strain 1/level, Cost E
Bionic Strength Augmentation (4): Raise Strength one die step. Strain 1/level, Cost VE
Chem Enhancer (1): +2 to recover from Shaken or Stunned, stacks with Combat Reflexes edge. Strain 1, Cost E
Cyber Environmental Survival Systems (1): Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation. Strain 2, Cost EE
Cyber Limb Replacemment (4): one or more of the characters limbs have been replaced by cybernetics. Grants +1 Toughness per level. Strain 1, Cost VE
Cyber-Wired Reflexes (2): Raise Agility one die step. Strain 1/level, Cost VE
Extra Cyber Arm(s) (2): Adding an extra arm onto subjects body allows it to ignore 2 points of Multi-Action penalties each turn. Gain Nonstandard Build (Minor) and +1 to Toughness. Strain 2, Cost VE
Flesh Cavity (U): Holds three grenades or a pistol; –4 on Notice checks to find it, unless the searcher is familiar with cyborgs. Stain 1/level, Cost P
Fusion Power Cell (1): Powers the borg’s built-in systems and weapons, and connects to carried weapons using cables, and could even recharge power and energy clips. Strain 2, Cost EE (M)
Nano-Repair System (1): Heal one Wound per day, +4 to resist Bleeding Out. 50% chance to reject poison or disease in the system. Strain 2, Cost EE
Pain Desensitivity (2): Ignores one level of Wound penalties per level of cyernetics. Stacks with Level Headed edge. Strain 1/level, Cost VE
Reinforced Frame (3): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor. Strain 1/level, Cost E
Synthetic Organ Replacement (3): Raise Vigor one die step. Strain 1/level, Cost VE

COMBAT ENHANCEMENTS

Combat Coding Implant* (U): Gain one Combat Edge, requirements for other Edges must be met. Requires Cyber-Wired Reflexes. Strain 2/level, Cost EE (M)
Hand-to-Hand Reaction Wiring* (1): Grants +2 to all Fighting checks and +1 Parry, requires Cyber-Wired Reflexes. Strain 2, Cost VE (M)
Range Data System* (1): Ignore two points of penalties to all Shooting checks, requires the Optics Upgrade. Strain 1, Cost E (M)
Targeting Eye* (1): Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round), requires the Optics Upgrade. Strain 2, Cost VE (M)

COMMUNICATION, DATA, AND SENSORY SYSTEMS

Core Electronics Package (1): A computer with universal jack—grants +2 to Common Knowledge, Research, Repair, Tech Use, Think Machine Chant rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category. Strain 1, Cost VE
Audio Upgrade* (1): Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges. Strain 1, Cost VE
Environmental Sensors* (1): Detect disease, poison, and radiation—roll Notice within 24", +2 to Notice within 12". Stain 1, Cost EE
Expanded Detection and Security Array* (1): 360 degree radar, sonar, and motion detectors grant +2 Notice and the Danger Sense Edge. Strain 1, Cost VE
Language Translator* (1): Translates languages at d12+2. The system learns new languages—roll a d6 each day. On a 4+ gain one skill die step. Strain 1, Cost VE
Optics Upgrade* (1): Ignore Illumination Penalties, grants +2 to all sight-based Notice checks and versus blinding flashes and effects. Strain 1, Cost EE
Signal Booster* (1): 100-mile range radio, +2 Survival (navigation) rolls. Strain 1, Cost E
Think Machine Implant* (1): A think machine is implanted into subject's brain that allows them to access various data and gain advice for such. Costs the price of the Think Machine implants (see Gear) must also be paid (including for illegal items). Strain 1, Cost E
Vehicle Interface* (1): Grants +2 to related Boating, Driving, Piloting, and Tech Use checks with vehicles. Strain 2, Cost EE
Wilderness/Scout Upgrade* (1): Grants +2 to all Survival rolls. Strain 1, Cost VE

MOBILITY

Aquatic Gills and Webbing (1): Move at full Pace when swimming, can breathe underwater, and suffer no submerged penalties to actions. Strain 1, Cost VE
Booster Jets (1): Miniature rockets—Jump +4” horizontal, +2” vertical. Strain 1, Cost VE
Climbing Package (1): Grappler and spikes, +2 to Athletics (climbing) rolls. Strain 1, Cost E
Leg Upgrades (4): Each upgrade grants +2 Pace and +1" Jumping distances. Strain 1/level, Cost VE (E if the user have two cybernetic leg replacements)

WEAPONS AND TOOLS

Built-In Close Combat Weapons (U): A Close Combat Weapon is integrated into the ’Borg: 1 Strain per 25lb, increase weapon cost by +2, minimum P. Strain 1/level, Cost E (M)
Built-In Ranged Weapon (U): A Personal Ranged Weapon is integrated into the ’Borg—1 Strain per 50lb, increase weapon cost by +1, minimum E. Strain 1/level, Cost VE (M)
Gen-Lock Hand (1): Grants +2 to Thievery (Gene-Lock) checks. Strain 1, Cost EE (I)
Lockpick Fingers (1): Grants +2 to all Thievery (lockpicking) checks. Strain 1, Cost E
Mag-Lock Hand (1): Grants +2 to Thievery (Mag-Locks) checks. Strain 1, Cost VE (I)
Tool Kit Hand Implants (1): Grants +1 to Repair, Tech Use and associated Thievery rolls. Strain 1, Cost E

WEAPONS AND ARMOR

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WEAPONS

NEW WEAPON NOTES

Hold-Out: Adds +2 to Stealth rolls to hide this weapon on your person.
Missile: Missile are meant to be fired at armored vehicles (tanks) or aircraft and suffer a -4 Shooting against anything less then a Size of 4. The firer also suffers a -4 to their Shooting if the move (Pace 1+) and fire in the same round (like Snapshot but worst).
½ Handed: Generally used two-handed but can be used one-handed for +1 step to the Str Min or -1 to the weapon attack rolls.
3-Handed: This weapon requires 3 arms to use probably. With only two hands increase Min Str by 1 step and -2 to attack rolls with it.

Melee Medieval and Modern Weapons can use stats and cost from SWAE pg. 72, along with Ranged Weapons and Black Powder Weapons costs from SWAE pg. 73. Use the Firebird as $ for making Wealth checks. Price convertion C (under $10/firebirds), Normal (under $100/firebirds) or Pricy (under $1,000/firebirds)

AVAILABLE UPGRADES: can be added to most weapons.

  • Advanced Alloy: added to any primative bladed/cutting or stabbing melee weapon found in SWAE pg. 72 or Other Melee Weapons listed below. Adds +1 step to damage die and increase AP 2. Increase cost by +2 steps. Could be used for arrows and bolts also. Cost P for 20.
  • Masterwork: weapons add +1 to Fighting, Shooting or Athletics (Throwing) depending on weapon type. Increase cost +1 step (minimum E)
  • Mastercrafted: add +2 to attack type and +1 step damage dice of weapon type. Increase cost by +2 steps (minimum VE)

OTHER MELEE WEAPONS

NAME DAMAGE AP MIN STR WT COST NOTES
Grankesh Blade Str+d8 1 d10 4 VE* when wielding a pair gain +1 Parry
Grankesh Sword Str+2d6 1 d12 6 VE* Reach +1, 2-Handed

OTHER RANGE WEAPON

NAME RANGE DAMAGE AP ROF SHOTS MIN STR WT COST NOTES
Double Bow 15/30/60 2d8 1 1 1 d12 8 VE* 3-Handed
Arrows cost N for 20.
*Grankesh Blades, Swords and Double Bows only cost N for Vorox and require minimum Size 2 to wield without penalty.

ADVANCED MELEE WEAPONS

NAME DAMAGE AP MIN STR WT COST NOTES
Fangblade Str+d12 2 d8 4 VE Longsword unpowered
Fangblade axe Str+2d8 2 d10 6 VE Greataxe unpowered. Parry -1, 2-Handed
Flux blade Str+d12 6 d8 3 MR (M) Longsword unpowered. Ignores ½ attack penalty from energy shield, +1 Parry.
Mist blade Str+d12 10 d4 2 R (M) Ignores ½ attack penalty from energy shield, Parry +1, adds +5 Power Points to wielder’s Pool and +1 to Occult skill
Power axe Str+2d8 4 d10 5 EE (M) Battleaxe unpowered. Parry +1, ½ Handed
Power sword Str+2d6 4 d8 3 EE (M) Longsword unpowered. Parry +1
Stun Gloves Stun n/a d4 2 P Touch attack. Failed Vigor -2 check is Stunned. New Vigor -2 check at the end of each round
Vibrating-Blade Str+d8 4 d6 2 E Shortsword unpowered
Vibrating-Dagger Str+d6 4 d6 1 E Dagger unpowered
Vibrating-Spear Str+d10 4 d8 4 E Spear unpowered. Reach 1, 2-handed
Vibrating-Sword Str+d10 4 d8 3 E Longsword when unpowder
Wire-Blade 2d8 6 d4 1 EE (M) Targets parry -1 less without Notice check each round. Critcal fumble hits attacker
Zap baton 2d6 2 d4 2 VE Touch attack, Vigor -2 check or Distracted and Vulnerable until end of their next turn

POWERCELL NOTES: Fangblade and Axes power call cost P wt. and last around 30 minutes of continuous use. A Flux Blades cell costs E wt. ½lb and lasts around 30 minutes of continuous use. A Mist Blade cell cost VE wt. ½lb and lasts around 1 hour. Power Axe and Sword cells cost E and wt. ½lb and last around 1 hour. Stun Glove and Zap Baton cells are C wt. ½lb and last around 30 minutes. Vibro weapon cells cost P wt. ½lb and last around 30 minutes. Wire-Blade cells Cpst P and wt. ½lb and last 30 minutes. Most can be recharged with a standard power generator. Requires a Repair skill check and 1 hour per hour of powercell's weight at a cost of C per hour. These weapons powercells are not interchangable.

SLUG THROWERS

NAME RANGE DAMAGE AP ROF SHOTS MIN STR WT COST NOTES
Pocket Pistol 8/16/32 2d4+1 1 1 8 d4 1 N Hold-Out
Revolver 12/24/48 2d6+1 1 1 6 d6 3 N -
Heavy Revolver 15/39/60 2d8 2 1 6 d8 4 N -
Autofeed Pistol 12/24/48 2d6+1 1 1 18 d6 3 N -
Heavy Autofeed Pistol 15/30/60 2d8 2 1 12 d8 5 P -
Hand Cannon 15/30/60 2d10 2 1 5 d8 6 P ½ Handed
Machine Pistol 12/24/48 2d6+1 1 3 30 d6 4 P 3RB
SMG 18/36/72 2d6+2 1 3 30 d6 6 P 3RB, ½ Handed
Hunting Rifle 30/60/120 2d10 1 1 6 d6 10 N Snapeshot, 2-Handed
Assault Rifle 24/48/96 2d8 2 3 40 d6 9 E 3RB, 2-Handed
Sniper Rifle 50/100/200 2d12 2 1 10 d8 16 VE (M) Snapshot, 2-Handed
LMG 40/80/160 2d10 2 3 100 d8 24 VE (M) Snapshot, 2-Handed
Shotgun Pistol 6/12/24 1-3d6 0 1 or 2 2 d6 6 N Shotgun, ½ Handed
Pump Shotgun 12/24/48 1-3d6 0 1 6 d6 8 N Shotgun, 2-Handed
Combat Shotgun 12/24/48 1-3d6 0 3 20 d8 18 E (M) 3RB, Shotgun, 2-Handed
Splinter Rifle 20/40/80 2d10 3 3 80 d8 12 VE (M) 3RB, 2-handed

AMMO NOTES: Standard rounds for a pistols and revolvers costs N for 50 rounds (1lb); for heavy pistols and SMG cost N for 40 rounds (1lb); for hand cannon, assault and hunting rifles cost for 30 rounds (1½lbs); LMG, sniper rifles and shotgun rounds cost N for 20 rounds (1½lb) and splinter rounds cost P for 20 rounds (1lb). Slug ballistic rounds are not interchangable.

Special Ammo

  • Charger Rounds - Any but Shotguns and Palm Pistols. Military grade 'charged' rounds have a micro-plamsa round. Adds +1d8 damage (raise adds another d10 instead of d6) and ignores ½ attack penalty from energy shields. Ammo cost is E for ½ the rounds and is considered military only.
  • Man-Stopper Rounds – Any but Shotguns. Dense heavy-core bullets; add +2 damage increase AP by another 1. Increase to P (or E with Splinter) for the same number of rounds.
  • Shaped Capsules Rounds– Any but Shotguns and Palm Pistols. Military grade shape-charged explosive rounds. Adds +1d6 an additional 4 to AP and ignores ½ attack penalty from energy shield. Ammo cost is E for ½ the rounds and is considered military only.
  • Solid Slug – Shotguns only. No reduction of damage by range increment, Damage is 2d10, AP 2. No bonus to Shooting. Cost is the same as standard shotgun rounds but (2lbs).
  • Sunder Rounds – Shotgun only. As solid slug round but made to breach doors, bypass armor. Military grade explosive ammo. Add +1d10 damage, AP 8 and ignores ½ attack penalty from energy shields. Halves base Shotgun base range. Ammo cost is E for 20 rounds and (3lbs). Are considered military only.

ENERGY WEAPONS

NAME RANGE DAMAGE AP ROF SHOTS MIN STR WT COST NOTES
Palm Laser 10/20/40 2d6 1 3 20 d4 1 E Hold-out
Laser Pistol 25/50/100 2d6+1 1 3 60 d4 2 E -
Laser Carbine 30/60/120 2d6+1 1 3 80 d4 6 E ½ Handed
Laser Rifle 40/80/160 2d6+1 1 3 100 d6 8 VE 3RB, 2-Handed
Sniper Laser Rifle 60/120/240 2d10 1 1 20 d6 14 VE Snapfire, 2-Handed
Gatlin Laser 30/60/120 2d8+1 1 4 800 d8 30 EE (M) Snapfire, 2-Handed
Blaster Pistol 12/24/48 3d6 3 1 12 d6 4 VE Ignores ½ attack penalty from energy shields
Blaster Rifle 20/40/80 3d8 3 1 30 d8 12 VE (M) Ignores ½ attack penalty from energy shields. 2-Handed
Heavy Blaster Rifle 24/48/96 3d10 4 1 10 d10 28 EE (M) HW. Ignores ½ attack penalty from energy shields. Heavy Weapon, Snapfire, 2-Handed
Plasma Rifle 20/40/80 5d6 20 1 20 d12 54 MR (M) HW. Ignores ½ attack penalty from energy shields. Heavy Weapon, Snapfire, 2-Hand, see below
Flamer Cone 3d6 * 1 15 d6 18 P (M) Suffers only a -2 penalty to attacks against an active energy shields. Blast Template range, 2-Handed
* Ignore Armor Points vs. unsealed (environmental or vacuum) armor.

POWERCELL NOTES: Power cells for Palm Laser and Laser Pistols Wt. ¼lb and cost N, Laser Carbines Wt. ½lb and cost P, Laser Rifle and Sniper Rifles Wt. 1lb and cost P, Gatlin laser Wt. 10lb and cost E, Blaster Pistols Wt. 1lb and cost N, Blaster Rifles Wt. 3lb and cost P, Heavy Blaster Rifle Wt. 20lb and cost E, Plasma Rifles Wt. 30lb and cost VE, a Flamer fuel-cell wt. 5lbs and costs N. Power cells are not interchangable. Most can be recharged with a standard power generator. Requires a Repair skill check and 1 hour per hour of powercell's weight at a cost of C per hour.These weapons powercells are not interchangable.

ENERGY WEAPON NOTES

Cauterization: all energy weapons cause cauterization and targets add +2 Vigor vs. Bleeding Out
Laser Weapons: Laser weapons do not suffer a recoil penalty for multiple attacks in a round (except Gatlin Lasers). Lasers are also recoilless and do not impose extra disadvantages when fired in z-g environments.
Plasma: Plasma weapons are dangerous and unsafe to be fire around unprotected (deals ½ base damage to shooter and everyone within a SBT of shooter unless wearing an Armored Void suit or sealed Bindermail or Cerametal Steel armor). Plasma weapons deal damage in SBT around the target area. Plasma weapons tend to overheat; whenever an attacker rolls a 1 on their Shooting die (regardless of Wild die), he suffer ½ the basic damage if not protected as above. It takes one round of not firing to cool down to be safely to fired again, otherwise suffer full damage if fired before then to firer and everyone in a SBT. Wielders should wear the armor listed above to operate safely.

SWN.rifle.jpg

EXOTIC FIREARMS

NAME RANGE DAMAGE AP ROF SHOTS MIN STR WT COST NOTES
Anti-Matheral Gun 40/80/160 4d8 20 1 10 d10 25 VE (M) HW, SBT, Snapshot, 2-Handed
Grenade Launcher 25/50/100 varies varies 1 3 d6 6 E Snapefire, see below
Grenade Rifle 25/50/100 varies varies 1 12 d6 16 E (M) Snapefire, see below
Gryrojet Pistol 15/30/60 2d8 8 1 8 d8 8 E (M) HW, ½ Handed
Gryrojet Rifle 30/60/120 2d8 8 1 20 d8 14 VE (M) HW, 2-Handed
Missile Launcher 75/150/300 5d8 20 1 2 d8 24 VE (M) HW, Misssile, MBT, 2-Handed
Needler Pistol 10/20/40 2d4 0 1 30 d4 3 P (I) Hold-Out
Needler Rifle 16/32/48 2d4 0 1 50 d4 7 E (I) ½ Handed

AMMO NOTES: Anti-Material Guns ammo costs E and weigh 4lbs for a full clip. Grenade Launchers and Rifles fire mini-grenades that wt. 1lb each but otherwise use stats and cost but range as Hand Grenades (see below). Gyrojet ammo cost P and weighs 2lbs for a full pistol clip and cost P and weigh 5lbs for rifles. Boomer rounds deal 5d6 damage in a LBT, count as Heavy Weapons but lose all AP, and add +1 to cost step the base ammo cost. HEAT Seeker rounds deal 3d6 damage no AP and adds +2 to Shooting checks to hit 'living' targets and vehicles that are powered on. Cost as base ammo. Gyrojet are military grade weapons. Missiles cost E and weigh 3lbs each. Needler pistols ammo weigh ½lb and cost P for a full clip and needler rifles wt. 1lb and cost P. Needer rounds are toxic and if causes at least a Shaken result, living targets must make a Vigor -2 (-4 if attacker got a raise) or suffer a Wound. On their next round must roll again vs. a Wound with the same penalties. Illegal. These weapons ammo are not interchangable.

EXPLOSIVES

Hand Grenades when thrown always have a range of 5/10/20. Min Grenades cost the same and are fired by a Grenade Launcher and change wt. to 1lb.

NAME DAMAGE AREA AP WT COST NOTES
Blast 3d6 MBT 3 2 N (M) -
Concussion 2d8 LBT 8 2 N -
Wire 3d6 MBT 6 2 P (M) -
Plasma 3d8 SBT * 2 E (M) Ignores non-seal armor. Targets in area remaining on fire for 2d6 rounds taking base damage until extinguished
Smoke n/a LBT n/a 3 C Attacks in area and into suffer a -4 to Notice and attack rolls
Thermal Smoke n/a LBT n/a 3 N As above but also vs. Thermal vision
Tangler n/a SBT n/a 3 N Targets in area as Entangle (SWAE pg. 161) but attack roll vs. Agility or Strength (stronger -2 base)
Flash n/a MBT n/a 2 N Targets in area Agility -4 or be Blinded and Vigor -4 or be Distracted and Vulnerable for one round. Recovery check at the end of each round at -2 to each seperately.
Sleeping Gas n/a LBT n/a 3 P Targets in area Vigor -2 or Shaken and must make a second Vigor -4 or be Incapacitied for 2d6 minutes. Recovering from Shaken as normal. Gas last 3d6 rounds.
Tear Gas n/a LBT n/a 3 P Targets in area Vigor -4 or Blinding and Shaken for 1d6 rounds. Recovery after at Vigor -2 at the end of each round. Gas last 3d6 rounds.

Utility Chemicals and Other Explosives

  • 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 (N). Wt. 3lbs, Cost N.
  • Dynamite: Dam: 2d6, Wt. 2lbs., SBT. Can be combined with more sticks to increase damage and template size. 2 Sticks Damage 3d6; 4 Sticks Damage 4d6 and MBT; 8 Sticks Damage 5d6 and LBT. Each additional +4 sticks adds +1d6 damage. Wt. 2lbs and Cost C each stick
  • Explosive Paste Sprayer: Damage 4d6, AP 8 and requires a Repair check to set (can form a Small or MBT, or cone burst with seperate Repair 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. 2lb, Cost P (M)
  • 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 N each with a range of 500” or set up to two hours. Wt. 1lb, Cost P (M)
  • 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 E (M)
  • 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 P (M)
  • X-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), timer from 1 round to 2 hours. Wt. 10lb, Cost E (M)
  • 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 E (M)

ARMOR

Medieval and Ancient Armor listed on SWAE pg. 69 and Modern Armor listed on SWAE pg. 70 and Shields (both Medieval and Modern) listed on SWAE pg. 71 works for most armor types found in the Known Weapons. Costs the same as with Weapons but also include Expensive (E) or under 10,000 firebirds.
Note also that these full armor impose a penalty to Athletics (Swimming) equal to their AP-1 value and a penalty to Stealth equal to their AP -2.

NOTES: Armors upgrades available…

  • Advanced Alloy (Chain, Bronze or Plate or to any metal Medieval Shield): Adds AP+1 (for medieval shields adds +2 to the armor value vs. ranged attacks) and ignores up to 2 points of Armor Penetration from weapons. Increase cost by +1 step
  • Bulletproofing (Chain, Bronze or Plate or to any metal Medieval Shield): Lowers the damage of Slug Throwing firearms by 4 points. Increase cost by +1 step
  • Exoskeleton Frame (Bindermail & Cerametal Steel requiring Torso, Arms and Legs): Increases wearer's Strength +2 die steps. Each piece costs E each piece.
  • Fire Proofing (any. but requires protection on Torso, Arms, Legs and at least a hood/cap): Reduces the damage from flame based attacks by 6 points and counts as “sealed” vs. fire damage. Cost P for each peice.
  • HUD: can be added to any helm. Displays various data on face-plate and +1 to any Skill reason gear that can be linked to it (Notice, Shooting, etc.). Cost E
  • Psychic Hood: can be added to any cap or hood or helm. As Improved Arcane Resistant vs. Occult Powers. Cost EE
  • Sealed: can only be added to and modern or advanced full suits of armor. Counts as environmental suit. Cost VE and adds +2lbs to weight. Updated to vacuum sealing increases cost to EE and adds +6lbs to weight.
  • Masterwork: armor ignores 1 penalty to Athletics and Stealth and weighs 10% less. Cost +1 step
  • Mastercrafted: armor ignorance 2 penalty to Athletics and Stealth and weighs 20% less. Cost +2 steps


ADVANCED ARMOR TYPE

NAME ARMOR MIN STR WT COST NOTES
Synthailk Silk Jacket 3* d4 6 P Torso, arms
Sythailk Silk Pants 3* d4 4 P Legs
Sythailk Silk Cap/Hood 2 d4 1 P Head
Still-Silk Jacket 4* d4 8 E Torso, arms
Still-Silk Pants 4* d4 6 E Legs
Still-Silk Cap/Hood 3 d4 2 E Head
Voidsuit 2** d4 14 P Full body, see below
Armored Voidsuit 5** d8 28 VE Full body, see below
Bindermail Corselet 6*** d8 16 VE Torso
Bindermail Vambrance 6*** d8 12 VE Arms
Bindmail Greaves 6*** d8 14 VE Legs
Bindermail Helm 4 d8 8 VE Head. With faceplate down Armor is 6 but -1 to Notice/Shooting
Cerametal Steel Corselet 8*** d10 22 EE Torso
Cerametal Steel Vambrance 8*** d10 14 EE Arms
Cerametal Steel Greaves 8*** d10 18 EE Legs
Cerametal Steel Helm 6 d10 12 EE Head. With faceplate down Armor is 8 but -1 to Notice/Shooting

NOTES

All advanced armor except Voidsuits includes the Bulletproofing upgrade automatically.
*These armors do not impose penalties to either Athletics (Swimming) or Stealth
**These armors impose an additional -1 penalty to bother Athletics (Swimming) and Stealth
***These armors halve the penalties to Athletics (Swimming) and Stealth
FadingSun.BattleRobes.jpg
Voidsuit have built in HUD in the helms and are vacuumed sealed for 12 hours. They ignore all environmental harzards except Extreme Radiation but then add +4 to the resistance checks.

ADAPT BROTHERS BATTLE ROBES (powered armor from SFC): Great Armor, all locations; AP+10, Toughness +4. Increase Strength by +2 steps and Agility by +1 step. Pace 10 (Run d10). Sealed vs. vacuum for 8 hours. Visor includes Night Vision and Thermal Vision sight. Integral Starlight Vox caster LRCD and adds +4 to checks against extreme Radiation damage. Power cell 8 hours of continues use. Cost –n/a (Brother Battle award or R as they are very uncommon), Wt. 450 lbs. (weight ignored when suit is powered and running).


ENERGY SHIELDS
Energy shields are a special type of ultra-tech defensive devices, that when activated provide the wearer protection from being hit by attacks. An active energy shield imposses a penalty of -1 to hit from flux and mist blades, -2 to hit from hand and muscle-powered weapons and flame throws, -3 from bows, slings, etc. (including dart guns) but also against charged and shape charged rounds, blasters, plasma weapons, and finally a -6 to hit from slug throwers, lasers, and other fast projectiles. In cases of Agility checks to avoid area attacks they grants a +2 bonus the roll to avoid them and +4 Toughness vs. explosives (if the wearer failed their check to avoid the damage), etc but the have a 1-in-6 chance of 'burning out' (the number of rounds remaining drops to 0). They can even aid when the wearer of an active shield falls, adding +8 Toughness against fall damage but the chance of burning out the battier increases to a 3-in-6 chance. Energy shields last for a number of combat rounds based on how advanced they are. It takes a full round to active a energy shield.
Standard shields can only be worn with Synthailk armor or clothing (and other armor) weighting less then 10lbs total. A Dueling Shield maybe worn with Synthailk and Stillsynth or armor/clothing weighting less then 20lbs total. An Assault shield allows up to 40lbs of armor and clothing to be worn while a Battle Shield can be combined with any armor type (including Battle Robes). Standard and Dueling shields can be disguised as normal, if ornate, mundane items like jewelry.
Replacement Power Cell batteries cost N for a standard shield and dueling shield, E for an assault shield and VE for a battle shield. Replacing a spent battier with a new one require a Repair check and 10 minutes of work. Old batteries can only be recharged with a Repair roll -2 per 10 rounds and a fussion engine taking 4 hours to recharge 10 rounds.
For engery shields notes the 'Rounds' is the number of rounds that the shield will remain 'active' and providing its bonues to the wearer. These do not need to be continues rounds but the total number of rounds.

NAME MIN STR WT COST ROUNDS
Standard d4 1 VE 20
Dueling d4 1 EE 30
Assault d4 4 MR 50
Battle d6 8 R 80

ANIMALS AND GOLEMS

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ANIMALS

  • Malador Phantom: small green furred monkey-like animal that are believed to be ‘lucky’ to their owner. They are rare, and the Church frowns on their ownership. Grants owner a +1 Benny per session so long as they are ‘petted’ and cared for daily. Cost VE, upkeep E (special diet); Attributes: Agility d8, Smarts (A) d8, Spirits d6, Strength d4, Vigor d6; Pace 8, Parry 5, Toughness 3; Skills: Fighting d6, Notice d10, Stealth d8; Special Qualities: Bite Str+d4, Camouflage (in natural settings gain +2 to stealth), Fleet Footed (run d6+4), Lucky, Size -2, Tree Climbing (Pace 6, Run d6+4, no skill roll required).
  • Knell Snake: small poisonous snake popular with psychics. Of course the Church has declared them 'unnatural', hence the increase cost. Owners who have Beast-Friend, gain a +1 to all Occult power skill checks when in skin-to-skin contact with the Knell and gain an additional +5 Power Points. Cost EE, upkeep N; Attributes: Agility d8, Smarts d6 (A), Spirits d8, Strength d4, Vigor d6; Pace 4, Parry 5, Toughness 3; Skills: Fighting d6, Notice d6, Stealth d10; Special Qualities: Bite Str+d4, Psychic Link, Size -2, Clinging movement, Venom (with successful bite, Vigor -4 check or suffer a wound. Onset 1d4 rds. Then lasts an additional 1d4 rds., doing damage each round Vigor roll failed)
  • Skell Hawk: popular hunting bird that is extremely intelligence and posses limited communication abilities with its owner. Cost E, upkeep N. Attributes: Agility d10, Smarts d10 (A), Spirits d6, Strength d4, Vigor d6; Pace 2 (Fly 20 run +d12+8), Parry 6, Tough 3; Skills: Fighting d8, Notice d12+2, Stealth d10; Special: Alertness, Bite Str+d4, Limited Speech, Size -2
  • Guard Dog: a common but well trained loyal guard animal. Cost N, upkeep N; Attributes: Agility d6, Smarts (A) d6, Spirits d6, Strength d6, Vigor d8; Pace 10 (run d6+4), Parry 6, Toughness 5; Skills: Athletics d6, Fighting d8, Intimidate d6, Notice d10+4, Stealth d6, Survival d8 (+2); Special Qualities: Alertness, Bite Str+d6, Go for the Throat (on a raise attack weakest AP area), Night Vision, Scent (+2 all Notice), Size -1
  • Gurdvulf: genetically breed from wolves and unknown wolf-like animals, they are favored war-dog and loyal companions. Cost E, upkeep E (special diet). Attributes: Agility d8, Smarts (A) d8, Spirits d8, Strength d8, Vigor d8; Pace 10 (run +d6+4), Parry 6, Toughness 7; Skills: Athletics d6, Fighting d8, Intimidate d8, Notice d10+4, Stealth d6, Survival d8 (+2); Special Qualities: Alertness, Bite Str+d8, Bravery, Brawny, Go for the Throat (on a raise attack weakest AP area), Night Vision, Scent (+2 Notice)
  • Skerra: genetically breed tiger like animal with red and green fur. They are very loyal to their owners but common only in Hazat lands. Cost EE, upkeep E; Attributes: Agility d8, Smarts (A) d6, Spirits d6, Strength d12+1, Vigor d10; Pace 10 (run d6+4), Parry 7, Toughness 9; Skills: Athletics d6, Fighting d10, Intimidate d6, Notice d10, Stealth d6, Survival d6; Special Qualities: Bite and Claws Str+d8, Climb (Pace 4, run +d4 in natural environment), Go for the Throat (on a raise attack weakest AP area), Pounce (leap 6” for Strength +2), Night Vision, Quick, Scent, Size +2
  • Riding Horse: common riding animal. Cost E, upkeep E; Attributes: Agility d6, Smarts (A) d6, Spirits d6, Strength d12+1, Vigor d8; Pace 12 (run d8+4), Parry 4, Toughness 8; Skills: Athletics d4, Fighting d4, Notice d6; Special Qualities: Bite and Hooves Str+d4, Size +2
  • War Horse: breed for war, large riding steeds. Cost EE, upkeep E; Attributes: Agility d8, Smarts (A) d6, Spirits d8, Strength d12+2, Vigor d10; Pace 10 (run d6+4), Parry 6, Toughness 10; Skills: Athletics d6, Evade d6, Fighting d8, Notice d6; Special Qualities: Bite and Hooves Str+d6, Bravery, Size +3
  • Chervin: a goat-like riding animal native of Hira, they have excellent endurance and surefootedness. Rare outside of Hira. Cost E, upkeep E. Attributes: Agility d10, Smarts (A) d6, Spirits d8, Strength d12+1, Vigor d10; Pace 9 (run d6+3), Parry 5, Toughness 9; Skills: Athletics d8, Fighting d6, Notice d8+2, Survival d6; Special Qualities: Alertness, Bite, Hooves are Ram Str+d6, Bravery, Night Vision, Size +2
  • Pherizas (‘Spitters’): two-legged riding lizards popular among nobles. Cost EE, upkeep EE. Attributes: Agility d10, Smarts (A) d6, Spirits d6, Strength d12, Vigor d10; Pace 10 (run d6+4), Parry 5, Toughness 11 (2); Skills: Athletics d6, Fighting d6, Intimidate d6, Notice d6, Shooting d6, Survival d6, Special Qualities: Acid Spit (range 5/10/20, damage 2d10, AP-2 can damage clothing/armor), Armored Skin +2, Bite and Claw Str+d8, Night Vision, Size +2
  • Brute Grogs: huge four legged dinosaur-like beast of burden often employed to pull Brute carts. Cost EE, upkeep EE. Attributes: Agility d4, Smarts (A) d4, Spirits d6, Strength d12+4, Vigor d10; Pace 4, Parry 4, Toughness 13 (2); Skills: Fighting d4, Notice d4, Special Qualities: Armored Hide +2, Size +6 (+2 to others attacking it has an extra Wound)

GOLEMS

Golems are basically robots and androids and in the Fading Suns setting are basically illegal. The Church preaches that they deny Humankinds uniqueness within the Universe and have banded them. The Merchant League has been able to get around this partly and are allowed some of the more basic, “primitive” models (i.e. non-Thinking or semi-Aware robots). The (S) means the Golem is self-aware and sentient (an A.I.). If illegal the (I) is added…

FadingSun.Golem.jpg
  • Adviser: The Adviser are generally fragile models of low-end A.I. and experts in Lore and Hidden Knowledge. Cost MR (I). Attributes: Agility d6, Smarts d8 (S), Spirits d6, Strength d6, Vigor d6; Pace 6, Parry 2, Toughness 5; Skills: Academia d8, Common Knowledge d8, Electronics d8, Notice d6, Occultism d6, Science d8, Tech Use d8, Think Machine d8; Special Qualities: Construct
  • Companion: The Companion Golem often look extremely Human and are often give very life like physical and emotional support to their owners. Cost R+ (I). Attributes: Agility d8, Smarts d8 (S), Spirits d8, Strength d8, Vigor d8; Pace 8, Parry 2, Toughness 8; Skills: Athletic d6, Common Knowledge d8, Notice d6, Persuasion d8; Special Qualities: Attractive, Construct; plus possibly – Acrobatic, Bodyguard upgrade (adds Fighting and Shooting skills d8 each costs EE), Night Vision, Quick, Reinforced Structure (Toughness +2).
  • Ogre Labourer: Heavy lifting and moving golem, only good for simple tasks. Cost EE. Attributes: Agility d4, Smarts d4, Spirits n/a, Strength d12+4, Vigor d10; Pace 6, Parry 4, Toughness 13 (2); Skills: Fighting d4, Notice d4; Special Qualities: Armored Plating +2, Construct, Metal Fist Str+d6, Reinforced Structure (Toughness +2), Size +2
  • Teacher: Teacher Golems are some of most advanced A.I. around and have access to vast amounts of information and hidden lore. They are extremely illegal and one of the rarest found. Cost SR (I). Attributes: Agility d6, Smarts d12+1 (S), Spirits d6, Strength d6, Vigor d6; Pace 6, Parry 2, Toughness 5; Skills: Academia d8, Common Knowledge d12, Notice d6, Science d10, Tech Use d10, Think Machine d10; Special Qualities: Construct, Tech Redemption (no penalty)
  • Warrior: A Warrior Golem is built for war but can also be used as a bodyguard or assassin. Due to these features they are illegal in most places. Cost MR (I). Attributes: Agility d10, Smarts d8, Spirits n/a, Strength d12, Vigor d12; Pace 10 (run d6+4), Parry 7, Toughness 12 (+4); Skills: Athletics d8, Battle d8, Fighting d10, Intimidate d8, , Notice d8, Shooting d10, Stealth d8; Special Qualities: Armored Plating (+4), Construct, Dark Vision (no penalties for any level of darkness), Fighting Claws (retractable) Str+d8, Fist Str+d4, Extra Action (as Cybernetics), Reinforced Structure (Toughness +4)

VEHICLES

Back to the Top
Unused Mods used as storage a vehicle can haul 50lbs x unused Mods x twice the Size (for land vehicles) or just Size (for aircraft)
Also Wounds* works just like extra wounds for large creatures (SWADE pg. 179)

Additional Mods for Fading Suns:

Aircraft, Anti-Grav (1): Ultra Tech. The vehicle is an aircraft powered by anti-gravitic propulsion. It can hover or fly, and has a base Top Speed of 100mph and adds +1 to the vehicle's Handling. It uses one-fourth the vehicle's base size in mods. The Speed Mod adds +50mph to the vehicle for each time it is taken instead of +10.

STOCK VEHICLES
AEROCRAFT: stock unarmed aircraft types.
BUSH AEROCRAFT: A single prop engine plane that has rugged build but cheap and easy to maintain and repair. Good for a small number of passengers and light cargo. Cost VE. Chassis Heavy -Size 6, TS 250mph, Handling -1, Toughness 27 (5), Wounds* +1, Crew 1+9. Mods (21 remaining; cargo 6,300lbs): Aircraft, Propeller (1), Reinforced Chassis (Tough +2) (1), Speed II (+100mph) (2)

COPPER: A medium duty helipter. Generally used as a transport for cargo or passengers. Cost EE. Chassis Heavy -Size 6 , TS 200mph, Handling -1, Toughness 25 (6), Wounds* +1, Crew 2+8. Mods (15 remaining; standard 4,500lbs): Aircraft, Helicoper (3), Handling I (3), Speed III (+120mp) (4)

Cargo Mods: Fewer Crew (+2). Has a Crew of 2 and can carry and additional 5,000lbs in an external sling to carry and addition.
Passsenger Mods: Crew Space V (adds +20 passengers) (5) and can carry 3,000lbs of cargo. Price +E


LUXURY JET: Only the highest status memembers of society can normally afford such luxury travel. Cost MR. Chassis Large -Size 6, TS 600mph, Handling -1, Toughness 25 (5), Wounds* +1, Crew 2+8. Mods (3 remaining): Aircraft, Jet (3), Environmental Sealing (High Atitude) (2), Food Storage (Luxury Food for 10 man-days) (1), Handling I (3), Luxury Features IV (for 8 passengers; or living space for 4) (8), Radar (1), Speed I (+100mph) (1)

CARGO AEROCRAFT: A jet engine heavy transport. Cost MR. Chassis Colossus -Size 12, TS 600mph, Handling -2, Toughness 40 (9), Wounds* +3, Crew 6+10. Mods (45 remaining; if used for cargo 13.5 tons): Aircraft, Jet (6), Crew Reduction (+11), Environmental Sealing (High Altitude) (2), Food Storage (20 man-days) (1), Handling I (6), Radar (1)


BEAST CRAFT - Beast drawn craft.
CART: 2 wheeled cart. Cost N. Chassis Light, Size +2, Top Speed animals Pace; Handling -2; Toughness 8 (2); Crew 1+1 (+4 passengers or ½ ton of cargo); Note: Requires at least one beast of burden, horse sized.

WAGON: 4 wheeled medium cart. Cost N. Chassis Large, Size +4, Top Speed animal’s Pace; Handling -2; Toughness 10 (3); Crew 1+1 (+8 passengers or 2 tons of cargo); Notes: Requires at least two beasts of burden, horse sized.

BRUTE CART: 6 wheeled massive wagon. Cost E. Chassis Heavy, Size +6; Top Speed Animal’s Pace; Handling -2; Toughness 14; Crew 1+1 (+16 passengers or 10 tons cargo); Notes: Requires four to six beasts of burden or one brute grog.


FLITTERS – advance anti-grav tech
RACER[20]: an fast moving advance luxury bike or flying racing model for the rich. Cost EE. Chassis Moderate -Size 2, TS 450mph, Handling +2, Toughness 12 (3), Crew 1+2. Mods (2 remaining): Aircraft, Anti-Grav (1), Exposed Crew, Speed VII (+350mph) (7)

FLITTER CAR: another expensive air transport of the nobility or ruling classes. Cost EE. Chassis Medium -Size 3, TS 350mph, Handling +1, Toughness 19 (6), Crew 1+4. Mods (5 remaining): Aircraft, Anti-Grav (1), Armor I (AP +2) (1), Environmental Sealing (High Atitude) (2), Reinforced Chassis (Tough +2) (1), Speed V (+250mph) (5)

AIR YACHT: noble ‘open’ topped or environmentally sealed pleasure barge. Cost MR. Chassis Colossus -Size 12, TS 100mph, Handling -1, Toughness 35 (8), Wounds* +3, Crew 12+40. Mods (1 remaining): Aircraft, Anti-Grav (3), Crew Reduction (+2), Environmental Sealing (2), Food Storage (Luxury food for 40 man-days) (4), Handling I (3), Luxury Features (for 40) (40)


HOPPERS – high altitude (near orbit) high speed aircraft
HOPPER: super-sonic air transport and passenger liner. Cost R. Chassis Goliath -Size 14, TS 1,000mph, Handling -2, Toughness 45 (10), Wounds* +3, Crew 12+120. Mods (10 remaining): Aircraft, Jet (7), Crew Space (8), Environmental Sealing (2), Handling II (14), Orbital Booster (7), Speed IV (+400mph) (12)


LANDCRAFT, MOTORED – all but motorcycles include Air Bags
DIRT BIKE: A rugged and tough off-road motorcycle. Cost E. Chassis Light -Size 1, TS 60mph, Handling +2, Toughness 13 (2), Crew 1+1. Mods (0 remaining): Exposed Crew, Off-Road (1), Reinforced Chassis II (Tough +4) (3), Speed II (+20mph) (2)

STREET/RACER BIKE: Racer motorcycle. Cost E. Chassis Light -Size 1, TS 90mph, Handling +2, Toughness 9 (2), Crew 1+1. Mods (0 remaining): Exposed Crew, Speed V (+50mph) (5)

PASSANGER TRANSPORT[21]: four-wheel street car light transport. Cost VE. Chassis Medium -Size 3, TS 60mph, Toughness 17 (4), Crew 1+4. Mods (10 remaining; if used for cargo sortage 4,000lbs): Armor I (AP +2) (1), Reinforced Chassis I (Tough +2) (1), Speed III (+30mph) (3)

FRONTIER EXPLORER[22]: This is a small scout veseel with an advanced sensor system that is used on frontier worlds with possible hostile enviroments. Cost EE. Chassis Large -Size 4, TS 40mph, Handling +1, Toughness 28 (9), Wounds* +1, Crew 2+2. Mods (7 remaining; if used for cargo 2,800lbs): Armor II (AP +4) (2), Environmental Seal (sealed verses hazardous chemicals, toxins, radiation, and environmental conditions) (2), Fewer Crew (+1), Food Storage (preversed food for 80 days; crew of four 20 days worth for each) (4), Handling I (2), Off Road (Ignore Driving penalties for difficult terrain. On the table-top, treat each inch of difficult terrain as 1.5” instead of 2”) (1), Reinforced Chassis II (Tough +4) (2), Sensor Suite (as Sensor Suite but Range 10 miles) (1), Speed I (+10mph) (1)

LIGHT ARMORED CRUISER[23]: Common amoug law enforcement and light military vehicles this armored vehicle does not carry any weapons itself although it can be upgraded if the owner wants it (can can afford it). Cost EE. Chassis Large -Size 4, TS 55mph, Handling +0, Toughness 32 (11) Heavy, Wounds* +1, Crew 1+7. Mods (10 remaining; if all extra gear and equipment up to 4,000lbs): Armor III Heavy (AP+6) (3), Enviromental Sealed (verse toxic enviroments) (2), Reinforced Chassis III (Tough +6) (3), Speed III (+30mph) (3)

SUPER TRANSPORT[24]: These are massive transport craft that are fairly rare. Cost EE. Chassis Titian -Size 10, Top Speed 30mph, Handling -2, Toughness 43 (12), Crew 2+6. Modifiers (+40 remaining; if used for cargo 20 tons): Armor II (AP +4, Heavy) (2), Fewer Crew (+8), Off-Road (2), Reinforced Chassis II (Tough +4) (2), Speed II (+20mph) (2)


SKIMMERS – advanced Hovercraft vehicles. All include Hover Mod.
FLOATER BIKE[25]: Light hover bike. Cost EE. Chassis Light -Size 1, TS 45mph, Handling +2, Toughness 9 (2), Crew 1+1. Mods (0 remaining): Exposed Crew, Hovrcraft (5)

LUXURY FLOATER[26]
Generally only found among the rich with good roads they can be found on some rich frontier worlds where the 'boss' likes to show off. Its enhanced turbo fan engine give it superor speed and standard models come with armor and reinforcements for the passengers protection. Cost EE. Chassis Medium -Size 3, TS 85mph, Handling +1, Toughness 25 (12) Heavy, Crew 1+4. Mods (1 remaining; cargo space 400lbs): Armor, Heavy II (AP+4) (2), Hovrcraft (5), Luxury Features (1), Reinforced Chassis I(Tough +2) (1), Speed V (+50mph) (5)

UTILITY FLOATER-TRUCK[27]: hover, ground-effect transport vehicle. Cost EE. Chassis Large -Size +4, TS 40mph, Handling +0, Toughness 22 (7), Crew 1+7. Mods (12 remaining; if used for cargo 4,800lbs): Armor I (AP+2) (1), Basic Crash System, Hove (5), Speed I (+10mph) (1)


WAR VEHICLES – all include Infrared Night Vision and Night Vision options
FLOATER APC[28]: Armored floater personal/troop carrier, hover ground effect vehicle. Cost MR (M). Chassis Super-Heavy - Size 8, TS 60mph, Handling -2, Toughness 38 (11), Wounds* +2, Crew 5+15. Mods (1 remaining): AMCM (Anti-Missile Counter Measures. Add +2 to Drive or Electronics checks made to evade missile attacks) (1), Armor II (AP +4, Heavy) (2), Electromagnetic Shielding (Add +6 to the vehicle’s effective Toughness vs. EMP missiles) (1), Environmental Seal (2), Hover (5), Food Storage (20 man-days) (1), Linked Weapon Turrets (4), Reinforced Chassis II (Tough +4) (4), Speed IV (+40mph) (8), Targeting System (negates up to four points of penalties) (1)
Weapons
Twin-link Medium Machine Gun Turrets (in 4 different turrets): Range 50/100/200, Damage 2d10+3, AP 2, ROF 4, Shots 200 each gun. Reloads for each turret weighs 30lbs and cost VE.

FLOATER TANK[29]: military hover tank land vehicle. Cost MR (M). Chassis Super-Heavy - Size 8, TS 35mph, Handling -2, Toughness 50 (21), Wounds* +2, Crew 4. Mods (0 remaining): AMCM (Anti-Missile Counter Measures. Add +2 to Drive or Electronics checks made to evade missile attacks) (1), Armor VII (AP +14, Heavy) (7), Crew Reduction (+4), Electromagnetic Shielding (Add +6 to the vehicle’s effective Toughness vs. EMP missiles) (1), Environmental Seal (2), Hover (5), Fixed Weapon (1), Food Storage (20 man-days) (1), Linked Weapon Turrets (2), Reinforced Chassis III (Tough +6) (6), Speed II (+20mph) (4), Targeting System (negates up to four points of penalties) (1), Weapon Turret (4)
Weapons
One Twin-link Medium Machine Gun Turret: Range 50/100/200, Damage 2d10+3, AP 2, ROF 4, Shots 200 each gun. Reloads for each turret weighs 30lbs and cost VE.
Light Flame Throwers (forward fixed): Range Blast or 12" and MBT, Damage 2d12, AP ignore non-sealed armor, Shots 10, Reload P
Heavy Cannon Turret: Range 350/700/1,400, Damage 5d10, AP 30, HW, ROF 1, Shots 30, Note MBT, Reload VE.

ATTACK FLITTER: military attack anti-grav jet. Cost R (M). Chassis Super-Heavy -Size 8, TS 1,100mph, Handling +2, Toughness 30 (7), Wounds* +2, Crew 2. Mods (2 remaining): Aircraft, Jet (3), AMCM (Anti-Missile Counter Measures. Add +2 to Drive or Electronics checks made to evade missile attacks) (1), Crew Reduction (+4), Environmental Sealing (High Atitude) (2), Fixed Weapons (2), Handling III (8), Missile Lauchers (4) and Missile Storage for 24 light missiles or 16 heavy or 8 Anti-Tank (2), Radar (1), Speed V (+500mph) (5), Targeting System (negates up to four points of penalties) (1)
Weapons
One Quad-link forward fixed Medium Laser Cannons: Range 800/1,600/3,200, Damage 3d10+6, AP 10, ROF 1, Shots 100.
Four forward Missile Launchers: Range 1,000/2,000/4,000, ROF 1. Damage by Missile Type --Light Damage 5d6, AP 6; Heavy Damage 8d6, AP 12; Anti-Tank Damage 8d6, AP 50

SPACECRAFT

Back to the Top
Unused Mods used as storage in a starship can haul 200lbs x unused Mods x twice the Size
Also Wounds* works just like extra wounds for large creatures (SWADE pg. 179)

Additional Modifier for Fading Suns:

JumpDrives (1): In the Fading Suns setting drive-space and other forms of FTL are not availabe. JumpDrives include a JumpKey station and the drive engines themselves. The require one-half the vessel Size in Mods and use three times its Size in Energy Point for each 'jump'.

Weapon Notes

Missiles take 1 round per range increment to reach their targets. Anti-Torpedo Defense Guns has one chance per gun to “hit” the missile (use Pilot for Missile’s Piloting skill, but remember Multiple Action Penalty)
Grape-Shot Cannon weapons have a Range 5/10/15, Damage 3d12+36 at short range, 2d12+24 at medium range, and 1d12+12 at long range. Gain +2 to Shooting tests. They have a Mod of 4 and ammunition/shots of 100 rounds. Reloads are VE and weigh 500lbs.

NOTES:

  • Energy Refueling is P per point and takes about a hour at a refueling station. It is E to recharge 10 energy points and takes about two hours at a refueling station. It is VE to recharge 100 energy points and takes about ten hours at a refueling station. It is EE to recharge 1,000 energy points and takes about 24 hours at a refueling station.
  • Life Support Resupply is N per man day, or P for ten man days or E for 100 man days or VE for 1,000 man days and EE for 10,000 man days or resupply. You can purchase twice the number of man-days for Emergency supplies at the same price.
  • Space movement and Weapon Ranges listed are for table top. For 'personal' scale when not listed multiple the weapon range and the vessels MPH by 100 (if not already listed)
  • Double the space scale movement minus 30+ 2d10 is the number of days it takes on average to go from a habitual planets to the JumpGate located in the outer system (minimum 7 days). Generally a ship can travel its Spaceship scale speed in AU every 24 hours.
  • Activating a JumpGate requires a JumpKey to the new location and a Science skill check and take about a hour for a known route. JumpKeys to lost worlds are possible and imposse a -1 to -4 penalty depending.
JumpGates need time to 'reset' before it can be reused after every activation which takes 3d12 hours.
  • JumpKeys for standard JumpGate routes between non-restricted worlds range from cost of E to EE each! For a JumpKey to a lost world could be anywhere before VE to R in prices.
  • Artifical Intelligence Computers are fairly common for starships but as the Church frowns on their existance the Guilde has mean them 'sound' intentally stupid. This is not always good enough but the Guides and Noblity do have certain exceptions for such vehicles as they are somewhat required to activated JumpGates with JumpKeys.
  • All starcraft are M as only those of higher status are suppose to own them.

STOCK STARCRAFT

MEDIUM SHUTTLE/LANDER[30]: Basic Shuttle lander used for either crew or cargo. Cost MR. Frame Medium -Size 8, Speed 2 (500mph), Handling +2, Toughness 30 (7), Wounds* +2, Crew 1+4, Energy 4. Mods (34 remaining): Atmospheric (can land on planetary surfaces) (4), Life Support, Short-Term (15 mandays of both standard and emergy), Orbiter (+8)

For Passenger Transports: add Standard Passenger Space XXXII (32) which can hold 128 passengers and includes Life Support for all for 3 days (plus 3 days in emergency) and can carry 3.2 tons (mostly personal baggage).
For Cargo Transports: carries 54.4 tons of cargo.


HEAVY SHUTTLE LANDER[31]: These are heavy shuttles who carry large cargo loads to and from a planets orbit, often to an orbiting space station or awaiting large starships that cannot make planetfall. They are unarmed and on hostile worlds require escourt vehicles for protection. Cost MR. Chassis Great -Size 12, TS 2 (700mph), Handling +1, Toughness 43 (12), Wounds* +3, Crew 15, Energy 6. Mods (42 remaining; for cargo 100.8 tons. Passenger Pads for a passenger shuttle service can drop this depending): Armor I (AP+4) (1), Atmospheric (Allows the ship to enter planetary surface) (6), Life Support, Short-Term (6 days of standard and emergy supplies for crew of 15; or 90 man-days worth) (1), Orbiter (+12), Reinforced Structure II (Tough +4) (6), Speed I (+2) (6)

COURIER [32]: a fast message and mail craft, it is crammed and only has space for two individuals. The craft is modified to carry a great deal of extra energy reserves and life support for the two pilots. Note that Couriers often only carry electronic mail and do not leave the Jump Gates location. They can carry small cargo's of specialized items. Cost R. Frame Great - Size 12, Speed 7 (700mph). Handling +1, Toughness 35 (8), Wounds* +3, Crew 2, Energy 300. Mods (6 remaining): Artificial Intelligence (Basic. Acts as an Extra with base Skill d8 and does not suffer multiactions. Can give support and acts on 'captains' turn) (1), AMCM (Anti-Missile Counter Measures, +2 to Electronics or Hacking checks made to evade missile and torpedo locks and attacks plus Piloting checks to avoid Tractor Beams) (1), Atmospheric (6), Crew Reduction (+4), Energy Reserve IV (+240 energy) (12), JumpDrive (uses 36 energy per Jump) (6), Life Support (180 man-days Standard and 180 man-days emergency supplies for two crew; or 360 man-days) (1), Sensor Suite, Planetary (range of 10K miles) (1), Speed II (6), Weapon Turret (2)
Weapons

One Turret mounted Medium Laser Cannon: Range 800/1,600/32.000 (8/16/32). Damage 3d10, AP 10, ROF 1, Shots 100 (lasers can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 2 Energy per 10 shots, round up)


EXPLORER[33]: common stellar explorer and light cargo transport, often sponsored or supported by one of the great factions. It has advanced sensors and scientific workstations. Cost R. Frame Great -Size 12, Speed 6 (600mph), Handling +1, Toughness 41 (12), Wounds* +3, Crew 5+10, Energy 180. Mods (3 remaining): Armor I (AP+4) (1), Artificial Intelligence (Basic, can operate all ship's systems— skill level of d8, is an “Extra”. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls) (1), AMCM (Anti-Missile Counter Measures, +2 to Electronics or Hacking checks made to evade missile and torpedo locks and attacks plus Piloting checks to avoid Tractor Beams) (1), Atmospheric (Allows the ship to enter planetary surface) (6), Energy Reserve II (energy +120) (6), JumpDrive (uses 36 emergy per jump) (6), Life Support (60 days of standard and 60 days of emergency supplies for a crew of 15; or 900 man-days) (3), Reinforced Chassis I (Tough +2) (3), Sensor Suite, Galatic (range 1 lightyear) (1), Speed I (+1/100mph) (3), Weapon linked mount (2), Work Stations/Labs (add +1 to Electronis, Repair and Science Skills) (4)
Weapon

One Duel-linked, Turret mounted Medium Laser Cannon: Range 800/1,600/32.000 (8/16/32). Damage 3d10, AP 10, ROF 1, Shots 100 (lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 4 Energy per 10 shots, round up)


FREE TRADER[34]: a common Charioteers ‘free’ trader that carries large cargo loads. Include 3 bulk inter-changable Superstructure modular holds that are mostly used Bulk Cargo Contiers. Cost SR. Frame Greater -Size 16, Speed 3 (300mph), Handling +0, Toughness 41 (13), Wounds* +4, Crew 10+10, Energy 200. Mods (6 remaining): Armor I (AP+4) (1), Artificial Intelligence (Basic; can operate all ship's systems— skill level of d8, but is an “Extra”. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls) (1), Atmospheric (Allows the ship to enter planetary surface) (8), Energy Reserves (+100 energy points) (4), Fewer Crew (+4), JumpDrive (uses 48 energy each jump) (8), Life Support (30 days of standard and emergency supplies for a crew and passengers of 20; or 600 mandays), Sensor Suite, Planetary (range 10K miles) (1), Speed Reduction I (+8), Superstructures III (30) Weapon linked Mount (2)
Weapons

One Twin-linked Turret mounted Medium Laser Cannon: Range 800/1,600/32.000 (8/16/32). Damage 3d10+2, AP 10, ROF 1, Shots 100 (lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 4 Energy per 10 shots, round up)

Bulk Cargo Superstructure Modular Containers can carry up to 180,000 cube feet of marterals but only 1,800 tons of cargo (each) if the vessel is to land on a planetary surface.

IN-SYSTEM TUG[35]: These vessels are designed to haul freight from one planet to another in-system and between a system JumpGate and primary world. They do have a Hanger Bay that carries three Medium or two Heavy Shuttle within to transport there goods planet side. Cost R. Frame Garganturan - Size 24, Speed 3. Handling -2, Toughness 59 (15), Wounds* +6, Crew 20+80, Energy 300. Mods (2 remaining): Fewer Crew (+25), Life Support (60 standard and 30 emergency for 100 passengers and crew; 6,000 man-days) (3), Mercantile (4), Reinforced Chassis IV (Tough +8) (24), Sensor Suite, Planetary (range 10K) (1), Superstructures (cargo) VIII (80), Superstructure (hanger) I (10)
Bulk Cargo Superstructure Modular Containers can carry up to 180,000 cube feet of marterals but only 1,800 tons of cargo (each) if the vessel is to land on a planetary surface.
Hanger Superstructure Containers can carry up to Size 24 vessels but the maximum size of all vessels is 12 each.

BULK FREIGHTER: one of the largest ships every built, the Charioteer bulk cargo transports can carry amazing large cargo and carries up to six medium shuttles or four heavy shuttles to tranfer cargo to and from a planet's suface. Cost A. Frame Behemoth - Size 30, Speed 2, Handling -3, Toughness 62 (20), Wounds* +7, Crew 40+300, Energy 500. Mods (4 remaining): Artificial Intelligence (Basic; can operate all ship's systems— skill level of d8, but is an “Extra”. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls) (1), Fewer Crew (+15), JumpDrive (uses 90 energy per jump) (15), Life Support (30 days of standard and emergency supplies for a crew and passengers of 340; or 10,200 man-days), Reinforced Structure I (Tough +4) (16), Sensor Suite, Planetary (range of 10K miles) (1), Superstructures X (Cargo) (100), Superstructure (Hangars; each can hold a total of 24 Size vehicles with max size of 12 each. Supplies, fuel, mechanics, etc.) II (20), Weapon linked Mounts (8)
Weapons

Four Twin-linked Turret mounted (one per flank) Medium Laser Cannon: Range 800/1,600/32.000 (8/16/32). Damage 3d10+2, AP 10, ROF 1, Shots 100 (lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 4 Energy per 10 shots, round up)

Bulk Cargo Superstructure Modular Containers can carry up to 180,000 cube feet of marterals but only 1,800 tons of cargo (each) if the vessel is to land on a planetary surface.
Hanger Superstructure Containers can carry up to Size 24 vessels but the maximum size of all vessels is 12 each.

STAR-FIGHTERS[36]: fast attack starcraft, one man with no interstellar capacity. Cost MR (M). Frame Tiny -Size 6, Speed 12 (1,200mph), Handling +3, Toughness 35 (14), Wounds* +1, Crew 1, Energy 25. Mods (0 remaining): AMCM (Anti-Missile Counter Measures, +2 to Electronics or Hacking checks made to evade missile and torpedo locks and attacks plus Piloting checks to avoid Tractor Beams) (1), Armor II (AP +8) (2), Atmospheric (Allows the ship to enter planetary surface) (3), Electromagnetic Shielding (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (1), Fixed and Linked Weapons (2), Life Support, Short Term (3 days standard and 3 days emergency supplies) (+3), Reinforced Structure I (Toughness +2) (1), Sensor Suite, Planetary (range of 10K miles) (1), Speed VI (+6/600mph) (6), Targeting System (negates up to four points of penalties) (1)
Weapons

Quad-Linked forward fixed Medium Laser Cannons: Range 800/1,600/3,200 (8/16/32), Damage 3d10+6, AP 10, ROF 1, Shots 100 (lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 8 Energy per 10 shots, round up)


STAR-BOMBER[37]: a heavy attack and bomber starcraft, with no interstellar capacity. Cost R (M). Frame Average - Size 8, Speed 5. Handling +2, Toughness 42 (15), Wounds* +2, Crew 2, Energy 40. Mods (0 remaining): Armor II (AP +8) (2), AMCM (Anti-Missile Counter Measures, +2 to Electronics or Hacking checks made to evade missile and torpedo locks and attacks plus Piloting checks to avoid Tractor Beams) (1), Atmospheric (Allows the ship to enter planetary surface) (4), Electromagnetic Shielding II (Adds +12 to the ship’s effective Toughness vs. EMP attacks) (2), Fixed and Linked Weapons (2), Life Support, Short Term (3 days standard and 3 days emergency supplies) (+4), Reinforced Structure II (Toughness +4) (4), Sensor Suite, Planetary (range of 10K miles) (1), Speed II (+2/200mph) (4), Targeting System (negates up to four points of penalties) (1), Torpedo Tubes 2 (2) with storage for 12 light and 6 heavy torpedoes (4), Weapon Turret linked weapons (4)
Weapons

One Quad-Linked forward fixed Medium Laser Cannons: Range 800/1,600/3,200 (8/16/32), Damage 3d10+6, AP 10, ROF 1, Shots 100 (lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 8 Energy per 10 shots, round up)
One Quad-Linked turreted Medium Laser Cannons: Range 800/1,600/3,200 (8/16/32), Damage 3d10+6, AP 10, ROF 1, Shots 100 (lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 8 Energy per 10 shots, round up)
Two Forward fixed Torpedo Launchers: Range 12/24/48, ROF1. Light Torpedoes -Damage 5d12, AP 50, AOE 1 sq. space. Heavy Torpedo -Damage 8d12, AP 50, AOE 1 sq. space


CUTTER PATROL CRAFT[38]: The Cutter-Class system patrol boats are designed for wolf-pack hit and run attacks against larger ships. Cost SR (M), Size 12 -Great, Speed 7 (700mph), Handling +1, Toughness 48 (20), Wounds* +3, Crew 3+4 (plus 4 prsioners), Energy 120. Mods (3 remaining) - Armor III (AP +12) (3), AMCM (Anti-Missile Counter Measures, Add +2 to Electronics or Hacking checks made to evade missile and torpedo locks and attacks plus Piloting checks to avoid Tractor Beams) (1), Artificial Intelligence (Stanadard; can operate all ship's systems— skill level of d10, but is an “Extra”. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls) (1), Atmospheric (Allows the ship to enter planetary surface) (6), Energy Reserves (+60 energy points) (3), Electromagnetic Shielding II (Adds +12 to the ship’s effective Toughness vs. EMP attacks) (2), Fewer Crew (+2), Fixed Linked Weapons (1), Holding Space 2 (includes four individual holding cells or can be cammed to hold two persons in each cell) (2), JumDrive (uses 36 energy per jump) (6), Life Suport I (60 days of standard supply plus emergency supplies for fifteen; or 900 man days) (3), Linked Weapon Systems (2), Sensor Suite, Planetary (range of 10K miles) (1), Speed II (+2/200mph) (6), Targeting System (negates up to four points of penalties) (1)
Weapons

One Forward Fixed Duel-linked Light Railgun: Range 800/1,600/2,400 (8/16/32), Damage 4d10+2, AP 8, Shots 20 (realoads $100, 10lbs)
One Turret mounted Duel-linked Medium Laser Cannons: Range 800/1,600/2,400 (8/16/32), Damage 3d10+2, AP 10, Shots 100 (lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 4 Energy per 10 shots, round up)


INTERCEPTOR[39]: Intercetur-Class are heavy system patrol vessel. As these ships spend long periods of time on patrol, hence the extra Energy for life support. Cost A (M). Frame Giant - Size 20, Speed 5, Handling -1, Toughness 66 (24), Wounds* +5, Crew 30+50, Energy 600. Mods (0 remaining): Armor III (AP+12) (3), AMCM (Anti-Missile Counter Measures, Add +2 to Electronics or Hacking checks made to evade missile and torpedo locks and attacks plus Piloting checks to avoid Tractor Beams) (1), Artificial Intelligence (Military; can operate all ship's systems— skill level of d10, but is an “Extra”. Add +2 to Battle and Shooting. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls) (1), Energy Reserve (+400 energy) (10), Electromagnetic Shielding I (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (2), Fixed Weapon Mounts (7), Holding Space 8 (includes sixteen individual holding cells or can be cammed to hold two persons in each cell) (8), JumpDrive (uses 60 energy each jump) (10), Life Support (90 days of standard and emergency supplies for a crew and passengers of 80; or 9,200 man-days) (10), Linked Weapon Systems (4), Reinforced Chassis II (Tough +4) (10), Sensor Suite, Galatic (range 1 lightyear) (1), Speed II (+2/200mph) (10), Targeting System (negates up to four points of penalties) (1), 2 Torpedo Launchers (2) with storage for 16 light torpedos and 8 heavy torpedos (4), Weapon Mounts (4)
Weapons

One Forward Fixed Heavy Mass Drive Gun: Range 10/20/40, Damage 9d10, AP 10, ROF 1, Shots 20. Reloads EE, wt. 500lbs.
One Forward Fixed Grape-Shot Launchers: Range 5/10/20, Damage 3d12+36/2d12+24/1d12+12, AP 0, ROF 1, Shots 100. Note +2 to Shooting.
Two Forward Torpedo Launchers: Range 12/24/48, ROF1. Light Torpedoes -Damage 5d12, AP 50, AOE 1 sq. space. Heavy Torpedo -Damage 8d12, AP 50, AOE 1 sq. space
Two Duel-Linked Turret mounted Medium Laser Cannons: Range 800/1,600/2,400 (8/16/32), Damage 3d10+2, AP 10, Shots 100 (lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 4 Energy per 10 shots, round up)
Four Point Defense Light Laser Cannon Turrets (one per Flank): Range 8/16/32 or 1 with Reaction Fire. Damage 2d10, AP 5, ROF 1, Shots 100 (lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 1 Energy per 10 shots, round up for each cannon)