Equipment

There are four damage types to consider when buying your weapons and armor: Burn, Crush, Pierce, and Slash. Different types of armor protect against different types of damage more effectively; some types may be augmented with accessories or layered to achieve maximum effectiveness.

Weapons

Weapon Damage Cost Requires
Blaster Pistol 1d6 Burn C500 Powerpack
Blaster Rifle 1d8 Burn C750 Powerpack
Carbon Nanoblade 1d8 Slash C650 N/A
Carbon Nanosword 1d10 Slash C1100 N/A
Chemical Slugthrower 1d10 Pierce C1200 Chempack
Coil Pistol 1d6 Pierce C500 Powerpack, Magpack
Coil Rifle 1d8 Pierce C750 Powerpack, Magpack
Collapsible Baton 1d6 Crush C200 N/A
Concussion Grenade 2d4 Crush C250 N/A
Disruptor 1d6 Slash C500 Powerpack
Force Impeller 2d6 Crush c2550 Powerpack
Frag Grenade 1d6 Pierce, 1d6 Crush C500 N/A
Grenade Launcher N/A C1000 Chempack
Needler Rifle 1d8 Pierce C1000 Chempack, Needlepack
Plasma Grenade 2d12 Burn C1250 N/A
Plasma Pistol 1d10 Burn C1250 2x Powerpack
Plasma Rifle 1d12 Burn C1500 2x Powerpack
Plasma Cannon 4d12 Burn C7500 8x Powerpack
Pulse Stunner 1d4 Pierce C750 Powerpack
Smoke Grenade 1d4 Burn C100 N/A

Blaster Pistol – A small pistol that fires a blast of energy at a single target.
Blaster Rifle – A rifle that fires a blast of energy at a single target.
Carbon Nanoblade – A long, extremely sharp dagger edged with a line of single carbon atoms.
Carbon Nanosword – A katana-sized version of the Nanoblade.
Chemical Slugthrower – A rifle that uses a chemical reaction to propel deadly, high-velocity slugs at a single target.
Coil Pistol – A pistol that uses electromagnetic induction coils to fire a projectile at a single target.
Coil Rifle – A rifle version of the Coil Pistol.
Collapsible Baton – A sturdy metal baton that expands instantly at the press of a button and collapses to a fist-sized cylinder.
Concussion Grenade – A grenade that creates a crushing concussive force.
Disruptor – A small, handheld device that disrupts the molecular structure of the flesh of a single target, causing cuts and open wounds.
Force Impeller – An oversized rifle that fires a crushing wall of force at an area of effect.
Frag Grenade – Standard fragmentation grenade, littering an area of effect with shards of metal.
Grenade Launcher – Uses chemical propulsion to launch any grenade up to 4x the distance it would be possible to throw a grenade.
Needler Rifle – A rifle that uses a chemical reaction to create and propel thousands of tiny needles at an area of effect.
Plasma Grenade – Explosive grenade that coats an area of effect in plasma.
Plasma Pistol – A pistol that fires superheated gas at a single target.
Plasma Rifle – A rifle version of the Plasma Pistol.
Plasma Cannon – A huge version of the Plasma Rifle requiring a 8 Powerpacks, worn on the back like a backpack, that fires plasma in an area of effect. Requires minimum Strength of 40 to operate.
Pulse Stunner – The Pulse Stunner only does minimal damage, but if it deals at least one point of damage to the target's Life, the target must make a successful Spirit roll or be stunned for 1d4 minutes.
Smoke Grenade – A grenade that releases a massive cloud of thick, black smoke, but only deals damage to anyone who physically touches the grenade while it is producing smoke.

Armor

Accessories & Addons

Chempack
Magpack
Needlepack
Powerpack
Scope

General Gear

Ships

Introduction
Ships are ultimately just combinations of Components, and any upgrades or modifications to those components. Virtually every Component uses Power (P), which is generated by Fuel Cells. Adding cargo holds and crew / passenger quarters creates a number of usable cargo Units (U). One U is enough space to store food and supplies (not water!) for a crew of four for a month. It is large enough to store C1000 worth of average-priced medicine, or C10000 worth of street drugs

Components
Ships, despite their innumerable differences, also have many similarities. They all contain some combination the following components:

  • Bridge – This is where the control surfaces for the ship are, as well as communications, navigation, and sometimes weapon systems. The smallest intra-system taxi ships are hardly more than a large bridge with room for one pilot and several seats for passengers, while the largest Brogan warships may have three or four separate bridges, each staffed by navigators, pilots, communications officers, weapons specialists, systems monitors, commanding officers, etc.
  • Cargo Hold(s) – Most medium-sized ships and larger, and all transport ships of any size, have at least one cargo hold. Cargo holds are rated by how many units of cargo they can hold. The smallest one-man freighters may only hold one U of cargo, while huge transport ships often hold thousands or tens of thousands of units of cargo.
  • Crew / Passenger Quarters – Ships designed for long haul trips, either carrying passengers or cargo (or both) need quarters for the captain, crew, and passengers to sleep. These can range from simple rooms with multiple shared bunks in each, or individual private quarters as ostentatious as the owner can afford. The smallest reasonable sleeping quarters would be about 1U, but could potentially sleep a few non-claustrophobic people if stacked in bunks.
  • Computers – All but the most barebones ships have at least one small computer for assisting in basic navigation. Generally, shipboard computers range in complexity from 1 to 3, although higher complexities up to and including sentient computers are theoretically possible. More complex computers can run more complex programs. There is a list of standard programs below, and custom programs are always possible.
  • Engineering – In all but the smallest ships, there is an engine room separate from the bridge (or at least a crawlspace) which grants access to the power and propulsion systems (see below). In the largest ships this can be multiple decks, but for most ships it is simply a large room or two, usually including access hatches for the maintenance of life support systems, weapons systems, shields, and control surfaces.
  • Life Support System – Every ship has one. Simple systems designed for small ships and short trips do little more than scrub and recycle cabin oxygen and, perhaps, water. The most complex systems do everything from artificial gravity to preparing shipboard meals.
  • Galley – Longer haul ships usually have some kind of galley to keep the passengers and crew fed. Food preparation is built into the life support system on highest-end ships – sometimes with no galley at all, just food dispensers in the staterooms – while most other ships sport simple kitchens, sometimes with a dedicated cook to prepare meals for passengers.
  • Power System – Not to be confused with a ship's Propulsion Systems (below), the power system provides power to all the ship's systems, from the weapons, shields, computers and control surfaces, to the life support system. Almost all ships use rechargeable hydrogen fuel cells which will need to be recharged from time to time. They can be charged up at a space station, or by scooping the atmosphere of a nearby gas giant. The largest ships use nuclear reactors for both power and STL propulsion.
  • Propulsion Systems – There are many different kinds of propulsion systems, divided into two main categories: Slower Than Light (STL) and Faster Than Light (FTL). Any ship that is intended to travel outside a single star system will need some kind of FTL, as well as STL to navigate within star systems. Planet-hoppers that will never leave a particular system will only have STL drives, usually chemical ones, while most intersystem ships have an ion pulse STL drive and a z-particle antimatter hyperdrive for FTL travel.
  • Shields – Shields are first and foremost designed to protect a ship's hull against the ubiquitous dust and tiny particles in space during FTL travel, which would otherwise slice through and destroy the ship. As such, most intra-system ships without FTL drives don't have shields, unless they are military craft. All FTL ships have shields, however. Of course they aren't only useful for protecting against space debris, they are also useful for protecting against weapons.
  • Weapons – There aren't many weapons available (legally, anyway) for non-military ships. The most common are basic blasters and small rockets primarily used to ward off STL pirates without shields, but if you know the right Fixer…

Building Your Ship
The first thing to remember when building a ship is that all your systems must have adequate power to function. If your ship takes damage, an engineer will need to route the power from the fuel cells to different components of the ship to keep the most critical systems functional. It is therefore a good idea to purchase enough fuel cells to have a surplus of power (P) in case a fuel cell takes damage or goes bad.

Start with a base cost of C25000. This accounts for a basic bridge with navigation, control surfaces, and communications all at one station (3P), basic life support system (air scrubber, 3P), a chemical STL propulsion system (1P), and hydrogen fuel cells to provide 10P. On such a small ship with no separate engine room, all Mechanics rolls are considered Difficult (-10). This kind of a ship would be useful for intra-system travel, carrying a maximum of 4 passengers in cramped quarters, or a few cargo items (less than one cargo unit). However, from this base, you can add and upgrade components.

Bridges – A ship can have as many bridges as the buyer wants, although usually only very large ships have more than one. Each bridge requires 3P to start and includes navigation, control surfaces, and communications all at one station for C10000. Additional bridges can be upgraded with the same components as the first bridge.

Bridge Modifications & Upgrades – A common modification on all but the smallest ships is to enlarge the bridge and move navigation and communications into separate stations to be manned by other crew members. It requires 1P and costs C2500 each to relocate navigation and communications. In some cases, it may be desirable to have multiple sets of control surfaces, navigation or communication stations. Adding any of these requires 1P and costs C1000. Adding a weapons station, or adding a weapon control component into an existing station, requires 2P and costs C3500 (note that this is merely the control station for the weapons; the weapons themselves are purchased separately).

Cargo Hold – You may add as many cargo holds of arbitrary size as you can power. A basic cargo hold requires 3P per 5U for life support and lighting (round up), and costs C2500 per U. Unscrupulous shipbuilders may agree to build concealed cargo holds for C5000 per U or more.

Engine Room – Most ships have engine rooms, which is where the ship's engineer spends most of his or her time, fixing broken bits and routing power from one system to another. Engine rooms contain the ship's propulsion and power systems, as well as access hatches and crawlspaces which allow the engineer to work on any component of this ship that can't be accessed from elsewhere, even if it does mean crawling around in the dark for the entire length of the ship. An engine room requires 3P and costs C5000 for an STL-only ship; 5P and C7500 for an FTL ship; +2P and C4000 to upgrade the engine room from STL to FTL, plus the cost of the hyperdrive itself.

Fuel Cells – Fuel cells have to be stored somewhere. If you have an engine room, they may be installed there without taking up any cargo space. If there is no engine room, Fuel Cells will take up 1U of cargo space per 10P they provide. They cost $1500 per P.

Hyperdrive – Ships must have both an engine room and shields to add a hyperdrive. The only known FTL propulsion system is the z-particle antimatter hyperdrive, which costs C25000 and requires 25P (though only when engaged and traveling FTL); however, it is suspected that the Brogan and Teros have more advanced FTL propulsion.

Shields

Weapons

Ship Components and Failure Tables

Use these tables in the event of a Ship Failure to determine what component on the ship failed. Roll as many times as necessary, depending on the table's instructions. In general, the more you have to roll the more difficult the part is to find and repair! The GM is responsible for arbitrating what negative effects the failure has based on the technobabble produced by the table.

01 - 05 Gravitational - Roll Again
06 - 10 Motivator
11 - 15 Thrust - Roll Again
16 - 20 Intertial - Roll Again
21 - 25 Dampener
26 - 30 Impeller
31 - 35 Ion - Roll Again
36 - 40 Drive
41 - 45 Communications - Roll Again
46 - 50 Generator
51 - 55 Processing - Roll Again
56 - 60 Reactor
61 - 65 Vent
66 - 70 Chamber
71 - 75 Articulation - Roll Again
76 - 80 Converter
81 - 85 Intake
86 - 90 Monitor
91 - 95 Port
96 - 00 Deflector
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