Equipment
The following is some bonus pieces of equipment for use in Stars Without Number.
Armour
- Energy Shields/Arrays are a type of shielding technology designed to repel energy blasts. Energy shields typically appear as a simple bracer, but if the wearer uses an On Turn action to activate the device, a circular shield of energy sprouts out. Energy arrays present a telltale glow. Both only work against energy weapons (and only TL4 varieties).
- Hardlight Shields/Arrays are a type of shielding technology designed to repel physical matter that has been accelerated to a high velocity--namely bullets. Hardlight shields typically appear as a simple bracer, but if the wearer uses an On Turn action to activate the device, a circular shield of coloured light sprouts out. Hardlight arrays present a telltale shimmer. Both only work against ranged weaponry that uses ammo.
- Spectre Armour This sleek, nearly skintight suit of armour has a surface of polychromatic phase compounds that trap heat and shift colour to blend with the wearer's surroundings. This suit grants the wearer a +1 bonus to Dex/Sneak checks and prevents them from appearing on infrared. The wearer is also invisible to “dumb” sensor hardware such as motion detectors, laser tripwires, radar, or other automated sensors. A sentient creature watching a monitor or otherwise actually studying readings can realize that something is wrong, however.
- Combat Chestpiece This modified combat field uniforms sacrifices protective coverage to cut down on bulk.
- Storm shield: This bulky shield is reinforced with steel-titanium plating, capable of withstanding a massive amount of damage. The wielder gains 14 AC (or a +1 bonus if their AC is already 14 or higher) but they cannot add their Dexterity modifier to their AC. Storm shields can be 'braced' as a Move Action to provide half cover for one creature.
- Mandorian Armour: Once specific to a small sect of elite warriors, this armour has since become widespread across the galaxy. Mandorian armour comes with a mastercrafted jetpack modification (which operates for 1 hour on a Type B power cell) and an integrated grapnel launcher, and allows the wearer to fall up to 20 metres without suffering harm.
- Scout Armour: This advanced suit of combat armour offers less protection than the typical combat field uniform, but more than makes up for it with enhanced speed, agility, and stealth--courtesy of kinetic energy stores, more flexible plating, and a surfacing of colour-shifting compounds. The wearer's base movement speed increase by 5 metres and they gain a +1 bonus to Dex/Sneak checks and Evasion saves.
- Strike Suit: Strike suits are similar to assault suits, but designed with maneuverability and utility in mind instead of pure defense. Aside from functioning as an assault suit, a strike suit is fitted with integral gravitic boosters that allow the the wearer to leap up to 15 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 30 meters without suffering harm. Microscale grav plates also allow the wearer to fly at 10 metres per round in zero gee or microgravity environments
| Armour | AC | Cost | Enc. | TL |
|---|---|---|---|---|
| Street Armour | ||||
| Energy Shield | 14/+1 bonus | 750 | 1 | 4 |
| Energy Array | 18 | 1,500 | 0 | 4 |
| Hardlight Shield | 14/+1 bonus | 500 | 1 | 4 |
| Hardlight Array | 18 | 1,000 | 0 | 4 |
| Spectre Suit | 15 | 10,000 | 1 | 4 |
| Combat Armour | ||||
| Combat Chestpiece | 15 | 900 | 1 | 4 |
| Mandorian Armour | 15 | 2,000 | 2 | 4 |
| Scout Armour | 15 | 2,000 | 1 | 4 |
| Storm Shield | 14/+1 bonus | 200 | 1 | 4 |
| Powered Armour | ||||
| Strike Suit | 17 | 12,000 | 2 | 4 |
Ranged Weapons
- Flamethrowers are wantonly destructive weapons of war capable of spewing liquid fire over a massive area. Attacks made with this weapon are always suppressive and can only target an area, not a specific person. Flammable objects that aren't been worn or carried are ignited if caught in this area.
- Thermal grenades are packed with an incendiary device and concentrated liquid fuel. Upon detonation, they set 5 metre radius alight, causing flammable objects to become consumed in flames. Hitting a target directly (avoided with an Evasion saving throw) sets the target alight, requiring a Main Action to douse the fire.
- Spike grenades are specifically designed to disable and destroy vehicles. As a Main Action, a piton-like spike attached to the grenade can be hammered into the hull of a vehicle, detonating at the end of the user's next turn. This does an extra 2d4 damage.
- Smoke grenades do exactly what they say on the tin, creating a 5 metre radius hemisphere of thick, opaque smoke wherever they detonate.
- Flashbang grenades cause a sudden and powerful emission of light and sound that temporarily stuns targets within a certain range. Any biological creature within 5 metres must succeed on a Physical/Evasion saving throw or be blinded and deafened until the end of their next turn.
- Plasma grenades are the TL4 equivalent to typical grenades. Packed with miniature battery-like charges, they can be caused to overcharge and explode with a simple press of a button. They detonate on impact, and unlike typical grenades, they miss by only 1d6 metres on a miss.
- Particulate grenades release a thick cloud of transparent airborne particles in a 5 metre radius that halves the range of laser weapons and imposes a -4 penalty to hit on attack rolls with them.
- Singularity grenades are incredibly advanced piece of pretech weaponry. Upon detonation, untethered creatures and objects within 10 metres are dragged into the point of detonation, which subsequently explodes with metadimensional energy. Targets cannot use their high AC to subtract points from this damage.
- Mag Snipers follow the rules of sniper rifles and mag weaponry, save that their weight and bulk require they be set up as a Move Action prior to firing. If this isn't done, attack rolls with the mag sniper take a -4 modifier (-8 if the shooter moved on the same turn).
| Ranged Weapon | Dmg. | Range | Cost | Mag | Enc. | Attr. | TL |
|---|---|---|---|---|---|---|---|
| Flamethrower | 2d8# | 30/50 | 400 | 10 | 1 | Dex | 3 |
| Grenades | |||||||
| Thermal | 4d4 | 15/45 | 50 | -- | 1# | Dex | 3 |
| Spike | 3d6 | 10/20 | 50 | -- | 1# | Dex | 3 |
| Smoke | -- | 15/45 | 25 | -- | 1# | Dex | 3 |
| Flashbang | -- | 15/45 | 25 | -- | 1# | Dex | 3 |
| Plasma | 2d8 | 15/45 | 100 | -- | 1# | Dex | 4 |
| Particulate | -- | 15/45 | 40 | -- | 1# | Dex | 4 |
| Singularity | 4d10 | 15/45 | 500 | -- | 1# | Dex | 5 |
| Mag Sniper | 2d10 + 2 | 1,500/3,000 | 750 | 1 | 2 | Dex | 4 |
Melee Weapons
- Monoblades are ultra-sharp blades capable of piercing even powered armour. Typically made from a combination of comptabile metals and plastics, such blades are incredibly durable despite their thinness, granting with them gain a +1 bonus to hit.
- Thermoblades are blades capable of conducting tremendous amounts of heat without losing their structure/edge, allowing them to carve through advanced armours like... well, a hot knife through butter. A thermoblade ignores up to 5 points of Armour when dealing damage to a vehicle.
- Vibroblades are fitted with a compact ultrasonic vibration generator which can cause the blade to vibrate at incredible speed, turning even a glancing blow into a gaping wound.
- Chainblades are to chainsaws as a battle axe is to a stick. There is no death more messy or painful than by the chain, no sound more terrifying than that buzzing roar in your ear.
- Power fists are gauntlets fitted with extra plating and micronised propulsors, allowing their wearer to strike with tremendous power. A power fist is equipped as part of a suit of powered armour, and counts as readied while the suit of armour is worn. Power fists are powered by the same battery as the suit, and attacks with power fists are made using the Punch skill. Power fists are awkward and unwieldy, and can't be used to fire ranged weapons, press small buttons, or manipulate most controls.
- Kinesis wraps are special metaplast gloves, boots, or knuckle dusters that translate the user’s blows into very focused impact points. A person using kinesis wraps (even if simply wearing them while fighting unarmed) can injure even those targets who are wearing advanced armor that would normally render them immune to fisticuffs. Fighting with kinesis wraps uses the Punch skill, which a user can add to damage rolls (but not Shock damage). This bonus does not stack with the bonus from unarmed combatant.
| Melee Weapon | Dmg. | Shock | Thrown Range | Cost | Attribute | Enc. | TL |
|---|---|---|---|---|---|---|---|
| Monoblades | |||||||
| Knife | 1d6 | 1 point/AC 15 | 10 | 40 | Str/Dex | 1 | 4 |
| Throwing Knife | 1d6 | NA | 10/20 | 30 | Str/Dex | 1# | 4 |
| Sword/Axe | 1d8+1 | 2 points/AC 13 | NA | 60 | Str/Dex | 1 | 4 |
| Spear | 1d8+1 | 1 point/AC 13 | 10/30 | 80 | Str/Dex | 1 | 4 |
| Claymore | 1d12+1 | 2 points/AC 15 | NA | 90 | Str | 2 | 4 |
| Thermoblades | |||||||
| Knife | 1d6 | 1 point/AC 15 | 10 | 40 | Str/Dex | 1 | 4 |
| Sword/Axe | 1d8+1 | 2 points/AC 13 | NA | 60 | Str/Dex | 1 | 4 |
| Spear | 1d8+1 | 1 point/AC 13 | 10/30 | 80 | Str/Dex | 1 | 4 |
| Claymore/Greataxe | 2d6+1 | 2 points/AC 15 | NA | 90 | Str | 2 | 4 |
| Vibroblades | |||||||
| Knife | 1d6 | 2 points/AC 15 | 10 | 40 | Str/Dex | 1 | 4 |
| Sword/Axe | 1d8+1 | 3 points/AC 14 | NA | 60 | Str/Dex | 1 | 4 |
| Claymore | 1d12+1 | 3 points/AC 16 | NA | 90 | Str | 2 | 4 |
| Chainblades | |||||||
| Sword/Axe | 2d4+2 | 2 points/AC 13 | NA | 60 | Str/Dex | 1 | 4 |
| Claymore/Greataxe | 2d6+3 | 2 points/AC 15 | NA | 90 | Str | 2 | 4 |
| Power Fist | 1d12+1 | 2 points/AC 15 | NA | 100 | Str | 1 | 4 |
| Kinesis Wraps | 1d6 | 1 point/AC 15 | NA | 60 | Dex/Str | 1 | 4 |
Heavy Weapons
- Eviscerator Beams are perhaps the most effective portable TL4 anti-tank weapons. These heavy shoulder-mounted projectors are voracious energy hogs, requiring the equivalent of a Type B energy cell for each bolt fired. The slight lag between visible targeting activation and pulse emission give most intelligent creatures time to dive out of the beam's path, making it an ineffective weapon against mobile human-sized targets.
- Gatling Cannons are essentially TL4 heavy machine guns, capable of tearing through heavily armoured tanks and turning a person to red mist. Each round of firing eats 50 credits worth of projectile ammunition.
- Missile Launchers are the TL4 version of rocket launchers, with more advanced sensors and greater armour penetration. Ranged attacks made with a missile launcher against a human-sized target only take a -2 modifier to hit when within minimum range. Missile launchers deal half damage to any human-sized targets within 5 metres of detonation. A successful Evasion save negates this damage.
- Land Mines are TL3 explosives designed to provide defensive cover and area denial. Stepping on such a device causes instant detonation. Targets take 1 less point of damage for each point of AC above 14. Detecting a mine requires either sophisticated sensors or painstakingly slow inspection. A group can make its way safely through a minefield by spending three minutes searching per meter traveled. Groups that rely on luck must all make Luck saving throws every ten meters they travel. Anyone who fails a check detonates a mine.
- Trip Mines are TL4 land mines that erupt from the ground to explode at eye level when triggered. Other targets within 2 metres of the target who triggered the mine take half damage, though they can succeed on an Evasion saving throw to completely avoid it. A high AC cannot be used to reduce damage from a trip mine.
- Neutron Pumps are antipersonnel weapons that utilise high-energy neutrons to poison and kill entrenched enemies. One shot hits anyone in a 20 metre cone who isn't behind a foot of earth, an inch of leard or other dense metal, or specialised anti-radiation shielding. Victims must immediately make two Physical saving throws. If both succeed, the victim loses a quarter of their current hit points, rounded up, over the next 1d6 minutes. If only one succeeds, they lose three-quarters of their current hit points over the next 1d6 1d6 minutes and will die within an hour unless treated by a TL4 medkit or anti-radiation drugs. If both saves fail, the victim dies in 1d6 minutes without such medical treatment. Repeated hits from a neutron pump require additional saves, but only the worst outcome is used. A heavy neutron pump is a vehicle-mounted weapon with a range of 200 metres, with a cone of 50 metres at the farthest point. An area hit thusly remains 'hot' for up to a week after such scorching. Any unprotected creature that enters the zone must save as if struck by the pump for every round spent in the area.
| Heavy Weapon | Dmg. | Range | Cost | Mag | Enc. | Attr. | TL |
|---|---|---|---|---|---|---|---|
| Eviscerator Beam | 3d12 | 500/1,000 | 10,000 | 10 | 2 | Dex | 4 |
| Gatling Cannon | 3d6# | 500/4,000 | 10,000 | 10 | 3 | Dex | 4 |
| Missile Launcher | 3d10 | 2,000/4,000 | 8,000 | 1 | 2 | Dex | 4 |
| Land Mine | 1d8 | NA | 15 | Single Use | 1# | NA | 3 |
| Trip Mine | 2d6 | NA | 25 | Single Use | 1# | NA | 4 |
| Neutron Pump | Special | Special | 15,000 | Special | 2 | NA | 4 |
General Equipment
| General Equipment | Cost | Enc. | TL |
|---|---|---|---|
| Ammo Sling | 10 | 1 | 3 |
| Datapurger | 200 | 1 | 4 |
| Holographic Projector | 250 | 1 | 4 |
| Lecto Gloves | |||
| Basic | 25 | 1 | 4 |
| Intermediate | 7,500 | 2 | 4 |
| Advanced | 15,000 | 3 | 4 |
| Mag Boots | 50 | 1 | 4 |
| Security Turret | 250 | 2 | 4 |
| Shield Generator | |||
| Basic | 500 | 1 | 4 |
| Intermediate | 1,000 | 2 | 4 |
| Advanced | 2,500 | 3 | 4 |
| Vapour Mask | 100 | 0 | 4 |
- Ammo Slings are a standard part of most combat uniforms, consisting of a simple sling with pouches for holding ammo magazines. A single ammo sling can hold three items (ammo magazines, type A battery cells, grenades, etc.). To a sufficiently trained individual, these three items count as Readied while the sling is Readied. A character can benefit in this way from only one ammo sling at a time.
- Datapurgers are small, handheld devices that utilise powerful magnetic fields to wipe data from devices. A datapurger requires physical contact with a device to wipe it, and certain devices have specialised shields that prevent such data loss. Datapurgers are only effective against personal computer-sized devices or smaller, and even then a sufficiently skilled programmer could recover some shreds of data. Consumes one type A cell per ten uses.
- Holoprojectors are a series of bands that go around a wearer's forehead, neck, torso, arms, and legs. When activated as a Move Action, a holoprojector projects a rough holographic image of another person over the wearer. A holoprojector can store up to 10 such images, none of which stand up to any focused attention. Constructing a new image is a painstaking process that can take up to a week of work. These holographic projections do not include sounds or smells, and are immediately revealed to be holographic when touched or interacted with in any physical way. A holographic projector can be worn with armour, but can't be used to craft an image smaller than what the wearer is currently wearing. A holoprojector consumes one type A cell for each day of use.
- Lecto Gloves are gloves lined with holoemitters, digital sensors, and motion trackers. The basic version allows for keyboard-less typing and the easy somatic manipulation of terminals that lack an interface, provided a connection (wireless or wired) has been made. The intermediate version incorporates data phase tap technology that allows the user to tap into data lines obscured by solid objects, such as walls. The most advanced lecto gloves are packed with intrusion-optimization hardware and integral line tapping tools, acting as black slabs atop of everything else.
- Mag Boots are bulky boots that allow a wearer in 0-g to attach to ferrous floors or the hulls of a spacecraft. When worn or integrated with a vacc suit or suit of powered armour, they have 0 encumbrance. Sneak checks made while wearing mag boots take a -1 penalty.
- Security Turrets appear at first to be nothing more than sturdy, bulky tripods. When mounted with a ranged weapon, however, they become automated dealers of death. A weapon can't be heavy, must weigh 2 points of encumbrance, and must be designed or modified (requiring Fix-1 and four hours work) in order to be mounted on a security turret. A basic security turret is equipped with motion sensors effective in a 50-metre radius semicircle and can fire once per round with a hit bonus of +2 at a random target in that area. Security turrets always go last in initiative. A security turret can be coded to not target individuals emitting a certain signal, typically from a compad or other such device. A turret can also be coded to always fire in burst mode, and can be fitted with a backup magazine which the turret can use to reload its weapon when it runs out of ammo (this requires a full turn). A heavy weapon version can be purchased for ten times the base price. Such a turret costs 10 times the base price, weighs 3 encumbrance points, can detect targets out to a range of 250 metres, and be fitted with a heavy weapon weighing 3 encumbrance points or less. Security turrets are not widely used due to the very real risk of a hacker turning one against its owner.
- Shield Generators are portable devices capable of generating a dome of protective energy. A shield generator needs to be placed on solid ground to function, and can be activated as a Move Action. The prices listed below are for one-use shield generators, which last until their power runs out or their hit points are reduced to 0, after which they become junk. Reusable shield generators cost 10 times the listed price, but can be recharged at a rate of one Type B power cell per 10 hit points per minute. Shields are two-way, blocking energy or ammunition fired from inside or outside. Some shields have an Armour value. Such shields reduce all incoming damage by the amount listed, except for damage from TL4 heavy weapons. When a shield is reduced to 0 hit points, extra damage only carries over if inflicted by a heavy weapon. Different types of shields have different strengths/sizes:
- Basic shield generators create a 2 metre radius shield with 10 hit points.
- Regular shield generators create a 5 metre radius shield with 20 hit points and 5 Armour.
- Advanced shield generators create a 10 metre radius shield with 30 hit points and 10 Armour.
- Vapour Masks are collars or headbands that emit a haze of electromagnetic radiation, infrared, and heat that effectively hides one's face from most video capturing technology. V.I.'s and other sentient systems are unaffected, but the typical camera will pick up only a misty blur. Understandable, vapour masks are highly illegal.
Cyberware
- Combat Arm: This prosthetic arm has been fitted with powered servos designed specifically for close combat, allowing the user to smash concrete with a single blow. The user may add their Stab skill level to a melee weapon's damage roll, their Punch skill to an unarmed damage roll, and their unarmed attacks count as TL4 weapons for the purpose of overcoming advanced armours. Combat limbs, though quite capable at destroying inanimate objects, do not enable an otherwise unenhanced individual to lift heavy loads. Such combat limbs are also poorly suited to finer motor skills, imposing negative modifiers on relevant skill checks (aiming ranged weapons, piloting vehicles, etc.).
- Cyberclaws: This version of a body arsenal array trades subtlety for brute force, often projecting spikes, talons, elbow blades, and other large, sharp polyceramic implements. While the array’s existence is obvious to any close visual inspection or weapons scanner, it counts as a monoblade in hand-to-hand combat, and can be used with either the Stab or Punch skills, adding the skill level to the weapon’s damage roll. Cyberclaws can affect targets in powered armor, but they cannot be used while wearing any unmodified armor or vacc suit with an encumbrance value higher than 0.
- Decoy Cyberware: While it’s usually impossible to conceal the fact of existing cyberware from a medical examination or deep security check, the Decoy system involves intricate re-engineering of the system to appear as a more innocuous type of cyberware of the user’s choice. Cyberclaws can be concealed as an integral commlink, revenant wiring can be made to appear as a direct interface, and so forth. Actual use of the cyberware is not hindered, though its true nature may be obvious if deployed. Each Feint system must be associated with a specific piece of cyber, and if multiple systems are to be concealed then multiple installations are necessary. Once in place, only pretech-level bioscanners or actual surgical investigation will reveal the true nature of the cyberware.
- Deep Echo Radar: Implanted in the user’s torso, this tech uses assorted penetrative radio waves to assemble a mental map of the nearby surroundings. The user can get a sense of masses and shapes through walls less than twenty centimeters thick, with awareness of unobstructed space out to about ten meters. The information is conveyed in a pale green overlay atop their ordinary vision. Users suffer no penalties for blindness within the radar’s range and can distinguish details sufficiently to tell people apart. The radar is extremely “loud”, however, and runs the risk of triggering some advanced postech security alarms.
- Direct Interface, Level-1: A series of universal interface ports are implanted in the subject in conjunction with a subvocal pickup unit and audiovisual patch films for ears and eyes. As a result, the user can control and receive input from most standard electronic equipment without accessing the usual keyboards, screens, or controls. Wireless-capable devices can be operated from within thirty meters, while other gear usually allow for direct plugs to jacks usually implanted along the spine. While this operation is hands-free, the controls require standard subvocalization and subtle somatic gestures, and are no quicker or more precise than standard methods.
- Direct Interface, Level-2: This interface integrates much more deeply into the somatic nervous system of the user, allowing wireless mental input and output even from devices not typically configured for wireless use (close proximity is required in such cases). The user sends commands and receives images and sound from the devices through simple mental focus, with no subvocalizations or gestures required. The cyberware grants a +1 bonus to all Pilot or Program skill checks with equipment used via the interface and Hacks are performed as if with line shunts while a physical connection is maintained, but users run the risk of cerebral crosstalk interfering with the operation when rushed or in a tense situation. On a natural skill roll of 2, the attempt automatically fails with some significant negative consequence.
- Integral Biostatus Monitor: A series of probes and filters are implanted in the subject, all designed to maintain a steady observation of the user’s physical condition and any ambient dangers. The monitor will alert the subject on exposure to any poison, pathogen, or radiation, and will identify the substance and standard treatment if it exists in the toxicological libraries. This quick identification grants a +2 on the first skill check made to treat a poison or infection. The instant diagnostic information also allows a +1 bonus on all Heal skill checks to aid a wounded character.
| Cyberware | Cost | Strain | TL |
|---|---|---|---|
| Combat Arm | 2,500 | 1 | 4 |
| Cyberclaws | 500 | 1 | 4 |
| Deep Echo Radar | 500 | 1 | 4 |
| Decoy Cyberware | 5,000 | 1 | 4 |
| Direct Interface, Level One | 3,000 | 0 | 4 |
| Direct Interface, Level Two | 30,000 | 1 | 5 |
| Integral Biostatus Monitor | 1,000 | 0 | 4 |
| Integral Comlink | 500 | 0 | 4 |
| Integrated Exosuit | 5,000 | 2 | 4 |
| Integrated Intelligence | 7,500 | 2 | 4 |
| Optic-Manus Pairing | 10,000 | 3 | 4 |
| Panic Button Implants | 25,000 | 1 | 4 |
| Personal Augmentation Tech | 300 each | 0 | 4 |
| Phospour Tattoos | 100 | 0 | 4 |
| Prosthetic Limb, Basic | 500 | 0 | 4 |
| Vaulters | 4,000 | 2 | 4 |
- Integral Commlink: A more limited version of a standard ghost talker transceiver, integral commlinks are meant to operate within a planet or ship’s ordinary communications grid. They do not function in the absence of such a grid unless the user is plugged into a supplementary transmission device such as a comm server. So long as the grid is available, however, the user can place and receive calls and audiovisual recordings. Activation is through subvocalized commands.
- Integrated Exosuit: Sophisticated versions of this cyberware involve weaving reinforced carbon fibres into muscle tissue and reinforcing bones and skin with shock-absorbent plating, while junkyard versions can be as primitive as a bulky metal rig welded directly--and with a great deal of pain--into bone. Regardless, the result is the same: enhanced strength at the cost of maneuverability.
The user's Strength modifier increases by 1 while their Dexterity modifier decreases by 1. The user can leap up to 10 metres as a Move Action, horizontally or vertically, and can ignore falls of up to 20 metres so long as they can land on their feet, which may require an Evasion save. The benefits of integrated exosuits do not stack with pseudomechs. The more primitive integrated exosuits may also impose penalties on Sneak checks. - Integrated Intelliegence: This extensive modification involves the implantation of an expert system into the base of the user's skull, along with radio wiring and optical augmentation similar in scope to a ghost talker transceiver. The expert system is capable of searching databases, organising events, taking notes, capturing and broadcasting audio/video, and so on. For ten times the listed cost, the expert system can be upgraded to a VI, though many governments have ruled this illegal, being tantamount to imprisonment. A VI's data core can be swapped for another with little effort, though many VI's are unsuited to such work. If the user already has a ghost talker transceiver, an integrated intelligence effectively replaces it, and is 2,000 credits cheaper.
- Optic-Manus Pairing: This cyberware consists of a replacement eye and arm, both of which are obviously cybernetic in nature, along with a host of neural override fibers connecting the two. The optic-manus pairing allows the user to designate up to six targets within 100 metres as a Move Action, and then fire at those targets as a Main Action. Each hit roll after the first takes a cumulative -1 modifier to hit, and using the optic-manus pairing costs System Strain equal to the number of targets.
- Panic Button Implant: This small composite disk contains a powerful cocktail of regenerative nanites and bonded oxygen substitutes, all intended to maintain life in an otherwise nonviable user. One minute after a character reaches 0 hit points due to injuries, the panic button triggers to flood the subject with medical compounds, restoring them to 1 hit point if there aren’t any major tissue masses missing from the remains. The panic button will not trigger if someone has successfully used a lazarus patch or some other stabilizing treatment in the time since “death”. Panic buttons are oneshot cyber, and degrade after use in an automatic de-installation procedure that takes one week to complete. The process is always extremely traumatic to the subject, and a victim automatically loses 1d4 points off of Strength, Dexterity, or Constitution, divided up as the player chooses. If the subject’s Constitution modifier goes down due to this loss, they lose 1 hit point per level.
- Personal Augmentation Technologies: Less elaborate and more finely-controlled than a full-scale biosculpt, these augmentations involve a wide range of minor outpatient implants, tweaks, and adjustments revolving around personal grooming and intimate activities. Hair removal or growth, body geometry alterations, physical performance enhancement, integral hygiene implants, and other minor technologies all come under this heading.
- Phosphor Tattoos: Luminous or textured images can be programmed into the wearer’s epidermis. New patterns or images can be uploaded by means of an inductive data feed that is simply pressed to the user’s skin. The tattoos can be switched on or off with a subvocalized command, and cast light in a faint aura if sufficient skin is exposed.
- Prosthetic Limb, Basic: This prosthetic limb functions identically to the arm/hand/leg/foot/eye it replaces, but is clearly prosthetic, being metallic or plastic without a skin-like coating.
- Vaulters: These prosthetic legs are loaded with hydraulics, kinetic pumps, and impact dampers. They only function in pairs, allowing the user to leap up to 20 meters as a Move action, either horizontally or vertically, and to fall up to 40 meters without suffering harm. Gyroscopic weights always reorientate the user to land on their feet, provided they aren't restrained or otherwise overly burdened. Vaulters cannot be fully utilised by a user wearing powered armour.
Pseudomechs
Pseudomechs are the lovechild of mech suits and powered armour. Some are little more than exoskeletons designed for manual labour, while others are engines of war. Pseudomechs require a month of training and Pilot-0 to effectively operate (powered armour training counts, but imposes a -1 modifier to all relevant checks until full training is completed). Pseudomechs are ideal for lifting heavy loads, but are useless at manipulating more delicate instruments. Pseudomechs are treated as powered armour for the purposes of modifications, and have the following qualities:
- A pilot in a pseudomech can use Pilot in place of Exert when relevant.
- A pseudomech doesn't count as a Readied/Stored item for the purposes of encumbrance.
- A pseudomech runs on type B batteries.
- A pilot in a pseudomech cannot add their Dexterity modifier to their AC.
- A pilot in a pseudomech can use Int in place of Dex when shooting ranged weapons.
- The Dexterity modifier of a pilot in a pseudomech is treated as 1 less than normal.
- A pseudomech has a certain number of hit points. When a pseudomech's pilot takes damage, they can choose to make the pseudomech take the damage instead. Any damage that exceeds the pseudomech's current hit points is dealt to the pilot. A technician can restore a number of hit points per hour equal to 1 plus twice their Fix level, at a cost of 500 credits of spare parts per hit point.
- A pseudomech has a certain number of encumbrance points, and can be fitted with a number of items with a total encumbrance up to this value.
- A pseudomech has a Strength modifier. A pilot uses this modifier in place of their own (even in relation to encumbrance). Pseudomechs with a * can add this modifier to the Pilot's own if the Pilot's modifier is equal or greater than the pseudomech's.
- A pseudomech has a speed modifier, which increases/decreases the pilot's base movement speed by the specified amount. A pseudomech in a cramped space cannot benefit from such an increase.
| Pseudomech Type | Cost | AC | HP | EP | Str. Mod. | Speed Mod | Battery Life | Tonnage | TL |
|---|---|---|---|---|---|---|---|---|---|
| Exoskeleton, Light | 500 | 13 | 0 | 3 | +1* | -1 | 1 Day | 0.1 | 4 |
| Exoskeleton, Heavy | 2,000 | 14 | 5 | 4 | +2/+1* | -1 | 12 Hours | 0.2 | 4 |
| Bulldozer | 3,000 | 15 | 5 | 5 | +3 | +0 | 8 Hours | 0.5 | 4 |
| Wrecker | 10,000 | 15 | 15 | 6 | +3 | +0 | 6 Hours | 1 | 4 |
| Exoskeleton, Military | 15,000 | 16 | 10 | 4 | +2* | +2 | 8 Hours | 0.2 | 4 |
| Destroyer | 20,000 | 16 | 20 | 8 | +3 | +3 | 4 Hours | 2 | 4 |
| Annihilator | 50,000 | 17 | 25 | 10 | +4 | +5 | 1 Hour | 5 | 5 |
- Exoskeletons are the most threadbare variety of pseudomech, so to speak. Like a combination of climbing harness and dune buggy chassis, it can take up to ten minutes for a pilot to get strapped into such a suit, and up to a minute to exit one. Light and heavy exoskeletons are often used by labourers or in industrial work, while military exoskeletons are geared toward combat scenarios.
- Bulldozers are the next biggest. These bulky suits are powerful enough to crush steel beams with one 'hand', but nonetheless remain less armoured than a typical combat field uniform.
- Wreckers are more heavily-armoured bulldozers, with sufficient space for multiple weapons/shields.
- Destroyers are the true engines of war, designed solely for combat. These suits can mount a heavy machine gun or a gatling cannon, but the pilot must use their Move Action to brace before firing such forceful weapons.
- Annihilators are pretech marvels, more a mech than some mech suits. Despite providing their pilot with a significant damage buffer, annihilators' power-intensive operation and vulnerability to heavy weapons significantly hinder their usefulness on the battlefield. At the cost of 5 encumbrance points, an annihilator can mount any heavy weapon.
Artifacts
- Lightsabres: A lightsabre is an ancient relic, an elegant weapon from a more civilised time. A lightsaber can be activated as an On Turn action to cause a 3-foot blade of coloured energy to appear from one end. While activated, a lightsaber is treated as a medium advanced melee weapon that deals an extra 1d10 damage on a hit and deals 2 points of Shock damage to any enemy of AC 20 or lower (who isn't wearing lightsabre-proof armour or wielding a lightsabre themselves). Lightsabers can cut through almost any material, though blast doors or military grade defences might take a while, and as such can ignore up to 5 points of a vehicle's Armour. Only Jedi can effectively use lightsabres. If you don't have Jedi training, you hit yourself automatically on any hit roll of 1 or 2.
- Third Eye: This advanced psitech cyberware enhances psionic abilities, growing and evolving along with the psychic into whom it is implanted. A Third Eye grants +1 Effort and a bonus specific to a discipline in which the psychic has at least one level. A psychic who does nothing but concentrate for ten minutes can swap to a different bonus. This process can be shortened to a Main Action by Committing Effort for the day.
- Metapsionics: Your mastery of the metapsionics is mirrored by a mastery over your third eye. You can cause your third eye to become invisible and undetectable by sensors. While this bonus is active, you can swap to a different bonus as an On Turn Action, but swapping back has the usual costs.
- Telekinesis: Damage you deal with telekinetic powers is increased by an amount equal to your Telekinesis skill. You can cause telekinetic attacks to curve around obstacles, effectively ignoring cover. Attacks you make against creatures you can't see have a 50% chance of missing.
- Telepathy: You can attempt to hypnotise a non-violent organic creature who can clearly make out the details of your tattoo. The target makes a Mental saving throw with a negative modifier equal to your Telepathy skill. On a failure, the target stays completely still, staring at your third eye, for so long as you don't move. Once contact is broken, the target makes the same Mental saving throw. On a failure, they remember nothing of the encounter.
- Teleportation: You gain an awareness of other teleporters and their movements. If a teleporter is about to teleport to a location you can see, you can observe a small cloud of metadimensional energy in the location. When a teleporter you can see uses Personal Apportation, they leave behind a similar cloud. If you can reach this cloud within 1 minute of the teleporter's departure, you can follow them, using Personal Apportation to teleport to the same destination. You can do this even if the location is beyond your normal range.
- Phase Skin: A type of protective equipment favored by infiltrators and recon troops, a phase skin resembles a snug armored bodysuit. Comprised of photomimetic materials that shift to blend with the surroundings, a phase suit grants you a +1 bonus to Stealth checks while wearing it. More significant is its ability to briefly phase out of synchrony with the material world, which you can activate as an On Turn Action. Until the start of your next turn, you become intangible, capable of moving up to 30 metres as a Move Action and 'swimming' through solid or liquid matter, such as up through the walls of a building. While the suit is active, you cannot be affected by conventional projectile or energy weapons and can pass through anything short of pretech containment shielding, but you cannot affect the material world, though you can see and hear with minimal distortion. If you end your turn embedded in a solid object the suit will force you into the nearest unoccupied space within 30 metres. Such an emergency shift will burn out the suit's circuits, requiring an Int/Fix check at difficulty 11 to repair it, along with a full day of work. The suit requires a Type A power cell to fuel its phasing, each cell allowing 1 use of intangibility and requiring a Main Action to replace.
Special Items
- Peacemaker: This semi-auto, double-barrelled mag pistol is as old as the Fallon family, passed down from gunslinger to gunslinger. It has the base stats of a mag pistol, but can fire in burst mode and has limited suppression capabilities. Using 12 ammo, Peacemaker can automatically deal 1/2 damage to up to 6 targets in a 30m cone as per the suppression rules, prioritising targets with fewer maximum hit points. Using 6 ammo, Peacemaker can do the same, but dealing 1/3 damage to a maximum of 3 targets.
- Mechanical Injectors: These advanced mechanical needles are implanted into a prosthetic or otherwise mechanical hand. Mechanical injectors function the same as a toxin injector, save that their use doesn't cost System Strain. Each finger can be loaded with a dose of poison (lethal poisons cost 300c/dose, sleeper poisons cost 200c/dose) or a stim. Only the person who initially loads the stim into the finger need have the minimum Heal skill required by the stim. When attempting to poison/dose an unsuspecting target, make a Dex/Sneak check of difficulty 7 plus the target's Notice skill level. On a success, the target doesn't even realise they've been poisoned/dosed.
- Magnowraps: Magnowraps come in several varieties, from sleek gloves to bulky gauntlets. Metal studs/plates on the palm can be used to imbue metallic objects--typically knives and spears--with magnetic energy. For random items, such energy doesn't remain stored for longer than a minute, while specially-crafted weapons can remain imbued for up to an hour. As an On Turn Action, you can recall an imbued object to your hand so long as the object is within 20 metres of you.
- Ingram-40 Fletchette Pistol: This prototype mag pistol fires flanged armour-piercing homing rounds from a 10-round clip. The flechettes are magnetically fired, and can be recalled to the weapon, allowing for functionally infinite ammo and the ability to hit targets from the rear. When you make an attack roll with this weapon and miss, you can immediately make a second attack roll with a -2 modifier. If you hit, you deal half damage. Ammo for this weapon costs five times the base price, and isn't easily obtained.
- Pheromone Emitters: Originally designed as cyberware, these vapour diffusers caused too many hormonal and biological imbalances in organic subjects to ever hit the shelves. The few prototypes that remained, however, have seen significant success in VI androids, specifically companion bots.
You have a maximum number of daily doses equal to your level. While in close physical proximity to an organic, non-hostile target, you can expend a dose to emit pheromones of your choice in a focused dispersal. The target must make a Physical saving throw. On a failure, they become angry, excited, melancholy, infatuated, or any other basic emotional state of your choice. The strength of this emotion is dependent on your physical closeness to the target. A target you have kissed will be affected more strongly than a target you simply touched, who in turn will be affected more strongly than a target with whom you haven't made physical contact at all. Similarly, the longer you spend in proximity to the target, the stronger the affect. A target who succeeds on the saving throw is immune to your pheromones for 24 hours. - Psi Sword: This foldable sword can change between a monoblade knife, sword, or claymore, requiring an On Turn Action to swap from one to the other (or to fold the entire blade away, leaving only a hilt). If you have at least Teleport-1, you can spend an hour attuning to this sword, replacing any previous teleporter who may have been attuned to it. Once attuned, you are constantly aware of the general location of the sword provided that it is within the range of your Personal Apportation ability. While aware of the sword, you can use an On Turn Action to teleport it into your hand, or a Main Action to teleport to its location. The former costs no Effort, but the latter costs 1 and cannot be combined with other teleportation techniques such as Burdened Apportation. In addition, the psi sword inflicts full normal damage on vehicles, including gravtanks or other vehicles typically damaged only by Heavy weapons.
- Predator Quiver: The base of this quiver stocks different arrowheads, each with a special purpose. A control pad, typically attached to the wrist, can be used to designate the arrowhead of the next drawn arrow. This quiver can stock up to twenty arrows. The differing weight and balance of different arrows imposes a negative modifier of up to -3 on hit rolls made by an inexperienced archer. Some example arrowheads (and the accompanying price per arrowhead) are listed below:
- Bomb Arrow (60): This arrowhead deals no damage but functions as a grenade on impact. A target struck by this arrow cannot reduce the damage with an Evasion save or by having an AC above 14.
- Flash Arrow (50): This arrowhead deals half damage but functions as a flashbang grenade on impact.
- Smoke Arrow (50): This arrowhead deals half damage but functions as a smoke grenade on impact.
- Particulate Arrow (50): This arrowhead deals half damage but functions as a particulate grenade on impact.
- Shock Arrow (40): This arrowhead releases a massive electrical surge on impact. A mechanical target (an expert system, VI, etc.) takes an additional 1d8 damage when hit with this arrow.
- Hack Arrow (150): This arrowhead deals no damage but plants a line shunt wherever it impacts.
- Bioadaptive Armour: This skintight suit is made from a dull grey material with a plastic, putty-like appearance. A shapeshifter who attunes to this suit (by consuming a piece of it or otherwise testing its properties) can exert control over the form the suit takes, ranging from a single small item to a full outfit or even a hefty suit of armour. Regardless of its form, the suit provides an AC of 18. The suit can be shifted into separate articles of clothing which can be discarded, but they will rot into mush after 24 hours. A shapeshifter wearing this suit can change the suit's appearance as a Main Action, or as an On Turn Action if they use their Main Action to change their own form.
- Disruptor Claws: These modified cyberclaws are cumbersome and incredibly difficult to implant, imposing an extra 1 System Strain. You can extend/retract the claws as an On Turn Action, changing them from a vibroblade knife into a vibroblade sword, or vice versa. You can also use an On Turn Action to activate the claws, creating a disruptor field that hisses and sparks with metadimensional energy. Any ongoing psychic powers effecting you end when you activate the claws, and if you are a psychic, you cannot utilise psychic powers while the claws are activated.
While activated, the claws can carve through almost any physical substance, allowing you to ignore up to 5 points of Armour when dealing damage to vehicles. As well, if you touch a target or hit them with a melee attack and the target is currently under the effects of a psychic power, the target must make a mental saving throw (which they can choose to fail). On a failure, the target is no longer effected by the power (and if the target is the source of the power, the power also ends for anyone else being effected by it).
If a psychic within melee range of you attempts to use a psychic power (or a psychic within any range attempts to use a psychic power that targets you directly), you can try to interrupt the action as an Instant Action. Make a (Dex/Strength)/(Punch/Stab) check contested by the target's relevant psychic ability and psychic skill. On a success, they fail to use the power and you gain one System Strain per level of the technique (minimum 1). If this System Strain would put you over your limit, you fail to prevent the power from being used. Any Effort expended on the power is wasted. - Bio-Engineered Endoskeleton: This cutting-edge endoskeleton seamlessly combines mechanical and biological components. It has the effect of the standard exoskeleton cyberware (the most advanced version) but allows the user to leap up to 20 meters as a Move action and survive falls of up to 40 meters without suffering harm, and can only be detected using TL5 scanners or an invasive medical search. This endoskeleton can only be implanted with the assistance of a biopsion--otherwise, the subject wouldn't survive the procedure. When implanted in a biopsion, you can use your Move action to 'activate' the cyberware's higher functions, at a cost of 3 System Strain. For the next ten minutes, the user's already-enhanced strength and agility are further improved. While this is active, your base movement increases to 30m and you deal +2 damage in melee.
- Comp Cyberarm: This cyberarm contains more computing power, infiltration hardware, and line-tapping tools than the basement of a hacker's parents. It functions as a black slab, data phase tap, metatool, and remote link unit. All in all, a highly illegal piece of equipment, hence appearing as a normal cybernetic limb to anything less than dismantling or TL5 sensors.