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Equipment

All prices are given in Standard Credits, any item is 1 slot unless stated otherwise.

Gear

Binoculars 75
Chemical Light-stick 1
Climbing Kit (bulky) 500
Cold Weather Clothing (bulky) 500
Combat Engineering Toolkit (bulky) 500
Desert Suit (bulky) 1,000
Distress Flare (bulky) 15
Diving Hardsuit (1 Armor, bulky) 20,000
Duct Tape (2 rolls per slot) 5
Environment Mask 50
First Aid Kit (Restore d4 HP) 100
Flashlight 10
Grapnel launcher & cable (bulky) 150
Hand Scanner 2,000
IR/Nightvision Goggles 750
Laser Drill/Cutter 200
Neural Link Cyberdeck (bulky) 5,000
Parachute/Gravchute (bulky) 500/2,500
Personal Comms 150
Personal Drone (+1 Armor, 3 HP, bulky) 500-10,000
Portable Computer 500
Portable Micro-fusion Generator (bulky) 11,000
Prefabricated Cabin (bulky) 2,000
Space Rescue Ball (bulky) 150
Surgical Medikit (Restore d8 HP, bulky) 4,000
Survival Kit (bulky) 150
Toolkit (Mechanical, Engineering, Starship, Weapon) 400
Trauma Medikit (Restore 1 HP when at 0, bulky) 500
Universal Translator/Language Pack 2,500/500
Vacuum Emergency Kit 500
Wingsuit (bulky) 500

Weapons

When multiple die are listed in damage (i.e., 2d6) roll all dice and take highest value.

Arrows (x 20) 10
Boarding Blade (d6 damage, hidden) 50
Bow (d6 damage, bulky, silent) 15
Brass Knuckles (2d4 damage) 40
Chainsaw (d10 damage, bulky, silent) 200
Crossbow (d8 damage, bulky) 60
Dagger, Cudgel, Sickle, Staff, etc (d6 damage, hideen) 5
Electrowhip (d8 damage, stun) 200
EMP Grenade (4d8 damage, blast, electronics only) 20
Energy Pistol (d8 damage) 150
Energy Rifle (3d10 damage, bulky) 200
Energy Support Weapon (3d12 damage, bulky) 380
Flechette Pistol (d6 damage, silent) 200
Flechette Rifle (d8 damage, bulky, silent) 300
Force Sword (2d8 damage) N/A
Frag Grenade (1d10 damage, blast) 10
Grenade Launcher (add grenade to any rifle or support weapon) 150
Gyrojet Pistol (d8 damage, recoilless) 500
Gyrojet Rifle (d10 damage, bulky, recoilless) 1,300
Halberd, War Hammer, Long Sword, Battle Axe, etc (d10 damage, bulky) 20
Incinerator (2d8 damage, bulky, blast) 65
Man-Portable Missile (2d12 damage, bulky 8,000
Monofilament Blade (2d8 damage) 2,500
Mortar (d10, blast damage, bulky) 200
Projectile Pistol (d8 damage) 70
Projectile Rifle (d10 damage, bulky) 140
Projectile Support Weapon (2d12 damage, bulky) 320
Rocket launcher (3d12 damage, bulky) 420
Security (add to any weapon, only identified user can fire) 200
Sentry Gun (3d10 damage, bulky, AI controlled) 5,000
Shotgun (d8 damage, bulky) 60
Silencer (add to any ranged projectile weapon, silent) 150
Smartgun Link (add to any ranged weapon, +1 damage) 500
Smoke Grenade (1 damage, blast) 15
Spear, Sword, Mace, Axe, Flail, etc (d8 damage) 10
Staff (d8 damage) 50
Stun Baton (d6 damage, stun) 100
Stun Grenade (2d8 damage, blast, stun) 150
Stun Pistol (d8 damage, stun) 160
Stun Rifle (d10 damage, bulky, stun) 300

Armor

Ballistic Cloth Coat (2 Armor) 6,000
Ballistic Cloth Jacket (1 Armor) 3,000
Ballistic Gel Coat (1 Armor) 1,500
Ballistic Vest (1 Armor) 4,000
Boarding Armor (3 Armor, bulky, sealed) 3,000
Chainmail (2 Armor) 1,200
Chameleon Skin (add camouflage to any high-tech armor) 5,000
Camouflage Generator (add invisibility to any high-tech armor) 5,000
Combat Exoskeleton (2 Armor, bulky, enhanced) 30,000
Emergency Spacesuit (2 Armor, sealed) 3,000
Environment Suit (1 Armor, bulky, sealed) 5,000
EOD Suit (3 Armor, bulky, clumsy) 10,000
Full Plate (3 Armor, bulky) 8,000
Half Plate (2 Armor, bulky) 4,000
Helmet (+1 Armor, 1 slots) 40
Hud (add to any sealed armor) 1,000
Power Armor (3 Armor, bulky, enhanced, sealed, weaponized) 15,000
Re-entry Armor (3 Armor, bulky, sealed, gravchute) 20,000
Shield (+1 Armor) 40
Standard Spacesuit (2 Armor, bulky, sealed) 1,000
Synthetic Mesh (2 Armor) 6,000
Tactical Body Armor (3 Armor, sealed) 10,000

Tags

  • Blast. Affects targets in the area. Roll damage for each target separately. When in doubt as to how many targets are affected, roll the damage die. Example: - 1d8 Blast means that it affects 1d8 targets near the point of impact, dealing 1d8 to each.
  • Bulky. Takes up 2 inventory slots and requires 2 hands to use.
  • Clumsy. Pass a STR Save or attacks are impaired.
  • Enhanced. Attacks are enhanced.
  • Hidden. Concealable on your body, but can be found with a thorough frisk.
  • Recoilless. A subsequent attack against the same target (without moving yourself) deals +1 damage.
  • Sealed. User is immune to environmental threats.
  • Silent. The sound can be identified by those within the same room, but does not draw further attention.
  • Stun. Pass a STR Save or target loses next turn.

Cybernetic Implants

Implants take no inventory slot.

Air Filter 10,000
Augmented Reflexes 15,000
Blade Implant 3,000
Brain Augmentation 30,000
Cloacking 25,000
Cortical Implant 5,000
Dermal Plating 20,000
Detoxifier 3,000
Direct Neural Interface 4,000
Ear Implant 2,000
Eye Implant 2,000
Firearm Implant 7,000
Integrated Comms 1,000
Mindshield 30,000
Neural Datalink 6,000
Prosthetic Limb 15,000
Reinforced Skeleton 35,000
Repair Nanobots 5,000
Spacesense 10,000
Stimulants Dispenser 3,000

Starships

Courier 20 mln
Cruiser 94 mln
Explorer 47 mln
Fighter 14 mln
Freighter 75 mln
Miner 44 mln
Passenger Cargo 45 mln
Racer 18 mln
Trader 43 mln
Yacht 41 mln

Vehicles

Air Balloon 35,000
Amphibious Vehicle 50,000
APC 350,000
Bicycle 800
Combat Walker 800,000
Drone 200,000
Grav Flyer 120,000
Ground Car 40,000
Half Track ATV 200,000
Helicopter 250,000
Hovercraft 30,000
Jet Airplane 400,000
Jet Bike 60,000
Marauder 25,000
Mini Sub 80,000
Motor Boat 60,000
Motorcycle 20,000
Riot Tank 210,000
Rowboat 5,000
Tracked Explorer 400,000

Living Expensens

Poor 400/month
Low 1,000/month
Average 1,200/month
Good 1,500/month
High 2,000/month
Rich 5,000/month
Royal 20,000/month