Introduction | Characters | Equipment | Known Space |
Setting | Ship Combat/Flight | Ship Gear | Ship Plans |
Government | People | Files |
Item | Cost | Ballistic | Energy | Vacuum Rating | Tech | Move |
---|---|---|---|---|---|---|
Leathers | $100 | 1 | 0 | -- | 1 | 0 |
$300 | 2 | 0 | -- | 2 | -1 | |
Flak Jacket | $200 | 4 | 0 | -- | 4 | 0 |
Metalweave | $600 | 5 | 0 | -- | 6 | 0 |
Vac Suit I | $14,000 | 1 | 1 | 6h | 6 | -1 |
Vac Suit II | $20,000 | 3 | 2 | 16h | 8 | -1 |
Combat Suit I (R) | $400,000 | 7 | 3 | 4h | 7 | -2 |
Combat Suit II (R) | $1,200,000 | 9 | 4 | 8h | 9 | -2 |
Power Armor I (R) | $4,000,000 | 12 | 6 | 8h | 8 | +2 |
Power Armor II (R) | $7,000,000 | 14 | 8 | 16h | 10 | +4 |
(R) - Restricted. This armor is commonly regulated / controlled.
Using a Vac Suit safely requires the Vacuum Ops skill. Using a Combat Suit or Power Armor requires the Combat Armor skill.
Unarmed | |||||||
---|---|---|---|---|---|---|---|
Weapon | Cost | Range | Tech | Damage | ROF | Clip | Reload |
Unarmed (*) | -- | Unarmed | 1 | 1d6 | 2 | -- | -- |
Blades | |||||||
Weapon | Cost | Range | Tech | Damage | ROF | Clip | Reload |
Short Blade (*) | $20 | Unarmed | 2 | 2d6-2 | 2 | -- | -- |
Improvised (*) | -- | Melee | 1 | 2d6-4 | 1 | -- | -- |
Long Blade (*) | $100 | Melee | 2 | 2d6 | 1 | -- | -- |
Stun-stick (*) | $600 | Melee | 6 | 2d6 (A) | 1 | -- | -- |
Unarmed | |||||||
Weapon | Cost | Range | Tech | Damage | ROF | Clip | Reload |
Short blade (*) | $20 | Thrown | 2 | 2d6-4 | 1 | -- | -- |
Grenade | $60 | Thrown | 4 | Special | 1 | -- | -- |
Projectile Pistols | |||||||
Weapon | Cost | Range | Tech | Damage | ROF | Clip | Reload |
Antique Pistol | $200 | Pistol | 2 | 2d6-4 | 1 | 1 | 2 |
Revolver | $300 | Pistol | 3 | 2d6-2 | 1 | 6 | 2 |
Automatic | $400 | Pistol | 4 | 2d6 | 1B2 | 15 | 1 |
Recoiless Pistol (*)(R) | $1,000 | Pistol | 6 | 2d6 | 1B3 | 15 | 1 |
Gauss Pistol (#)(*)(R) | $1,200 | Pistol | 8 | 3d6-2 | 1B5 | 32 | 1 |
Projectile Rifles | |||||||
Weapon | Cost | Range | Tech | Damage | ROF | Clip | Reload |
Antique Rifle | $200 | Rifle | 2 | 2d6-1 | 1 | 1 | 2 |
Bolt Rifle | $400 | Rifle | 3 | 3d6-3 | 1 | 1 | 1 |
Auto Rifle (R) | $2,000 | Rifle | 4 | 3d6-1 | 1B2 | 20 | 1 |
Sniper Rifle (#)(R) | $2,500 | Rifle | 5 | 3d6+1 | 1 | 1 | 1 |
Assault Rifle (#)(R) | $2,500 | Assault | 5 | 3d6-1 | 1B3 | 30 | 1 |
Recoiless Rifle (#)(*)(R) | $3,000 | Assault | 7 | 3d6 | 1B5 | 30 | 1 |
Gauss Rifle (#)(*)(R) | $3,500 | Assault | 8 | 3d6+3 | 1B8 | 60 | 1 |
Shotguns | |||||||
Weapon | Cost | Range | Tech | Damage | ROF | Clip | Reload |
Shotgun | $400 | Shotgun | 3 | 3d6-2 | 1 | 1 | 1 |
Double-barrel | $500 | Shotgun | 3 | 3d6-2 | 1B2 | 2 | 1 |
Auto Shotgun | $700 | Shotgun | 4 | 3d6 | 1 | 8 | 2 |
Needler (*)(R) | $1,100 | Shotgun | 6 | 3d6+1 | 1 | 12 | 1 |
E-Pulse (*)(R) | $1,500 | Shotgun | 7 | 3d6+1 (A) | 1 | 4 | 1 |
Goo Gun (*)(R) | $1,500 | Shotgun | 7 | 1d6+2 (B) | 1 | 1 | 1 |
Energy Pistols | |||||||
Weapon | Cost | Range | Tech | Damage | ROF | Clip | Reload |
Laser Pistol I (#)(*)(R) | $4,000 | Pistol | 7 | 3d6-2 | 1 | 12 | 8h (C) |
Laser Pistol II (#)(*)(R) | $5,500 | Pistol | 8 | 3d6+2 | 1B2 | 20 | 4h (C) |
Laser Pistol III (#)(*)(R) | $7,000 | Pistol | 9 | 4d6 | 1B2 | 20 | 4 / 2h (C) |
Energy Rifles | |||||||
Weapon | Cost | Range | Tech | Damage | ROF | Clip | Reload |
Laser Rifle I (#)(*)(R) | $5,500 | Rifle | 8 | 4d6-2 | 1 | 12 | 8h (C) |
Laser Rifle II (#)(*)(R) | $7,500 | Rifle | 9 | 4d6+2 | 1B2 | 20 | 4h (C) |
Plasma Rifle (#)(*)(R) | $30,000 | Rifle | 10 | 5d6 | 1 | 6 | 8h (C) |
Ammo / Misc | |||||||
Item | Cost | Tech | Notes | ||||
Projectile Ammo (100) | $100 | 2+ | (T) | ||||
Sniper Rifle Ammo (100) | $200 | 5+ | (T) | ||||
Recoiless Ammo (100) | $500 | 6+ | (T) | ||||
Gauss Ammo (100) | $750 | 8+ | (T) | ||||
Shotgun Ammo (50) | $100 | 3+ | (T) | ||||
Needler Ammo (50) | $200 | 6+ | (T) | ||||
E-Pulse (50) | $500 | 7+ | (T) | ||||
Goo (50) | $750 | 7+ | (T) | ||||
Silencer (R) | $500 | 5+ | -- | ||||
Laser Sight | $500 | 5+ | -- | ||||
Secure Weapon | $2500 | 8+ | Bio-lock on weapon prevents use by anyone other than owner. | ||||
ROF - XBY X = standard ROF, Y = burst ROF, roll burst attacks and use best result.
(*) - Vacuum capable.
(#) - Hull threat.
(A) - Non-lethal damage.
(B) - Immobilizing. Reduce movement by damage.
(C) - Weapon cannot be reloaded. It must be charged for the indicated number of hours.
(R) - Restricted. This weapon is commonly regulated / controlled.
(T) - Ammo TL must match weapon TL.
The following list summarizes the standard combat ranges.
All weapons have a range profile which determines the base modifiers to targeting rolls.
Profile | Close | Melee | Short | Medium | Long | V Long | Distant |
---|---|---|---|---|---|---|---|
Unarmed | 0 | -1 | N/A | N/A | N/A | N/A | N/A |
Melee | -1 | 0 | N/A | N/A | N/A | N/A | N/A |
Thrown | N/A | 0 | -1 | -2 | N/A | N/A | N/A |
Pistol | -1 | 0 | 0 | -2 | -4 | N/A | N/A |
Rifle | -3 | -1 | 0 | 0 | 0 | -2 | -4 |
Shotgun | -2 | 0 | -1 | -2 | -3 | N/A | N/A |
Assault | -1 | 0 | 0 | 0 | -2 | -4 | N/A |
Heavy Weapon | N/A | -2 | -1 | 0 | 0 | -2 | -4 |
Every day goods and items. PCs are assumed to have basic goods, clothing, luggage, comm link, and a few personal luxuries.
Note that the tech levels listed are the minimum required to obtain the item listed. Higher tech levels generally provide better / smaller / faster versions of the item.
Item | Cost | TL | Description |
---|---|---|---|
Comm Implant (1) | $7,500 | 6+ | A subdermal implant with audio and visual nerve connections. Basically a smart phone in your head. |
Comp Implant (1) | $10,000 | 7+ | A subdermal implant with full computer capabilities on top of comms. |
Cyber Eye | $25,000 | 7+ | Full eye replacement providing low light vision, zoom and capture capabilities. |
Comm Link (1) | $500 | 5+ | Smart phone + basic computer in compact form. |
Computer | $1,000 | 5+ | Portable computer, netbook-sized or smaller. |
AV/Data Device (2) | $750 | 5+ | Any small data device, data crystal, personal electronics, etc. |
Sensor Device (2) | $1,250 | 5+ | Any small sensor device, video recorder, binoculars, camera, etc. |
Transceiver I | $100 | 5+ | Stand-alone communications device. 15 km range. Line of sight / conditions may affect range. |
Transceiver II | $500 | 5+ | Stand-alone communications device. 150 km range. Line of sight / conditions may affect range. |
Transceiver III | $5000 | 6+ | Stand-alone communications device. Orbital range. Line of sight / conditions may affect range. |
Med Kit | $2500 | 5+ | High tech version of the doctor's 'black bag'. |
Medical Supplies | $250 | 5+ | Consumable medical goods, bandages, medicines, etc. One unit required for each treatment applied. |
Unique Medicals (R) | $500 | 5+ | Specialized drugs (combat boosts, stims, etc.) |
- Foodz | $500 | 5+ | 5 day nutritional supplement, still need water though. |
- Stimz | $500 | 5+ | 2 day stimulants, but leaving you with a need for 8 hours sleep after 2 days. |
- Snooz | $500 | 5+ | Instant acting sedative, lasting 12 hours. |
Cargo Bot (*) | $75,000 | 7+ | Semi-autonomous loader bot. Used to load / unload cargo containers. |
Repair Bot (*) | $55,000 | 7+ | Semi-autonomous repair bot. Used to repair equipment in dangerous / vacuum environments. |
Med Bot | $50,000 | 8+ | Stationary bot providing medical diagnostic functions and surgical assist to a human medic. |
Spy Bot (R) | $50,000 | 8+ | Small mobile spy platform generally accessed via a dedicated transceiver link. Provides remote AV feed. |
Camping Gear | $2,000 | 4+ | Basic camping gear for two people, including tent, sleeping bags, cooking gear, etc. |
Survival Gear | $500 | 4+ | Garments and equipment for survival in harsh climates / conditions. |
Respirator | $1,000 | 6+ | Provides protection from harmful atmospheric contaminants. |
Toolkit | $1,000 | 6+ | Standard toolkit for specific skills. |
Thruster Pack (*) | $2,000 | 6+ | Zero G maneuver jets. 4h (C) |
Generator I | $100,000 | 6+ | Power supply capable of recharging all non-weapon devices. Fuel supply lasts 1 month. |
Generator II (R) | $250,000 | 7+ | Power supply capable of recharging all devices including weapons. Fuel supply lasts 1 month. |
(1) - Comm devices assume a local network is available. Comm devices are inter-operable across almost any network.
(2) - Price / item subject to GM approval.
(R) - Restricted. This item is commonly regulated / controlled.
(*) - Vacuum capable.
(C) - Recharged for the indicated number of hours.
What follows are some very broad guidelines to costs of services in the game. These can vary significantly from system to system, or locales within a system. Costs are daily unless otherwise noted.
Food and Lodging (Assumes eating out and hotels) | ||
---|---|---|
Service | Cost | Description |
Basic food | $15 | Cheap meals, a mix of fast food, take-out and convenience stores |
Good food | $45 | Good meals, decent places, bar service |
Cheap lodging | $65 | Cheap hotel, includes comms connect |
StarPass | $45 | Basic room, includes comms connect and basic data |
Good lodging | $125 | Nice room, includes comms connect and basic data, personal services |
The Ritz | $220 | Finest room, includes comms connect, basic data, personal services |
Basic Living Expenses (assumes monthly rent and eating in) | ||
Service | Cost | Description |
Monthly/Poor | $400 | Monthly, just above homeless, SOC: 1 |
Monthly/Low | $800 | Monthly, factory labor, SOC: 2 |
Monthly/Average | $1400 | Monthly, white collar, SOC: 3 |
Monthly/Good | $2500 | Monthly, middle class, SOC: 4 |
Monthly/High | $4000 | Monthly, living large, SOC: 5 |
Monthly/Rich | $7500 | Monthly, rich, SOC: 6 |
Data Services | ||
Service | Cost | Description |
Comms connect (1) | $5 | Hourly rate for basic comms connection (TL 4+) |
Basic data | $10 | Hourly rate for Internet-type data access (TL 5+) |
Secure data | $20 | Hourly rate for advanced encryption required for governmental / corporate level access (TL 5+) |
CMP data | $100 | Hourly rate for access to CMP verified data (TL 7+) |
(1) Data access requires a comms connection.