Difference between revisions of "The Cluster Falk: Notes"

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Notes page for The Cluster Falk
 
Notes page for The Cluster Falk
  
 +
One is courtesy of one of the leading megacorps in the subsector, Benjamelio Corp. They want you to ship cybernetics and industrial components from Vannia to Leghansky, a lo-tech agricultural water world. However, after that delivery, the corp also wants you to offtake some workers from the planet and ship them to a nearby 1-Jump destination TBC. Unusually, the corp is requiring you all to sign an NDA before picking up the assignment. Also, the assignment doesn't involve return to your point of origin, although the fees are decent enough otherwise.
  
 +
The other one is via Pip's contacts with the Red Swan Tong - and nothing could be wrong with that, right? They want you to transit from Vannia to Lamor, and pick up a cargo that has been jettisoned by a previous courier, and left at a marked location on one of the system's gas giant moons, and return with it to Vannia. The cargo as it stands will not be quite big enough to fill your cargo spaces. "You go buy a cargo to provide a decent cover, going there and back, but that's just a little bit of gravy on your plate, right? What could go wrong?"
  
The Viceroyalty of Benjamelio fits somewhere in the galactic eastern borders of the expanding Third Imperium, on the fringes of Solomani space towards the Hive Federation, among the many client states and pocket empires scattered through the region. Its status as a historical Viceroyalty of the Second Imperium is genuine, but that hardly measures up to its pretensions, which have been magnified in competition with the Priam Protectorate further south.  
+
Hercido is a relatively idyllic world - if you can handle high gravity and dense atmosphere. The atmosphere is unbreathably dense down at the level of its extensive seas, but the presence of huge shield volcanoes allows breathable habitats close to their peaks. As a result, the planet can only support a relatively small population of baseline humans, most of whom live on two volcanic peaks - Skyland and Mother Mountain. No one has paid much attention to the place since the fall of the Second Empire, and the population has regressed to the late semiconductor Technology Level. They are robust and independent, though, and not about to sell out their freewheeling freethinking ways for a few high-tech baubles.
  
The so-called Water Wall of the three close water worlds (Leghansky, Lamor and Bevelind) forms a natural strategic barrier dividing the Viceroyalty's core worlds from its frontier. The three water worlds make excellent naval bases and fuel depots, relatively advanced but with small populations to defend. Besides, historically most threats to the Viceroyalty have come from that direction, rather than the core of the old Empire.
+
Lamor is a large water world with a dense atmosphere, almost 100% hydrosphere. Its small population is mostly staff working on the Viceroyalty's refuelling operation. System facilities are relatively basic - the place is an industrial-scale refuelling and fuel refining operation, nothing more.  
  
*Ancients site
+
They should be easy marks for some specialized tech, though, which they will trade for the exotic chemicals and extracts produced from the planet's native ecosystem. And unless those exotics include some really out-there drugs, you have to wonder why the Tong would take an interest in a backwater like that...
*Minor, confined site
 
*Monument
 
*Practical dome
 
*Fleshlike
 
*Perfectly preserved
 
*Reactive lighting responds to your presence
 
*Generation or transformation of energy
 
*Inscrutable object lies dark and silent
 
*Dire warning left by other explorers
 
*Insight into the nature or history of this site
 
*Simulated or illusionary environment
 
*Scene of hideous violence or death
 
*Deeper insight into the history or nature of this site
 
  
  
fuel costs for jumps is typically 0.1 M / Jn, where M is the tonnage of the chip
+
Forsaken explorers spies guild, expanding into a new region. Holds leverage over XXX. (Infernal Daggers) Defences are overextended. Deflect destiny.
  
so are 200 ton three Trader will consume 40 resource points for a 2 passing jump.
+
Restore wealth. Toxic portal. Subsurface anomaly.  
  
 +
Estabished raiders. Transport a valued asset. Distrusts. First Alliance. Overdependence on a failing or vulnerable technology.
  
a ship will almost always have fuel capacity for two times it's maximum jump capability.
 
  
ships can refuel for free from oceans or gas giants. however this requires a successful pilot roll and engineer role for processing the fuel. inhabited Worlds are unlikely to allow free use of their oceans, accept possibly ocean Worlds.
 
  
a ship can typically jump safely twice per month. ideally each jump requires a wheat down time and dry dog afterwards. pushing this rate requires a successful engineering role. if the role is failed the ship will start to take damage.  
+
Escort alluring wanting Smuggler to build a home. Hot-tempered. Moving/transforming settlement, ineffectual authority. Ice world. Thin atmosphere, vibrantly coloured ice. Abyssal ice fissures. No native life.
  
docking fees for a ship are typically 0.01 M per week in resource points.
+
Reduce commerce. Dead fleet; archaic trap. Place of awe-inspiring beauty. Unstable star, potential supernova. Intruder or stowaway creates trouble. Refuge offers a place to hide, plan, or recover. Grim infamous technician restoring a relationship. Notable diplomatic dominion knows the location of a fabled treasure or lost technology.
  
  
  
 +
The Viceroyalty of Benjamelio fits somewhere in the galactic eastern borders of the expanding Third Imperium, on the fringes of Solomani space towards the Hive Federation, among the many client states and pocket empires scattered through the region. Its status as a historical Viceroyalty of the Second Imperium is genuine, but that hardly measures up to its pretensions, which have been magnified in competition with the Priam Protectorate further south.
  
 +
The so-called Water Wall of the three close water worlds (Leghansky, Lamor and Bevelind) forms a natural strategic barrier dividing the Viceroyalty's core worlds from its frontier. The three water worlds make excellent naval bases and fuel depots, relatively advanced but with small populations to defend. Besides, historically most threats to the Viceroyalty have come from that direction, rather than the core of the old Empire.
  
  
  
 +
https://www.freelancetraveller.com/features/advents/index.html
  
 +
https://www.freelancetraveller.com/features/advents/gotg/corpworld.html
  
{| style="border-spacing:0;width:15.901cm;"
+
Leghansky
|- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;"
+
Starport
|| Weapon
+
B Good Quality
|| Skill
+
Good Quality. Refined fuel available. Annual maintenance overhaul available. Shipyard capable of constructing non-starships present. Naval base and/or scout base may be present
|| Range
+
Size
|| Damage
+
7 11200 KM
|| Rounds
+
11200 KM. Standard Gravity (0.70g - 0.94g)
|| Kill Radius
+
Atmosphere
|- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;"
+
8 Dense. Breathable
|| Combat knife
+
Dense. Breathable
|| Melee Weapons
+
Hydrographics
|| Hand
+
A 100% water
|| 1D6
+
100% water. Water World
|| -
+
Population
|| -
+
5 100,000
|- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;"
+
100,000 to 900,000
|| Entrenching tool
+
Government
|| Melee Weapons
+
1 Company/Corporation
|| Hand
+
Company/Corporation. Government by a company managerial elite, citizens are company employees. Restricts: Weapons, Drugs, Technology, Travellers, Psionics
|| 1D8
+
Law Level
|| -
+
1 Low Law
|| -
+
Body pistols, explosives, and poison gas prohibited.
|- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;"
+
Prohibitions Based on Government and Law Level Weapons: Poison gas, explosives, undetectable weapons, WMD.
|| Beretta 9 mm
+
Drugs: Highly addictive and dangerous narcotics.
|| Firearms
+
Technology: Dangerous technologies such as nanotechnology
|| 15 m
+
Travellers: Visitors must contact planetary authorities by radio, landing is permitted anywhere.
|| 1D10
+
Psionics: Dangerous talents must be registered.
|| 8
+
Tech Level D
|| -
 
|- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;"
 
|| Mannlicher-Carcano 6.5 mm
 
|| Firearms
 
|| 150 m
 
|| 1D12+2
 
|| 6
 
|| -
 
|- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;"
 
|| Villar Perosa-Revelli 9 mm
 
|| Firearms
 
|| 50 m
 
|| Lethality 10%
 
|| 25
 
|| 3 m
 
|- style="background-color:transparent;border:1pt solid #000000;padding:0.176cm;"
 
|| Bessozi grenade
 
|| Athletics
 
|| STRx3 m
 
|| Lethality 12%
 
|| -
 
|| 4 m
 
|-
 
|}
 
 
 
  
  
  
 +
Hercido
 +
Starport
 +
C Routine Quality
 +
Routine Quality. Only unrefined fuel available. Reasonable repair facilities present. Scout base may be present
 +
Size
 +
A 16000 KM
 +
16000 KM. Standard Gravity (1.14g - 1.48g)
 +
Atmosphere
 +
D Dense, high
 +
Dense, high. Breathable above a minimum altitude
 +
Hydrographics
 +
7 70% water
 +
70% water. Equivalent to Terra or Vland
 +
Population
 +
5 100,000
 +
100,000 to 900,000
 +
Government
 +
4 Representative Democracy
 +
Representative Democracy. Government by elected representatives. Restricts: Weapons, Drugs, Psionics
 +
Law Level
 +
0 No Law
 +
No prohibitions.
 +
Prohibitions Based on Government and Law Level
 +
Tech Level
 +
8 Quality Computers. circa 1980 to 1989, Superconductors; Early communications
  
  
Line 156: Line 148:
 
|-
 
|-
 
|}
 
|}
 +
 +
 +
Obsolete Guns 46
 +
Weapon Game Stats� 47
 +
Investigator Weapons 52
 +
Handguns 54
 +
Beretta Mod 92FS� 55
 +
Beretta Mod 950BS� 57
 +
Colt Government (M1911A1)� 58
 +
FN Five-seveN� 60
 +
FN-Browning High Power� 61
 +
Glock 17� 63
 +
H&K HK45� 66
 +
H&K P2A1� 68
 +
H&K P7� 68
 +
H&K P11� 70
 +
H&K USP� 71
 +
IMI Desert Eagle� 73
 +
Izhmekh PM� 74
 +
Ruger MK III� 75
 +
Ruger P85� 76
 +
SIG-Sauer P226� 77
 +
S&W M&P40� 80
 +
S&W Model 10 Military & Police� 81
 +
S&W Model 36 Chief’s Special� 82
 +
S&W Model 686 Distinguished
 +
Combat Magnum� 83
 +
S&W Model 4506� 84
 +
TASER X26� 86
 +
TsNIITochMash SR-1 Vektor (SPS)� 88
 +
Walther PPK� 89
 +
Walther P5� 90
 +
Walther P99� 91
 +
Full-Auto Conversions 92
 +
Rifles 93
 +
Accuracy International AW� 94
 +
Barrett Model 82A1� 96
 +
Colt M4A1� 98
 +
Colt M16A1� 102
 +
H&K G3A3� 104
 +
H&K G36C� 107
 +
H&K HK416D10RS� 109
 +
H&K-Enfield L85A2 IW� 111
 +
IMI Galil ARM� 113
 +
Izhmash AK� 115
 +
Marlin Model 444SS� 119
 +
Remington Model 700� 120
 +
Ruger Mini-14� 122
 +
Ruger Model 10/22� 123
 +
SIG SG552 Commando� 124
 +
Springfield M1 Garand� 126
 +
Springfield M14� 127
 +
Steyr AUG� 129
 +
Winchester Model 70� 131
 +
Winchester Model 94� 132
 +
Shotguns 134
 +
Baikal IZH-43� 135
 +
Benelli M3 Super 90� 136
 +
Benelli M4 Super 90 (M1014)� 137
 +
Beretta DT10� 139
 +
Daewoo USAS-12� 139
 +
Izhmash Saiga-12� 141
 +
Mossberg Model 500� 142
 +
Remington Model 870� 145
 +
Submachine Guns� 148
 +
Colt SMG R0635� 149
 +
ČZ Sa vz.61 Škorpión� 150
 +
FN P90� 151
 +
Guide Lamp M3� 153
 +
H&K MP5A3� 155
 +
H&K MP7A1� 159
 +
H&K UMP� 160
 +
IMI Uzi� 161
 +
SITES Spectre M4� 163
 +
SWD M-11/9mm� 164
 +
Hand Grenades 167
 +
Stun Grenades 167
 +
Machine Guns� 168
 +
FN MINIMI (M249)� 169
 +
Grossfuss MG42� 171
 +
Saco M60� 173
 +
 +
 +
  
  
Line 168: Line 244:
 
|| Damage
 
|| Damage
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Bare hands and feet  
+
|| Bare hands and feet  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1D4–1*
+
|| 1D4–1*
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Brass knuckles or steel-toe boot  
+
|| Brass knuckles or steel-toe boot  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1D4*
+
|| 1D4*
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Taser  
+
|| Taser  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Stun
+
|| Stun
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Ordinary knife or hatchet  
+
|| Ordinary knife or hatchet  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1D4*
+
|| 1D4*
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Combat knife, garotte or nightstick  
+
|| Combat knife, garotte or nightstick  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1D6*
+
|| 1D6*
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Tomahawk, machete, or baseball bat  
+
|| Tomahawk, machete, or baseball bat  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1D8*
+
|| 1D8*
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Large sword, chainsaw
+
|| Large sword, chainsaw
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 2D6*
+
|| 2D6*
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Power sword
+
|| Power sword
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 2D8
+
|| 2D8
 
|-
 
|-
 
|}
 
|}
 
 
 
 
{| style="border-spacing:0;width:13.443cm;"
 
{| style="border-spacing:0;width:13.443cm;"
 
|- style="background-color:#d9d9d9;border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;"
 
|- style="background-color:#d9d9d9;border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;"
Line 204: Line 277:
 
|| Base Range
 
|| Base Range
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Thrown Knife
+
| | Thrown Knife
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1D4*
+
| | 1D4*
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | STR×5 feet
+
| | STR×5 feet
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Thrown Spear
+
| | Thrown Spear
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1D8*
+
| | 1D8*
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | STR×5 metres
+
| | STR×5 metres
 
|-
 
|-
 
|}
 
|}
Line 224: Line 297:
 
|| Base Range
 
|| Base Range
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Small-caliber pistol  
+
| | Small-caliber pistol  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1D8
+
| | 1D8
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10/50 metres
+
| | 10/50 metres
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Medium Pistol  
+
| | Medium Pistol  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1D10
+
| | 1D10
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 15/100 metres
+
| | 15/100 metres
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Carbine or very large pistol  
+
| | Carbine or very large pistol  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1D12
+
| | 1D12
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 100/500 metres for carbine; 20/200 metres for heavy pistol
+
| | 100/500 metres for carbine; 20/200 metres for heavy pistol
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Rifle  
+
| | Rifle  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1D12+2 [Armor Piercing 3]
+
| | 1D12+2 [Armor Piercing 3]
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 150/1000 metres
+
| | 150/1000 metres
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Shotgun/flechette blast, close range  
+
| | Shotgun/flechette blast, close range  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 2D10
+
| | 2D10
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 50 metres
+
| | 50 metres
  
 
(full damage up to 10m; reduced to 1D10 for 10—20m; reduced to 1D6 for 20+ metres)
 
(full damage up to 10m; reduced to 1D10 for 10—20m; reduced to 1D6 for 20+ metres)
Line 260: Line 333:
 
|| Kill Radius
 
|| Kill Radius
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | SMG/laser carbine, fully automatic  
+
| | SMG/laser carbine, fully automatic  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Firearms
+
| | Firearms
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 50/200 metres
+
| | 50/200 metres
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10%
+
| | 10%
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1–3 m
+
| | 1–3 m
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Battle rifle, fully automatic
+
| | Battle rifle, fully automatic
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Firearms
+
| | Firearms
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 100/1000 metres
+
| | 100/1000 metres
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10% [Armor Piercing 3]
+
| | 10% [Armor Piercing 3]
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1–3 m
+
| | 1–3 m
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Very heavy sniper rifle
+
| | Very heavy sniper rifle
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Firearms
+
| | Firearms
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 250/5000 metres
+
| | 250/5000 metres
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 20% [Armor Piercing 5]
+
| | 20% [Armor Piercing 5]
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | None
+
| | None
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Plasma rifle**
+
| | Plasma rifle**
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Firearms
+
| | Firearms
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 200 metres
+
| | 200 metres
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 15%
+
| | 15%
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1–3 m
+
| | 1–3 m
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Light support weapon  
+
| | Light support weapon  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Military Training (Heavy Weapons)
+
| | Military Training (Heavy Weapons)
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 200/2000 metres
+
| | 200/2000 metres
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10% [Armor Piercing 3]
+
| | 10% [Armor Piercing 3]
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 3 m
+
| | 3 m
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Heavy support weapon  
+
| | Heavy support weapon  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Military Training (Heavy Weapons)
+
| | Military Training (Heavy Weapons)
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 400/4000 metres
+
| | 400/4000 metres
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 20% [Armor Piercing 5]
+
| | 20% [Armor Piercing 5]
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 3 m
+
| | 3 m
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Hand grenade  
+
| | Hand grenade  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Athletics
+
| | Athletics
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 20 metres
+
| | 20 metres
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 15%
+
| | 15%
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10 m
+
| | 10 m
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Improvised explosive device  
+
| | Improvised explosive device  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Military Training (Demolitions)
+
| | Military Training (Demolitions)
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | N/A
+
| | N/A
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 15%
+
| | 15%
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10 m
+
| | 10 m
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Grenade launcher
+
| | Grenade launcher
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Military Training (Heavy Weapons)
+
| | Military Training (Heavy Weapons)
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 150 metres
+
| | 150 metres
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 15%
+
| | 15%
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10 m
+
| | 10 m
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Rocket-propelled grenade  
+
| | Rocket-propelled grenade  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Military Training (Heavy Weapons)
+
| | Military Training (Heavy Weapons)
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 200 metres
+
| | 200 metres
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 30%
+
| | 30%
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10 m
+
| | 10 m
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Missile launcher  
+
| | Missile launcher  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Military Training (Heavy Weapons)
+
| | Military Training (Heavy Weapons)
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 2000 metres
+
| | 2000 metres
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 40%
+
| | 40%
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 15 m
+
| | 15 m
 
|-
 
|-
 
|}
 
|}
Line 343: Line 416:
 
|| Kill Radius
 
|| Kill Radius
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Short Burst  
+
| | Short Burst  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 3  
+
| | 3  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10%  
+
| | 10%  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | None
+
| | None
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Long Burst  
+
| | Long Burst  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 5
+
| | 5
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10%
+
| | 10%
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 1 yd
+
| | 1 yd
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Short Spray
+
| | Short Spray
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10
+
| | 10
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10%
+
| | 10%
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 2 m
+
| | 2 m
 
|-
 
|-
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | Long Spray  
+
| | Long Spray  
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 20
+
| | 20
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 10%
+
| | 10%
| style="border:0.5pt solid #000000;padding-top:0cm;padding-bottom:0cm;padding-left:0.191cm;padding-right:0.191cm;" | 3 m
+
| | 3 m
 
|-
 
|-
 
|}
 
|}
'''4.6Lethality Rating'''
 
 
 
Polyp Horror
 
 
 
STR 100 CON 100 DEX 15 INT 25 POW 30
 
 
HP: 100 WP: 30
 
 
Size Category: Very Large (target size bonus: +20%).
 
 
Movement: Polyps Horrors can move 10 meters/yards in a combat round on the ground [Medium speed]; 15 meters/yards while flying [Fast]. When moving across surfaces they leave behind characteristic colossal footprints comprising five circular toe marks.
 
 
Armor: None (but see UNNNATURAL MATTER, below).
 
 
Vs. Lethal Damage: PARTIALLY NON-CORPOREAL — lethal attacks with a Lethality Rating < 15% cannot damage a Polyp at all. Such attacks with a higher rating do not destroy the Polyp but may yield Hit Point damage if they strike at a moment when the Polyp is corporeal. If the die roll made for the Lethal Damage was an odd number, the Polyp was insubstantial at the crucial moment and the attack passes through it; if the die roll was an even number the Polyp suffers Hit Point damage equal to the Lethality Rating.
 
 
Attacks
 
 
Tentacle Slash 60%, Lethality 50% (and KNOCK DOWN, see below).
 
 
Wind Blast 99%, see below.
 
 
Skills: Alertness 60%, Athletics 80%, Stealth 60%.
 
 
PENETRATING ATTACKS: All attacks made by a Polyp Horror ignore Armor entirely.
 
 
INVISIBILITY: Polyp Horrors can become invisible at will, changing from physical beings to vortices of air. While invisible, they are difficult to see and hit in combat, although their invisibility does not protect them from damage. Even while invisible, however, the Polyps continue to emit their characteristic whooshing and whistling noises, particularly while flying.
 
 
FLYING ABILITY: Polyp Horrors can move effortlessly through the air.
 
 
KNOCK DOWN: A successful physical attack from a Polyp Horror will usually result in the target being thrown to the ground. This can be avoided using a Dodge action.
 
 
UNNATURAL MATTER: A Polyp Horror is made of unnatural matter which absorbs most physical attacks without incurring significant damage. Any normal (nonLethal) attack that succeeds will yield a maximum of 1 HP of damage. Lethal attacks are also much less destructive than usual against a Polyp (see above).
 
 
WIND BLAST: Polyp Horrors can create a violent directional gust of wind and can use such blasts as combat attacks. Anyone struck by such a gust is likely to be physically dislodged and knocked to the ground. The wind blast from a Polyp doesn’t affect especially massive combatants and objects (those with size category Large or above) or those who have purposefully braced themselves in some way to avoid the gale. Polyps can, for example, use this power to propel smaller vehicles in combat. Anyone attempting to avoid being dislodged by a Polyp’s wind blast will require a successful Athletics test. Placing oneself in a position with significant cover from the wind may, at the GM’s discretion, provide a +20% or +40% bonus to this test. A wind blast attack usually has an Area of Effect of 3 yards/ meters. Because it is supernaturally created, the gust can strike at any distance so long as the Polyp can perceive the target. Damage created by a wind blast attack depends on the environment — if an individual falls from a height, they will suffer normal falling attack; if they are struck by (or into) a hard object they will likely suffer 1D8 or 1D10 damage. The GM should decide damage based on the specific situation.
 
 
SAN Loss: 1D6/1D12.
 
 
 
 
 
Polyp Horror
 
 
 
STR 100 CON 100 DEX 15 INT 25 POW 30
 
 
HP: 100 WP: 30
 
 
Size Category: Very Large (target size bonus: +20%).
 
 
Movement: Polyps Horrors can move 10 meters/yards in a combat round on the ground [Medium speed]; 15 meters/yards while flying [Fast]. When moving across surfaces they leave behind characteristic colossal footprints comprising five circular toe marks.
 
 
Armor: None (but see UNNNATURAL MATTER, below).
 
 
Vs. Lethal Damage: PARTIALLY NON-CORPOREAL — lethal attacks with a Lethality Rating < 15% cannot damage a Polyp at all. Such attacks with a higher rating do not destroy the Polyp but may yield Hit Point damage if they strike at a moment when the Polyp is corporeal. If the die roll made for the Lethal Damage was an odd number, the Polyp was insubstantial at the crucial moment and the attack passes through it; if the die roll was an even number the Polyp suffers Hit Point damage equal to the Lethality Rating.
 
 
Attacks
 
 
Tentacle Slash 60%, Lethality 50% (and KNOCK DOWN, see below).
 
 
Wind Blast 99%, see below.
 
 
Skills: Alertness 60%, Athletics 80%, Stealth 60%.
 
 
PENETRATING ATTACKS: All attacks made by a Polyp Horror ignore Armor entirely.
 
 
INVISIBILITY: Polyp Horrors can become invisible at will, changing from physical beings to vortices of air. While invisible, they are difficult to see and hit in combat, although their invisibility does not protect them from damage. Even while invisible, however, the Polyps continue to emit their characteristic whooshing and whistling noises, particularly while flying.
 
  
FLYING ABILITY: Polyp Horrors can move effortlessly through the air.
 
  
KNOCK DOWN: A successful physical attack from a Polyp Horror will usually result in the target being thrown to the ground. This can be avoided using a Dodge action.
 
  
UNNATURAL MATTER: A Polyp Horror is made of unnatural matter which absorbs most physical attacks without incurring significant damage. Any normal (nonLethal) attack that succeeds will yield a maximum of 1 HP of damage. Lethal attacks are also much less destructive than usual against a Polyp (see above).
 
  
WIND BLAST: Polyp Horrors can create a violent directional gust of wind and can use such blasts as combat attacks. Anyone struck by such a gust is likely to be physically dislodged and knocked to the ground. The wind blast from a Polyp doesn’t affect especially massive combatants and objects (those with size category Large or above) or those who have purposefully braced themselves in some way to avoid the gale. Polyps can, for example, use this power to propel smaller vehicles in combat. Anyone attempting to avoid being dislodged by a Polyp’s wind blast will require a successful Athletics test. Placing oneself in a position with significant cover from the wind may, at the GM’s discretion, provide a +20% or +40% bonus to this test. A wind blast attack usually has an Area of Effect of 3 yards/ meters. Because it is supernaturally created, the gust can strike at any distance so long as the Polyp can perceive the target. Damage created by a wind blast attack depends on the environment — if an individual falls from a height, they will suffer normal falling attack; if they are struck by (or into) a hard object they will likely suffer 1D8 or 1D10 damage. The GM should decide damage based on the specific situation.
 
  
SAN Loss: 1D6/1D12.
 
  
  

Latest revision as of 15:27, 22 March 2024

Notes page for The Cluster Falk

One is courtesy of one of the leading megacorps in the subsector, Benjamelio Corp. They want you to ship cybernetics and industrial components from Vannia to Leghansky, a lo-tech agricultural water world. However, after that delivery, the corp also wants you to offtake some workers from the planet and ship them to a nearby 1-Jump destination TBC. Unusually, the corp is requiring you all to sign an NDA before picking up the assignment. Also, the assignment doesn't involve return to your point of origin, although the fees are decent enough otherwise.

The other one is via Pip's contacts with the Red Swan Tong - and nothing could be wrong with that, right? They want you to transit from Vannia to Lamor, and pick up a cargo that has been jettisoned by a previous courier, and left at a marked location on one of the system's gas giant moons, and return with it to Vannia. The cargo as it stands will not be quite big enough to fill your cargo spaces. "You go buy a cargo to provide a decent cover, going there and back, but that's just a little bit of gravy on your plate, right? What could go wrong?"

Hercido is a relatively idyllic world - if you can handle high gravity and dense atmosphere. The atmosphere is unbreathably dense down at the level of its extensive seas, but the presence of huge shield volcanoes allows breathable habitats close to their peaks. As a result, the planet can only support a relatively small population of baseline humans, most of whom live on two volcanic peaks - Skyland and Mother Mountain. No one has paid much attention to the place since the fall of the Second Empire, and the population has regressed to the late semiconductor Technology Level. They are robust and independent, though, and not about to sell out their freewheeling freethinking ways for a few high-tech baubles.

Lamor is a large water world with a dense atmosphere, almost 100% hydrosphere. Its small population is mostly staff working on the Viceroyalty's refuelling operation. System facilities are relatively basic - the place is an industrial-scale refuelling and fuel refining operation, nothing more.

They should be easy marks for some specialized tech, though, which they will trade for the exotic chemicals and extracts produced from the planet's native ecosystem. And unless those exotics include some really out-there drugs, you have to wonder why the Tong would take an interest in a backwater like that...


Forsaken explorers spies guild, expanding into a new region. Holds leverage over XXX. (Infernal Daggers) Defences are overextended. Deflect destiny.

Restore wealth. Toxic portal. Subsurface anomaly.

Estabished raiders. Transport a valued asset. Distrusts. First Alliance. Overdependence on a failing or vulnerable technology.


Escort alluring wanting Smuggler to build a home. Hot-tempered. Moving/transforming settlement, ineffectual authority. Ice world. Thin atmosphere, vibrantly coloured ice. Abyssal ice fissures. No native life.

Reduce commerce. Dead fleet; archaic trap. Place of awe-inspiring beauty. Unstable star, potential supernova. Intruder or stowaway creates trouble. Refuge offers a place to hide, plan, or recover. Grim infamous technician restoring a relationship. Notable diplomatic dominion knows the location of a fabled treasure or lost technology.


The Viceroyalty of Benjamelio fits somewhere in the galactic eastern borders of the expanding Third Imperium, on the fringes of Solomani space towards the Hive Federation, among the many client states and pocket empires scattered through the region. Its status as a historical Viceroyalty of the Second Imperium is genuine, but that hardly measures up to its pretensions, which have been magnified in competition with the Priam Protectorate further south.

The so-called Water Wall of the three close water worlds (Leghansky, Lamor and Bevelind) forms a natural strategic barrier dividing the Viceroyalty's core worlds from its frontier. The three water worlds make excellent naval bases and fuel depots, relatively advanced but with small populations to defend. Besides, historically most threats to the Viceroyalty have come from that direction, rather than the core of the old Empire.


https://www.freelancetraveller.com/features/advents/index.html

https://www.freelancetraveller.com/features/advents/gotg/corpworld.html

Leghansky Starport B Good Quality Good Quality. Refined fuel available. Annual maintenance overhaul available. Shipyard capable of constructing non-starships present. Naval base and/or scout base may be present Size 7 11200 KM 11200 KM. Standard Gravity (0.70g - 0.94g) Atmosphere 8 Dense. Breathable Dense. Breathable Hydrographics A 100% water 100% water. Water World Population 5 100,000 100,000 to 900,000 Government 1 Company/Corporation Company/Corporation. Government by a company managerial elite, citizens are company employees. Restricts: Weapons, Drugs, Technology, Travellers, Psionics Law Level 1 Low Law Body pistols, explosives, and poison gas prohibited. Prohibitions Based on Government and Law Level Weapons: Poison gas, explosives, undetectable weapons, WMD. Drugs: Highly addictive and dangerous narcotics. Technology: Dangerous technologies such as nanotechnology Travellers: Visitors must contact planetary authorities by radio, landing is permitted anywhere. Psionics: Dangerous talents must be registered. Tech Level D


Hercido Starport C Routine Quality Routine Quality. Only unrefined fuel available. Reasonable repair facilities present. Scout base may be present Size A 16000 KM 16000 KM. Standard Gravity (1.14g - 1.48g) Atmosphere D Dense, high Dense, high. Breathable above a minimum altitude Hydrographics 7 70% water 70% water. Equivalent to Terra or Vland Population 5 100,000 100,000 to 900,000 Government 4 Representative Democracy Representative Democracy. Government by elected representatives. Restricts: Weapons, Drugs, Psionics Law Level 0 No Law No prohibitions. Prohibitions Based on Government and Law Level Tech Level 8 Quality Computers. circa 1980 to 1989, Superconductors; Early communications



Weapon Skill Range Damage Rounds Kill Radius
Combat knife Melee Weapons Hand 1D6 - -
Entrenching tool Melee Weapons Hand 1D8 - -
Beretta 9 mm Firearms 15 m 1D10 8 -
Mannlicher-Carcano 6.5 mm Firearms 150 m 1D12+2 6 -
Villar Perosa-Revelli 9 mm Firearms 50 m Lethality 10% 25 3 m
Bessozi grenade Athletics STRx3 m Lethality 12% - 4 m


Obsolete Guns 46 Weapon Game Stats� 47 Investigator Weapons 52 Handguns 54 Beretta Mod 92FS� 55 Beretta Mod 950BS� 57 Colt Government (M1911A1)� 58 FN Five-seveN� 60 FN-Browning High Power� 61 Glock 17� 63 H&K HK45� 66 H&K P2A1� 68 H&K P7� 68 H&K P11� 70 H&K USP� 71 IMI Desert Eagle� 73 Izhmekh PM� 74 Ruger MK III� 75 Ruger P85� 76 SIG-Sauer P226� 77 S&W M&P40� 80 S&W Model 10 Military & Police� 81 S&W Model 36 Chief’s Special� 82 S&W Model 686 Distinguished Combat Magnum� 83 S&W Model 4506� 84 TASER X26� 86 TsNIITochMash SR-1 Vektor (SPS)� 88 Walther PPK� 89 Walther P5� 90 Walther P99� 91 Full-Auto Conversions 92 Rifles 93 Accuracy International AW� 94 Barrett Model 82A1� 96 Colt M4A1� 98 Colt M16A1� 102 H&K G3A3� 104 H&K G36C� 107 H&K HK416D10RS� 109 H&K-Enfield L85A2 IW� 111 IMI Galil ARM� 113 Izhmash AK� 115 Marlin Model 444SS� 119 Remington Model 700� 120 Ruger Mini-14� 122 Ruger Model 10/22� 123 SIG SG552 Commando� 124 Springfield M1 Garand� 126 Springfield M14� 127 Steyr AUG� 129 Winchester Model 70� 131 Winchester Model 94� 132 Shotguns 134 Baikal IZH-43� 135 Benelli M3 Super 90� 136 Benelli M4 Super 90 (M1014)� 137 Beretta DT10� 139 Daewoo USAS-12� 139 Izhmash Saiga-12� 141 Mossberg Model 500� 142 Remington Model 870� 145 Submachine Guns� 148 Colt SMG R0635� 149 ČZ Sa vz.61 Škorpión� 150 FN P90� 151 Guide Lamp M3� 153 H&K MP5A3� 155 H&K MP7A1� 159 H&K UMP� 160 IMI Uzi� 161 SITES Spectre M4� 163 SWD M-11/9mm� 164 Hand Grenades 167 Stun Grenades 167 Machine Guns� 168 FN MINIMI (M249)� 169 Grossfuss MG42� 171 Saco M60� 173



4.5Table of Example Weapons


>> Melee Weapons
Sample Weapons Damage
Bare hands and feet 1D4–1*
Brass knuckles or steel-toe boot 1D4*
Taser Stun
Ordinary knife or hatchet 1D4*
Combat knife, garotte or nightstick 1D6*
Tomahawk, machete, or baseball bat 1D8*
Large sword, chainsaw 2D6*
Power sword 2D8
>> Ranged Weapons
Sample Weapons Damage Base Range
Thrown Knife 1D4* STR×5 feet
Thrown Spear 1D8* STR×5 metres

*Damage bonus is added for this weapon


>> Small Arms (Projectile/laser)*
Sample Weapons Damage Base Range
Small-caliber pistol 1D8 10/50 metres
Medium Pistol 1D10 15/100 metres
Carbine or very large pistol 1D12 100/500 metres for carbine; 20/200 metres for heavy pistol
Rifle 1D12+2 [Armor Piercing 3] 150/1000 metres
Shotgun/flechette blast, close range 2D10 50 metres

(full damage up to 10m; reduced to 1D10 for 10—20m; reduced to 1D6 for 20+ metres)


>> Automatic and Heavy Weapons
Sample Weapons Skill Base Range Lethality Kill Radius
SMG/laser carbine, fully automatic Firearms 50/200 metres 10% 1–3 m
Battle rifle, fully automatic Firearms 100/1000 metres 10% [Armor Piercing 3] 1–3 m
Very heavy sniper rifle Firearms 250/5000 metres 20% [Armor Piercing 5] None
Plasma rifle** Firearms 200 metres 15% 1–3 m
Light support weapon Military Training (Heavy Weapons) 200/2000 metres 10% [Armor Piercing 3] 3 m
Heavy support weapon Military Training (Heavy Weapons) 400/4000 metres 20% [Armor Piercing 5] 3 m
Hand grenade Athletics 20 metres 15% 10 m
Improvised explosive device Military Training (Demolitions) N/A 15% 10 m
Grenade launcher Military Training (Heavy Weapons) 150 metres 15% 10 m
Rocket-propelled grenade Military Training (Heavy Weapons) 200 metres 30% 10 m
Missile launcher Military Training (Heavy Weapons) 2000 metres 40% 15 m


* Laser weapons, while about as damaging as projectile weapons, have far longer range and no recoil. They’re also capable of automatic fire without recoil penalties. Their power pack capacity is roughly equivalent to magazines in a projectile weapon.

** Plasma rifles fire single shots, but their plasma bolts spall on impact, creating a Kill Radius.


>> Selective Fire
Type of Fire Ammo/Charges Used Lethality Kill Radius
Short Burst 3 10% None
Long Burst 5 10% 1 yd
Short Spray 10 10% 2 m
Long Spray 20 10% 3 m





<a href="#axes" class="header-anchor">#</a> Axes

<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Axe, One-handed (1H) Small Axe 10 7 7 1D6+1 6 1 0.4 4 S
Axe, One-handed (1H) Battle Axe 10 13 7 1D8+2 8 2 0.8 3 S
Axe, Two-handed (2H) Battle Axe 5 9 7 1D8+2 8 2 0.8 3 S
Axe, Two-handed (2H) Great Axe 5 11 7 2D6+2 10 2 1.2 2 S
Axe, Two-handed (2H) Dagger-axe 5 13 9 3D6 10 3 1.5–2 1 S

<a href="#swords-daggers" class="header-anchor">#</a> Swords & Daggers

<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Dagger Dagger 15 1D4+2 6 (4) 0.2–0.3 4 CT
Dagger Dagger, Parrying 15 1D4+2 8 (3) 0.2–0.3 4 CT
Dagger Dagger, Throwing 5 9 1D4 6 (6) 0.2 4 CT
Dagger Sickle 5 1D6+1 6 1 0.5 3 S
Sword, One-handed (1H) Broadsword 10 9 7 1D8+1 12 1 1 2 CT
Sword, One-handed (1H) Kopis 10 9 9 1D8+1 12 1 1 2 S
Sword, One-handed (1H) Rapier 10 7 13 1D6+1 8 1 1.2 2 CT
Sword, One-handed (1H) Shortsword 10 1D6+1 12 1 0.6 3 CT
Sword, Two-handed (2H) Greatsword 5 11 13 2D8 12 2 1.5 1 S
Sword, Two-handed (2H) Rhomphaia 5 11 9 2D6+2 10 2 1.2 2 S
Sword, Two-handed (2H) Sickle-sword 5 9 9 1D10+1 12 1 1.2 2 S

<a href="#unarmed-attacks" class="header-anchor">#</a> Unarmed Attacks

<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Fist Cestus, Heavy 25 11 1D3+2 8 1 0 4 H
Fist Cestus, Light 25 7 1D3+1 4 (2) 0 4 H
Fist Claw 25 7 9 1D4+1 Arm 1 0 4 CT
Fist Fist 25 1D3 Arm 0 0 4 H
Grapple Grapple 25 Special Arm 0 0 4 H
Kick Kick 15 1D6 Leg 0 0 4 H

<a href="#hammers-maces-clubs" class="header-anchor">#</a> Hammers, Maces & Clubs

<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Hammer, One-handed (1H) Hammer, War 10 11 9 1D6+2 10 1 0.8 3 C
Hammer, Two-handed (2H) Hammer, Great 5 9 9 2D6+2 5 3 1.5 1 C
Hammer, Two-handed (2H) Maul 10 17 7 2D8 12 5 1.5 1 C
Mace, One-handed (1H) Mace, Heavy 15 13 7 1D8+2 10 2 0.8 3 C
Mace, One-handed (1H) Mace, Light 15 7 7 1D6+2 6 1 0.6 3 C
Mace, One-handed (1H) Singlestick 15 9 1D6 5 (2) 0.9 4 C
Mace, One-handed (1H) Club, Wooden 15 7 7 1D6 4 (2) 0.4 4 C
Mace, Two-handed (2H) Mace, Two-handed 10 9 7 1D8+2 10 2 0.8 3 C
Quarterstaff Quarterstaff 15 9 9 1D8 8 2 2 0 C


<a href="#spears" class="header-anchor">#</a> Spears

<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Spear, One-handed (1H) Javelin 10 9 9 1D6 8 1 1.5 2 I
Spear, One-handed (1H) Spear, Short 5 9 7 1D6+1 10 2 1.5 2 I
Spear, One-handed (1H) Lance 5 9 7 1D10+1 10 3 3.5+ 0 I
Spear, Two-handed (2H) Pike 15 11 7 2D6+1 12 3 3.5+ 0 I
Spear, Two-handed (2H) Spear, Long 15 9 7 1D10+1 10 3 3 0 I
Spear, Two-handed (2H) Spear, Short 15 7 7 1D8+1 10 2 1.5 1 I

<a href="#pole-weapon" class="header-anchor">#</a> Pole Weapon

<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Lasso Pole Lasso 05 9 13 —* 4 3 3 1/MR


<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Lasso Pole Lasso 05 9 13 —* 4 3 3 1/MR
<thead></thead> <tbody></tbody>
Category Name Skill Base range Mag Damage Lethality Kill Rad. Modes TL Notes
Small pistol Small slug gun Firearms 10 15 1D8 - - S 2 Compact

</thead> <tbody>Small pistol Pocket laser Firearms 50 20 1D8 - - S 2 Compact</tbody>


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