In order to adventure on the vast and varied worlds of known space, the characters must take advantage of the technology of the federation. Equipment is a loose term encompassing all weapons, protective attire, vehicles, and scientific, technical, and personal equipment the characters may purchase or receive. Most items of equipment and their pertinent specifications are presented on the equipment charts. Additional information about particular items and other items not mentioned on the charts are included in the appropriate Sections.
The hostile environments in which characters will often operate demand the use of costly equipment. If characters do not receive what they need from their professional benefits and do not have the funds to purchase such things as an expedition suit or simple vehicle, the GM should see that they are provided with those items necessary for survival at the least (even if on loan from an employer).
The basic costs of every piece of equipment are listed on the equipment charts. These prices may vary, depending on many factors.
If the price of an item is 1 Tran or less, the basic price is used when purchasing the item on a world that has the same (or a higher) Civ Level as the item. If the item's Civ Level is one higher than the world of purchase, the price is doubled and the item will be available only in urban areas (concentrated population of 200,000 or more). If the item's Civ Level is two higher than that of the world of purchase, the price is multiplied by 10 and the item will be available only in urban areas, if it is available at all. In such a case, the GM rolls one die; if the result is 4 or less, the item is available in that area. A separate check may be made for each distinct urban area on the world.
If an item costs more than 1 Tran, the Actual Price Table (Table 18.0) is used to determine the price of the item on a given world. The table lists modifiers that are applied to the percentile dice roll. These include a modifier based on whether the item is exported, manufactured, or not manufactured on the world (see the World Resources Table and Resource Development, Table 25.8). Each product falls into one of these three categories on each world. Example: The price of a Translator (Resource Development CC) has a −30 modifier is silicon is abundant and iron is limited on the world, no modifier if silicon is limited, and a +30 modifier if there is no silicon on the world. Other modifiers take the Civ Level of the world into account. A character may use his trading skill to modify the Actual Price Table dice results (see 14.0). The general availability of an item costing more than 1 Tran that is of a higher Civ Level than the world of purchase is subject to the same restrictions as items costing less than a Tran.
An item with a Civ Level of more than two above the Civ Level of a given world is illegal on that world. If the item can be found at all (at the GM's discretion), its cost is multiplied by 10 times the Law Level of that world. A weapon that is classified as military is illegal (see 19.0). A weapon that is classified as restricted is illegal unless the purchaser has received a permit from the authorities (if he was going to an area populated with dangerous creatures, for example). The GM may make an illegal weapon available to the characters, but if he does so, he should multiply its price by the Law Level of the world (and should also apply modifiers based on the Civ Level and the other variables discussed above).
Even though robots and spaceships are not included in this Chapter, their price is affected by all these variables. The GM should always use the Actual Price Table and these modifiers for a character that is buying or selling large amounts of goods or resources (such as a merchant or interstellar trader). A character may use his economics skill to determine the price of items or resources that he wishes to buy or sell on other worlds at a future time (see 14.0). The base price for all types of resources in bulk are listed on the World Resource Table.
The basic costs of living are not discussed in detail. As a guideline, a week's room and board of mediocre quality in a spaceport or city costs 300 Mils (50 Mils per day). A day's travel rations (tang and spacefood sticks) costs 5 Mils. A seven-course meal in a first class restaurant costs at least 100 Mils.
[18.0] Actual Price Table| Percentile Dice Result |
Actual Price of Goods (Compared to listed price) |
|---|---|
| 0 or less | 50% |
| 1–10 | 65% |
| 11–20 | 75% |
| 21–30 | 85% |
| 31–40 | 90% |
| 41–50 | 95% |
| 51–60 | 100% |
| 61–70 | 110% |
| 71–80 | 125% |
| 81–90 | 145% |
| 91–100 | 170% |
| 101 or more | 200% |
MODIFIERS:
−30 if good is abundant on world or is exported from world.
+30 if good does no exist or is not manufactured on world. (See the World Resource Table, Table 25.8, for explanation of above modifiers.)
+50 if item is one Civ Level higher than that of the world.
Personal weapons range from a simple dagger to the arc gun, a duo-laser beam military assault weapon. The federation prohibits the ownership of military weapons by the general public. Other weapons are available with permit, for scientific use and personal protection (if cause can be shown to authorities). Archaic personal weapons may be owned by anyone. The following list of weapons is divided into three categories (open, restricted, and military). All information necessary for use of each weapon is provided on the Weapon Chart (Table 19.0). Some of this information includes:
No cost or availability is given for ammunition used in these weapons. Aside from the time required to reload during Action Rounds (see 29.5), it is assumed that a character with a weapon has plenty of ammunition. If the GM wishes to keep track of ammunition, he should have the players note the expenditure of one clip each time they fire a number of shots equal to the weapon's Fire Rate (cumulative from Action Round to Action Round). The GM is responsible for determining the price, weight, and availability of each type of clip if he is keeping track of ammunition.
OPEN
Musket, short bow, long bow, crossbow, dagger, and sword.
RESTRICTED
Paint Gun (Civ Level 6). A rifle-shaped laser weapon using a low intensity laser as an aiming device. Once the target is spotted, the intensity is increased. This version is very bulky due to the need for a power pack.
Laser Pistol (Civ Level 6). A single shot laser weapon. Requires reloading after each shot.
Stun Pistol (Civ Level 7 & 8). A pistol shaped weapon emitting a subsonic pulse temporarily deadening the target's nervous system, stunning it (see 30.4). Does not work in a vacuum.
Needle Rifle (Civ Level 5 & 7). A longarm that fires needles; the needles do no damage, but any substance they contain may (see 30.7).
Also rifles, smoke grenades, illumination grenades, and gas grenades.
MILITARY
Paint Gun (Civ Level 8)}. Same as Civ Level 6 version except with improved rate of fire and much less bulky power source.
Arc Gun (Civ Level 8)}. A rifle shaped twin beam weapon using a sighting mechanism similar to a single lens reflex camera. The energy beams are harmless except at the point of intersection, which is adjusted by a slider on the barrel. The beams are not activated until the trigger is depressed. Ideal weapon for fighting inside spaceships due to its exact targeting. Requires a great deal of skill to use.
Plastic Pistol (Civ Level 6). Made of a high-density synthetic resin, this weapon is constructed entirely of non-metal parts and will not register on a metal detector if unloaded.
Needle Pistol (Civ Level 8). Similar to the needle rifle, but in a pistol configuration.
Laser Pistol (Civ Level 8). These power packs will allow three fires.
Fragmentation Grenade (Civ Level 4).] The hit strength is applied to the target hex and every surrounding hex.
Also pistols, machine guns, submachine guns, and carbines.
|   | terrain multiplier | 0 | 2 | 4 | 6 | 8 | ||||
|---|---|---|---|---|---|---|---|---|---|---|
|   | range in hexes | 0 | 1–4 | 5–13 | 14–15 | 26–40 | ||||
| rate of fire | hit strength | civ level | weapon | base hit chance | weight in kilograms |
price in trans |
||||
| 2 | 8 | 6 | Paint Gun | 35 | 25 | 10 | −10 | −25 | 12 | 7 |
| 6 | 8 | 8 | Paint Gun | 35 | 25 | 10 | −10 | −25 | 3 | 9 |
| 4 | 10 | 8 | Arc Gun | 20 | 15 | 5 | −10 | −25 | 2 | 12 |
| 4 | 5 | 5 | Pistol10 | 60 | 40 | 0 | P | P | 2 | 0.08 |
| 4 | 5 | 5 | Plastic Pistol9,10 | 60 | 40 | 0 | P | P | 1 | 0.2 |
| 2 | 1 | 8 | Needle Pistol3,10 | 55 | 35 | −10 | P | P | 2 | 2 |
| 1 | 6 | 6 | Laser Pistol | 60 | 40 | 20 | 0 | −20 | 4 | 1 |
| 3 | 6 | 8 | Laser Pistol | 60 | 40 | 20 | 0 | −20 | 2 | 2 |
| 1 | 8 | 7 | Stun Pistol4 | 65 | 30 | P | P | P | 2 | 1 |
| 2 | 9 | 8 | Stun Pistol4 | 65 | 30 | P | P | P | 1 | 2 |
| 15 | 7 | 5 | Machine Gun1 | P | 40 | 20 | 0 | −20 | 12 | 3 |
| 10 | 5 | 5 | Submachine Gun1 | 40 | 35 | 10 | 0 | P | 5 | 2 |
| 2 | 4 | 2 | Musket10 | P | 0 | −20 | −40 | P | 5 | 0.3 |
| 6 | 7 | 5 | Rifle10 | 30 | 35 | 20 | 0 | −15 | 3 | 0.8 |
| 4 | 6 | 5 | Carbine10 | 45 | 35 | 15 | −5 | −25 | 3 | 0.6 |
| 1 | 1 | 5 | Needle Rifle3,10 | 40 | 30 | 10 | −20 | P | 5 | 2 |
| 2 | 1 | 7 | Needle Rifle3,10 | 40 | 30 | 10 | −20 | P | 3 | 3 |
| 3 | 4 | 1 | Short Bow2,10 | 15 | 25 | 011 | P | P | 1 | 0.2 |
| 2 | 6 | 1 | Long Bow2,10 | P | 20 | 10 | 511 | −5511 | 3 | 0.6 |
| 1 | 1 | 3 | Crossbow | 0 | 30 | 10 | −15 | P | 4 | 0.5 |
| 1 | 25 | 4 | Fragmentation Grenade | P | 50 | −10 | −6011 | P | 0.5 | 0.1 |
| 1 | 4 | 4 | Smoke Grenade7 | P | 50 | −10 | −6011 | P | 0.5 | 0.1 |
| 1 | 4 | 4 | Illumination Grenade8 | P | 50 | −10 | −6011 | P | 0.5 | 0.1 |
| 1 | 4 | 4 | Gas Grenade5 | P | 50 | −10 | −6011 | P | 0.5 | 0.1 |
| 1 | 6 | 1 | Dagger6 | P | 10 | −3011 | P | P | 0.2 | 0.01 |
| na | 10 | 1 | Sword6 | P | P | P | P | P | 2 | 0.3 |
NOTES:
1. Must be emplaced before first fire. 2. May not be fired by a prone character. 3. The target may be affected by substance in needle; see 30.7. 4. The strength of weapon used to check for stun only; see 30.4 (Terrain Value considered 0). 5. Target hex and all adjacent hexes are filled with gas for six Action Rounds; all beings there which do not have their own air supply suffer the effects of the appropriate poison (See 30.7). 6. Hit Strength is used in close combat; Hit Strength is 3 if thrown. 7. Target hex and all adjacent hexes are treated as if it were dark for six Action Rounds. 8. Target hex and all adjacent hexes are treated as if it were light for six Action Rounds. 9. Will not be detected by metal detector. 10. Weapon produces recoil with each shot (See 29.6). 11. Strength Rating of firing (or throwing) character added to hit percentage. P: Prohibited.
The Protective Attire Chart (see Table 20) summarizes the attributes of suits, body armor, and other devices the characters may wear to protect themselves when in a hostile environment and/or when involved in combat. Some of the attributes listed on this chart are:
The following material features additional information about the items on the chart and other items not listed.
Armor Vest. Protects the chest, trunk, and groin like body armor. When wearer is hit, check Hit Table die roll. If the unmodified roll is 4, 5, 6, or 7, the Armor Defense Ratings of the vest are used.
Battle Sleeve. Protects and increases the strength of the wearer's hand, arm, and shoulder. Its Hit Strength is used in close combat like body armor. When wearer is hit by fire, check the Hit Table die roll. If the unmodified roll is 1 or 2, the Armor Defense Ratings of the sleeve are used.
Body Armor. Suit constructed of high-impact metals and ceramics. Includes all attributes of an expedition suit (see following). May withstand most corrosive atmospheres. Various production methods make some body armor more effective against projectiles (impact armor) and others more effective against beams (reflective armor). Much practice is required to use augmented armor, which electronically accentuates all movement by the wearer.
Expedition Suit. Provides complete protection from a vacuum, water, or contaminated or poison atmosphere. Contains two-way headset radio in helmet. Audio system allows wearer to hear and speak normally.
Filter Mask. Filter covering the mouth and nose, providing complete protection from contaminated atmospheres. Must be replaced after 10 days' use. Civ Level: 5. Weight: Negligible. Price: 40 Mils.
Force Field. Wire rig worn about the shoulders. When activated, an energy field surrounds the wearer providing excellent protection from projectiles and any other solid objects. Does not stop light. Wearer may not attack or be attacked in close combat. Energy pack allows one hour of continuous protection. Pack costs 1 Tran to replace.
Respirator. Filter mask connected to oxygen tank (worn on the back). Allows character to function underwater, in a contaminated atmosphere, and in some poisonous atmospheres. Civ Level: 6. Weight: 3 kg. Price: 1 Tran. Air Supply: 12 hours.
Respirator Helmet. Covers the head, shoulders, and upper chest. Includes all attributes of a respirator (see preceding). Contains two-way headset radio. Audio system allows wearer to hear and speak. When wearer is hit by fire, check Hit Table die roll. If the unmodified roll is an 8, 9, or 10, the helmet's Armor Defense Ratings are used.
[20.0] Protective Attire Chart| type | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| ARMOR | civ level | weight (Kilograms) |
price (Trans) |
air supply (Hours) |
encumbrance | projectile defense |
beam defense |
hit strength |
|
| Reflective | 6 | 11 | 15w | 12 | 2 | 1 | 3 | 2 | |
| Reflective | 8 | 9 | 28w | 24 | 1 | 2 | 5 | 5 | |
| Impact | 5 | 22 | 9 | None | 5 | 2 | 1 | 9 | |
| Impact | 7 | 18 | 31w | 18 | 3a | 4 | 2 | 18 | |
| Reflective / Impact | 7 | 20 | 31w | 18 | 4a | 3 | 4 | 11 | |
| Reflective / Impact | 8 | 16 | 46w | 24 | 2a | 5 | 5 | 20 | |
| Armor Vest | 6 | 2 | 1.5 | None | None | 2p | 2p | None | |
| Respirator Helmet | 6 | 6 | 4 | 12 | None | 2p | 2p | None | |
| Respirator Helmet | 8 | 4 | 10 | 24 | None | 4p | 4p | None | |
| Battle Sleeve | 8 | 4 | 15w | None | None | 5p | 5p | 25 | |
| FORCE FIELD | |||||||||
| Force Field On | 8 | 2 | 55 | None | Imm | 6 | 0 | Imm | |
| Force Field Off | 8 | 2 | 55 | None | None | 0 | 0 | None | |
| EXPEDITION SUIT | |||||||||
| Expedition Suit | 6 | 11 | 6 | 12 | 2 | 1 | 1 | None | |
| Expedition Suit | 7 | 7 | 11w | 24 | 1 | 1 | 1 | None | |
w: Waiting period of one week required upon purchase. Exception: Waiting period for Battle Sleeve is two days. a: Movement of wearer may be augmented, depending on Body Armor Skill Level. p: Provides partial protection only. Imm: Wearer may not move at all. He may not attack or fire any type of weapon except a beam weapon.
In addition to traveling between worlds and stars, characters will need to traverse the surface of worlds. On land, above or beneath the surface, vehicles are needed for transportation. The vehicles listed on the charts and those detailed in this Section do not represent all the vehicles of the universe. They are intended as a guide from which the GM should borrow to invent others.
The vehicle charts detail important data for each individual vehicle type, including the following information:
Every vehicle Civ Level 6 or higher which carries more than one person comes equipped with a planetary short wave radio. All vehicles with an air lock come with an oxygen supply equal to twice the vehicle's Civ Level in days. An airlock holds one or two people at a time (GM's discretion). Civ Level 8 vehicles may, at the GM's discretion, come equipped with an oxygen synthesizer which will recycle breathable air for a period of three months, at which time the system must be cleaned and recharged at a cost of 1 Tran.
The Land Vehicle Chart (Table 21.1) lists various land vehicle types. Listed for each is a Terrain Value Limit and a Terrain Value Modifier. The Terrain Value Limit indicates the maximum Terrain Value the vehicle may traverse (see Terrain Effects Chart, Table 27.7). The Terrain Value Modifier affects the actual speed with which a vehicle may travel through an allowable terrain. To calculate this speed, add the Terrain Value Modifier to the Terrain Value of the environ. If the sum is less than 1, treat it as 1. Divide the listed speed in km/hour or hexes per Action Round by this sum (round down). This is the maximum number of km or hexes the vehicle may move in that terrain. Treat a road as having a Terrain Value of 1; a trail as having a Terrain Value of 2 (when in a higher Terrain Value). The car, horse cart, and tractor all are similar to vehicles the players and GM are familiar with. The others are detailed below:
Scout Car. A small non-enclosed vehicle using eight multi-celled tires for movement; petroleum powered. No air lock.
Crawler. An enclosed ATV using either balloon tires or telescoping legs for movement; nuclear powered. Has an air lock. Three Action Rounds (45 seconds) are required to change from wheels to legs.
Rover. A non-enclosed ATV with balloon tires and dynamic suspension for ease of movement; nuclear powered. No air lock.
Mobile Lab. A three-sectioned ATV with normal tires for movement. Each section is independent of the others and connected (like train cars) by accordion bags. The first section is for the driver and crew; the second is the lab; the third is for holding creatures and can adapt its atmosphere to match those suitable to its occupants. The whole lab is enclosed and air tight; nuclear powered. An air lock connects sections 2 and 3; another connects section 1 with the outside.
Amphibian. Truly an all-terrain vehicle, this ATV can travel on land, on the surface of water, or submerged. Uses semi-balloon tires for land movement and is propeller-driven in water. Enclosed and airtight; has an air lock. Applicable driver's skill depends on mode of operation. Maximum depth in water of 75 meters.
Van Rig. A large truck with sleeping quarters for the driving team; designed for continuous travel. Enclosed and air tight; nuclear powered. Has an air lock.
AutoSled. Uses skis and treads to propel it through snow and over ice; petroleum powered and not enclosed.
Half-Track. Uses treads in rear and wheels in front; not enclosed. Petroleum powered.
Loricate. An armored personnel carrier using treads for movement. Enclosed, air tight, and nuclear powered. Has an air lock.
Armored ATV. An armored ATV using treads for movement; armed with a machine gun. Enclosed, air tight, and petroleum powered. Has an air lock.
Tank. Similar to tanks the players know except uses sophisticated laser aiming to achieve accurate fire of either anti-personnel or armor-piercing shells. Petroleum powered, not air tight.
Self-Propelled Artillery. An artillery gun on treads; not enclosed; petroleum powered.
| VEHICLE associated sub-skill |
civ level | price (Trans) |
range (× 100 km) |
speed (km/hr) |
speed (Hexes/Action Round) |
terrain value limit |
terrain value modifier |
passengers | cargo capacity (× 100 kg) |
performance modifier |
repair time (Hours) |
armor (Projectile/Beam) |
length (Meters) |
weight (Metric Tons) |
|
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Scout Car atv |
5 | 35 | 12.5 | 25 | 15 | 3 | 0 | 5 | 4 | −10 | 6 | 2/2 | 5 | 2 | |
| Crawler atv |
|||||||||||||||
| Wheeled | 8 | 200 | 200 | 45 | 25 | 3 | −1 | 8 | 5 | +25 | 24 | 4/3 | 7 | 4 | |
| Legs | 8 | 200 | 100 | 10 | 5 | N | N | 8 | 5 | +25 | 24 | 4/3 | 7 | ||
| Rover atv |
8 | 150 | 300 | 75 | 45 | 4 | −2 | 2 | 1 | +25 | 24 | 3/3 | 5 | 0.5 | |
| Mobile Lab atv |
8 | 250 | 100 | 50 | 30 | 2 | +1 | 9 | 25 | +15 | 24 | 4/3 | 10 | 6 | |
| Amphibianm atv |
6 | 180 | 20 | 25 | 15 | 3 | +1 | 4 | 3 | −15 | 24 | 3/2 | 5 | 3 | |
| Van Rig truck |
6 | 240 | 24 | 100 | 65 | 1 | +2 | 5 | 150 | −10 | 12 | 3/2 | 8 | 6 | |
| Car automobile |
5 | 40 | 10 | 200 | 120 | 1.5 | 0 | 3 | 1 | −25 | 6 | 1/1 | 5 | 1 | |
| Horse Cart animal drawn |
1 | 1 | U | 10a | 15a | 2 | +2 | 6 | 2 | −15 | 2 | 1/1 | 4 | 0.5 | |
| AutoSled | 6 | 60 | 15 | 25 | 15 | 3 | 0 | 2 | 1 | 0 | 6 | 2/2 | 4 | 0.5 | |
| Tractor | 5 | 35 | 5 | 15 | 10 | 4 | −1 | 1 | 100 | −20 | 6 | 1/1 | 5 | 3 | |
| Half-Track | 7 | 1000 | 50 | 25 | 15 | 2 | −2 | 8 | 4 | 0 | 24 | 4/4 | 7 | 7 | |
| Loricate apc |
6 | 700 | 50 | 50 | 30 | 1.5 | +1 | 12 | 6 | +5 | 24 | 5/4 | 8 | 18 | |
| Armored ATV | 6 | 200 | 15 | 75 | 45 | 3 | −1 | 6 | 1 | +15 | 24 | 5/5 | 5 | 10 | |
| Tank | 6 | 2000 | 50 | 50 | 30 | 3 | 0 | 4 | 2 | +20 | 24 | 6/6 | 6 | 20 | |
| Self-Propelled Artillery | 5 | 2000 | 10 | 25 | 15 | 2 | +1 | 3 | 1 | 0 | 24 | 6/5 | 7 | 20 | |
a: Speed in km/h represents a pace which
can be maintained
over a long period of time.
Speed in hexes per Action Round represents the maximum speed which can
be maintained for a short period of time.
m: See Marine Vehicle Chart for further details.
U: Unlimited range.
N: None.
A sailing ship and all other types of wind- or man-powered water craft are familiar to the players and the GM, and are among those summarized on the Marine Vehicle Chart. Others include:
Mini Submarine. A propeller driven submersible with a maximum depth of 100 meters. Petroleum powered; has an air lock.
Flexicraft. Traverses the surface with an eel-like motion; uses no propellers. Enclosed with an air lock; nuclear powered.
Reef Walker. Much as its name implies, this submersible has a set of telescoping legs for travel along the bottom of the ocean. Nuclear powered, it has a maximum depth of two kilometers.
Water Scooter. A propeller driven one-seater; not enclosed. Runs on electric batteries similar to a robot's.
Amphibian. See Land Vehicles (21.1) for details on this vehicle.
| VEHICLE associated sub-skill |
civ level | price (Trans) |
range (× 100 km) |
speed (km/hr) |
speed (Hexes/Action Round) |
passengers | cargo capacity (× 100 kg) |
performance modifier |
repair time (Days) |
armor (Projectile/Beam) |
length (Meters) |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Sailing Ship | 6 | 90 | U | 10 | 5 | 8 | 4 | −20 | 1 | 3/2 | 12 |
| Mini Submarine | 8 | 300 | 15 | 25 | 15 | 3 | 1 | +5 | 1 | 3/2 | 4 |
| Flexicraft motorboat |
5 | 1000 | 150 | 100 | 60 | 20 | 50 | +15 | 6 | 2/4 | 40 |
| Reef Walker submarine |
7 | 600 | 20 | 20 | 10 | 6 | 15 | +5 | 2 | 3/3 | 18 |
| Water Scooter motorboat, sub |
7 | 5 | 1 | 15 | 10 | 1 | 0.2 | +15 | 1 | 1/1 | 2 |
| AmphibianL motorboat, sub |
8 | 180 | 20 | 25 | 15 | 4 | 3 | −15 | 1 | 3/2 | 5 |
L: See Land Vehicle Chart for further details. U: Unlimited range. Where more than one associated sub-skill is listed, use the one appropriate to the current use of the vehicle.
All propeller driven and jet planes are familiar to the players and the GM, and are among those summarized on the Air Vehicle Chart. Others include:
Dragonfly. A small man-powered craft with wings which are driven by the arms and legs; very light and fragile. Weighs 20 kg.
Ornithopter. A large flying vessel using the actual beating of its wings for lift. Enclosed, air tight, and with an air lock, the example given is the largest and most powerful of its type. Nuclear powered.
Air Car. The common man's transportation; powered by an electrical turbine which uses the atmosphere as a propellant. Powered by batteries similar to a robot's.
Levitator. An anti-gravity craft using magnetic monopoles to repel the gravity field; maximum altitude is one kilometer. Enclosed with an air lock.
Floater. Similar to a levitator with a maximum altitude of 500 meters.
Skimmer. Similar to levitator and floater except it has no air lock and cannot rise above 5 meters in altitude.
Shuttle. Similar to the shuttle of the 1980's except it needs no rocket boosters (lifts off like an airplane) and is nuclear powered.
Jetpack. Rocket powered backpack (solid fuel propellant) allowing wearer to fly in any atmosphere (or vacuum). Wearer uses jet-pack skill (not air vehicle skill). Civ Level: 7. Cost: 75 Trans. Range: 200 km. Speed (km/hr): 200. Repair Time: 12 hours. Weight: 40 kg.
| VEHICLE associated sub-skill |
civ level | price (Trans) |
range (× 100 km) |
speed (× 100 km/hr) |
trace or none |
thin | others | passengers | cargo capacity (× 100 kg) |
performance modifier |
repair time (Days) |
armor (Projectile/Beam) |
length (Meters) |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Dragonfly glider |
6 | 5 | 1 | 0.1 | P | 3 | 5 | 1 | 0.1 | −25 | 0.5 | 1/1 | 2 |
| Ornithopter glider |
8 | 300 | 200 | 1.5 | P | 4 | 7 | 12 | 12 | 0 | 1 | 1/1 | 20 |
| Propeller Plane | 5 | 200 | 40 | 5 | P | 3 | 7 | 5 | 25 | −5 | 0.5 | 2/2 | 8 |
| Jet Plane | 7 | 1000 | 600 | 9 | P | 3 | 9 | 8 | 50 | +25 | 2 | 3/3 | 25 |
| Air Car jet |
8 | 1300 | 10 | 7 | P | 6 | 9 | 3 | 2 | +20 | 1 | 3/2 | 5 |
| Levitator direct lift |
7 | 4000 | U | 0.3 | 6m | 6m | 6m | 100 | 100 | 0 | 10 | 4/4 | 40 |
| Floater direct lift |
8 | 400 | U | 0.4 | 6m | 6m | 6m | 10 | 5 | +25 | 6 | 1/1 | 8 |
| Skimmer* direct lift |
8 | 500 | U | 0.6 | 7m | 7m | 7m | 5 | 3.5 | +10 | 7 | 1/1 | 5 |
| Helicopter | 6 | 150 | 20 | 1 | P | 3 | 6 | 6 | 5 | −20 | 1 | 2/3 | 5 |
| Shuttle shuttle or pilot |
7 | 8000 | 640 | 20 | 8 | 8 | 8 | 40 | 200 | +10 | 5 | 4/4 | 120 |
P: Prohibited.
U: Unlimited Range; overhaul required once per year at a cost
of 100 Credits.
m: Cannot be used on a world Size 3 or less.
*May not be used in an environ with a Terrain Value
greater than 2.
Representative personal scientific equipment, tech kits, communications gear, and miscellaneous equipment is summarized on the Personal Equipment Chart (22.0).
Three kinds of equipment are available: labs, which require a piece of the item to be analyzed; scanners, which allow remote analysis up to a certain range; and synthesizers, which require input of raw material to produce usable substances.
Geo Lab. Allows geology analysis tasks only (see 12.0).
Geo Scanner Allows any geology task; has a range of 50 times its Civ Level in kilometers. Will give direction of item being scanned if task is successful; gives distance only if item is within 50 km.
Mediscanner. Allows diagnosis and treatment tasks. Must touch the being to be activated.
Bio Scanner. See biology skill, 12.0. Must be within 5 meters of the entity being scanned in order to operate.
Neuroscanner. Can detect the electromagnetic waves emitted by any living thing within 300 meters. Will reveal the number and type of every living thing within range and also their general direction. If the population is very dense, this scanner is virtually useless. No skill required for use. See 28.2.
Chem Lab Allows chemistry analyze sample tasks (see 12.0).
Chem Synthesizer. Allows chemistry synthesis tasks. Amount synthesized will be small (one kilo for simple compounds, one gram for complex compounds). Synthesis of a gas (oxygen, for example) will yield abundant amounts.
Energy Scanner. Used for all physics tasks except energy tapping. Range is 100 meters.
The kits include replacement parts, troubleshooting equipment, tools, and other items of repair. Unless otherwise stated, a kit may be used to repair any type of damage to the appropriate item (even if the item is partially destroyed).
Basic Repair Kit. Allows repair of superficial damage to any item smaller than a large vehicle, and of light damage to any item weighing less than 15 kg.
Suit Kit. Allows repair of environment suits and respirators. Also allows repair of punctures to body armor.
Armor Kit. Allows repair of environment suits, body armor, and all other items listed on the Protective Attire Chart, except the force field. May repair projectile and beam armor on body armor, vehicles, and armored structures. The Civ Level 7 kit does not allow repair of a partially destroyed item.
Weapon Kit. Allows repair of all weapons except those mounted on a spaceship. The Civ Level 6 kit does not allow repair of a partially destroyed item.
Electro Kit. Allows repair of all types of small electronic equipment (scanners, labs, etc.). Partially destroyed equipment weighing more than 15 kg may be repaired only with the Civ Level 8 version of the kit.
Robot Kit. Allows repair of all types of damage to all robots.
Vehicle Kit. Allows repair to all types of vehicles. Does not repair any damage done to the armor of these vehicles. The Civ Level 6 version of this kit will not repair a partially destroyed vehicle.
Spaceship Kit. Allows repair to all facets of spaceships, one compartment at a time. No spaceship kit will repair anything that is partially destroyed.
Any communications device relying on the transmissions of radio waves will be subject to the normal vagaries of that medium. The GM should feel free to allow occurrences such as solar flares, magnetic deviations, and signal jamming to interfere with the characters' transmission. Amongst other communication devices, there are:
Headset Radio. Installed inside a respirator helmet, this has a range of 2 km.
Planetary Shortwave. Allows communication anywhere on any world and also into orbit, if the two radios are on the same side of the world.
Interplanetary Radio Dish. Allows communication anywhere within a star system.
Interstellar Commlink. Psionic device available to the public allowing instantaneous communication between star systems that contain a psionic institute (see 10.5). Puts character in contact with psion who will transmit short message anywhere in settled space. In addition to purchase cost, there is a charge for each use of 50 Mils plus 5 Mils per light year message is sent. Exception: No charge for thinker or psionic navigator.
Translator. Aids in communication with beings who speak a foreign language. The Civ Level 7 version simply translates what the other being is saying; the Civ Level 8 version may allow the character to speak in that language also. In this version, it will yield a phonetic version of the phrases to be uttered.
Superoid Camera. Produces a holographic still image; all developing is done within the camera. Price of the film (20 images) is 20 Mils.
Holographer. Produces a holographic still or moving picture; developing is done in the camera. Price of the film (one hour of images) is 50 Mils.
Force Cage. A cage used to hold creatures utilizing a force field instead of bars. One force cage may hold a large creature. Force cages may be joined together to hold larger entities.
Night Glasses. Allow vision in the dark through infrared emissions. The item resembles binoculars.
Rocket Flare. A flare which, when shot from any pistol, rises to a height of 1 km and explodes, sustaining the light for ½ hour, floating on a small set of rockets.
Super Cage. A non-metallic, entirely sealed container. Buffered walls protect fragile life-forms.
Rock Blaster. Shock absorbing jackhammer/compressor. May hold ore it extracts. Increases mining and asteroid mining Skill Levels by 1. Price: 15 Trans. Weight: 25 kg. Civ Level: 6.
Anaerobic Torch. Hand-held, electrical/chemical light source. Provides daylight in 20 meter radius for 100 hours. Works in any atmosphere or a vacuum.
Computer Time. Available to characters in any urban environment of Civ Level 5 or above. Library data time will be found at a Data Center, and most unclassified information concerning the world, star system, and federation will be easily found. It is very rare that information of a classified nature will be obtainable (even through use of programming skill) at a terminal of this type. One hour of time costs 10 times the Civ Level of the world in Mils. The sophistication of the information obtained increases with the Civ Level of the computer used.
Programming time is obtained differently. This includes all official commercial use of computers by the characters. All small business and record keeping procedures the characters may wish to carry out can be accomplished on a small portable business computer. Often, however, the GM will decide the task which the characters need to accomplish will require a larger machine. One hour of time is available through large corporations at a cost of 20 times the Civ Level of the world in Mils.
Audio Sealed Case. An attaché case with the voice print of the owner encoded within the locking mechanism. Also has projectile Armor Rating of 2. Price: 15 Trans. Weight: 10 kg. Civ Level: 7.
False Identity. A full set of false ID papers, photos, fingerprints, retinal patterns, etc. Price: 10 Trans × Law Level of world. Weight: Negligible. Civ Level: 6.
Business Computer. A small portable computer capable of performing many menial calculations and record keeping. Comes in many different sizes and I/O configurations. Price: 5 Trans. Weight: Varies; approximately 10 kg. Civ Level: 6.
Plastic Explosives. Produces explosions of varying intensities; the GM must adjudicate their effects. Price: 1 Tran. Weight: 1 kg. Civ Level: 5.
This list by no means exhausts all the equipment the characters will wish to purchase. The GM must create these items within the framework of the guidelines shown in this Section; he should feel free to be as creative as he desires. This particular area will personalize a GM's campaign more than any other.
| SCIENTIFIC | civ level | weight (Kilograms) |
price (Trans) |
skill plus | time needed for use |
base repair time |
|---|---|---|---|---|---|---|
| Geo Lab | 5 | 15 | 1 | 0 | 2 | 1 hr |
| Geoscanner I | 6 | 25 | 6 | 0 | 1 | 1 hr |
| Geoscanner II | 8 | 7 | 15 | +2 | 0.5 | 2 hr |
| First Aid Kit | 4 | 5 | 1 | 0 | 1 | 1 hr |
| Mediscanner I | 6 | 10 | 12 | +1 | 0.5 | 1 hr |
| Mediscanner II | 8 | 5 | 10 | +2 | 0.3 | 2 hr |
| Bioscanner | 7 | 7 | 8 | 0 | (a) | 1 hr |
| Bioscanner | 8 | 2 | 12 | +1 | (a) | 2 hr |
| Neuroscanner | 8 | 5 | 18 | na | None | 2 hr |
| Chem Lab I | 5 | 20 | 2 | 0 | 1 | 1 hr |
| Chem Lab II | 7 | 15 | 7 | +1 | 0.5 | 1 hr |
| Chem Synthesizer I | 6 | 25 | 2 | 0 | 4 | 1 hr |
| Chem Synthesizer II | 8 | 22 | 6 | +2 | 2 | 2 hr |
| Energy Scanner | 7 | 5 | 10 | 0 | (a) | 1 hr |
| TECH KITS | ||||||
| Basic Repair Kit | 5 | 5 | 1 | 0 | (b) | na |
| Suit Kit | 7 | 2 | 2 | 0 | (b) | na |
| Armor Kit I | 7 | 15 | 20 | +1 | (b) | na |
| Armor Kit II | 8 | 15 | 30 | +2 | (b) | na |
| Weapon Kit I | 6 | 7 | 2 | +1 | (b) | na |
| Weapon Kit II | 8 | 7 | 4 | +2 | (b) | na |
| Electro Kit I | 7 | 5 | 11 | +1 | (b) | na |
| Electro Kit II | 8 | 5 | 15 | +2 | (b) | na |
| Robot Kit | 8 | 15 | 30 | +1 | (a) | na |
| Vehicle Kit I | 6 | 30 | 25 | +1 | (b) | na |
| Vehicle Kit II | 8 | 30 | 35 | +2 | (b) | na |
| Spaceship Kit I | 6 | 100 | 60 | 0 | (b) | na |
| Spaceship Kit II | 7 | 100 | 75 | +1 | (b) | na |
| Spaceship Kit III | 8 | 100 | 100 | +2 | (b) | na |
| COMMUNICATIONS | ||||||
| Headset Radio | 5 | 1 | 0.2 | 0 | na | 1 hr |
| Planetary Shortwave | 5 | 20 | 0.4 | 0 | na | 1 hr |
| Interplanetary Radio | 7 | 5 | 2 | 0 | na | 1 hr |
| Planetary Headset | 8 | 1 | 2 | +1 | na | 2 hr |
| Interstellar Commlink | 8 | 1 | 2 | na | na | 2 hr |
| Translator | 7 | 2 | 16 | +1 | None | 1 hr |
| Translator | 8 | 1 | 48 | +2 | None | 2 hr |
| RECORDING EQUIPMENT | ||||||
| Audio Recorder | 5 | 2 | 0.1 | na | AR | 1 hr |
| Still Camera | 4 | 5 | 0.1 | na | AR | 1 hr |
| Superoid Camera | 5 | 7 | 0.4 | na | AR | 1 hr |
| Holographer | 7 | 25 | 3 | na | AR | 1 hr |
| CAGES | ||||||
| Metal Cage 0.5 m3 | 2 | 2 | 0.1 | na | na | 1 hr |
| Metal Cage 8.0 m3 | 2 | 50 | 0.5 | na | na | 1 hr |
| Super Cage 0.5 m3 | 5 | 1 | 0.2 | na | na | 1 hr |
| Super Cage 8.0 m3 | 5 | 30 | 1 | na | na | 1 hr |
| Force Cage | 8 | 3 | 20 | na | AR | 2 hr |
| VISION EQUIPMENT | ||||||
| Night Glasses | 7 | 0.3 | 3 | na | na | 1 hr |
| Rocket Flare | 5 | 0.5 | 0.1 | na | AR | na |
| Anaerobic Torch | 6 | 0.5 | 0.1 | na | AR | na |
| Flash Light | 4 | 0.5 | 0.1 | na | AR | 1 hr |
| Binoculars | 5 | 1 | 0.1 | na | na | 1 hr |
na: Not Applicable. AR: Activation takes one Action Round. (a): See 12.0 for explanation. (b): See 13.1 for explanation. Additional equiment includes: Psionic Rig (10.1), Jet Pack (21.3), Internal Gravity Web (33.3), Audio-Sealed Case, Business Computer, Rock Blaster, False Identity, and Plastic Explosives (22.4).