This section covers all of the non-weapon equipment that a hero or villain is likely to want. The Editor and players must decide what kind of equipment they want for their game. Weapons are so important to superheroes, I put them in another section entirely. Go there if you want to see guns, blades, and nega-beams.
Reliability: Some equipment will have Reliability scores (see inventing). Usually, equipment on the cutting edge of technology will have Reliability scores of less than 20. When an item with a Reliability of less than 20 is used, a 2d10 must be rolled. If the result is greater than the item’s Reliability, the item’s Reliability drops by the number missed by, on the Doubles Chart. If it is missed by 5 or less, the item still operates correctly. If it is missed by 6-8, the item operates incorrectly. If it is missed by 9 or more, the item fails to operate at all.
If the item has a type greater than 1, reduce the Reliability by the type of the item.
If the item is at the cutting edge of Earth technology, but the item was created by a culture that is more advanced than Earth, add 2-20 to the Reliability. The Reliabilities given here assume that the items were made on Earth, either through normal manufacturing methods, or, in the case of weird science, by a mad scientist.
If the person using the item does not know how to use it, reduce the Reliability by 1-10. If the person using the item is from a culture that is not advanced enough to use the item, reduce the Reliability by 1-10.
DP: Inanimate objects will generally have DP equivalent to their mass, on the Square Chart, divided by 2, rounded up. When a piece of equipment loses DP, it also loses Reliability. For each 10% of original DP lost (round up), 10% of original Reliability (round up) is lost as well. A Reliability 25 computer, with 15 DP (a huge computer) will lose 3 points of Reliability for every 2 points of DP lost.
Miscellaneous Equipment
Acid: Acids do Type points damage each standard unit, and have a bonus of type vs. Skin Temper.
Since acids attack the surface of the target, only the top millimeter is used to determine Ignore Damage. See Material Strength, under Special Rules.
Certain substances gain bonuses to Skin Temper and Ignore Damage when attacked by acid.
| Substance Type | Skin Temper | Ignore Damage |
|---|---|---|
| metals | -4 | |
| flesh | ||
| wood | +2 | 2 |
| plastic | +4 | 4 |
| rock/ground | +6 | 6 |
| crystal/glass | +10 | 10 |
Taken internally, acids do damage directly to DP for 10 standard units. Outside, they evaporate in 10/type standard units. The thing they are attacking gets a +1 bonus to ST every standard unit.
The standard unit is normally a round, but acids can be weaker or stronger.
The standard unit is normally a round, but acids can be weaker or stronger.
Alarms: There are many types of alarm systems. Generally, Alarms reduce the Quality of the Sneak roll by Type.
Capacitance: These detect people in their immediate area by measuring the capacitance of the air, and noting any changes. (Reliability: 25)
Electrical Connection: These use electricity in some manner to detect if someone is touching something, such as a doorknob, a window, etc. Some connection alarms go off when a connection is made, and some go off when a connection is broken. (Reliability: 30)
Heat: These detect local changes in heat. (Reliability: 23)
Beam: These alarms send a beam of infrared light, ultraviolet light, or some other invisible beam between a transmitter and receiver. If the beam is ever broken, the alarm is set off. (Reliability: 27)
Physical: These are set off by tripping a wire, pressure plate, or other physical alarm. (Reliability: 20 to 35)
Analyzer: These devices analyze nearby creatures or things. The distance which can be analyzed is found by looking up the Type on the Result Column, and reading to the Doubles Column, for meters. Analyzers generally have batteries with type times 40 EP. Each use at maximum Type uses up 5 EP, which can be reduced as normal. Type can be applied to sensitivity and range.
These are the subclasses of analyzers:
Air Analyzers test the atmosphere by running parts of it through the analyzer. The chance of detecting a gas is the percentage of the atmosphere made up by the gas on the Doubles Chart, moved up Type rows, and times 10. (Reliability: 25)
Substance Analyzers analyze substances within range. They work similarly to the air analyzer as far as percentage chance of detecting. (Reliability: 20)
Energy Analyzer: this analyzes energies within range, giving frequencies or bands. (Reliability: 20)
Life Analyzer: this detects and identifies life within its range. This type of analyzer is further subclassed by what type of life it detects or how it checks for life. Unknown life is classified by organic complexity.
Material based life: detects matter organisms. (Reliability: 19)
Energy based life: detects energy organisms. (Reliability: 17)
Psychic Patterns: detects intelligent or semi-intelligent beings by scanning the area for minds and intelligences. It can detect anything which has a mind. (Reliability: 8)
Medical Analyzer: these analyzers analyze a person’s physical or mental condition and allow a doctor to make a diagnoses from that. There are two types of medical analyzers.
Physical: analyze physical condition (Reliability: 10)
Psychic: analyze psychological condition (Reliability: 6)
Anti-Gravity Devices: These devices work like the power Gravity Control. They negate gravity up to 100% (Type times 20%). Anti-grav devices are used to make carrying or moving objects easier. The average battery holds 3000 EP. They use up 5 EP per round, brought down as normal. (Reliability: 6)
Armor: Armor is used to protect the wearer from damage. There are several types of armor, ranging from ancient to futuristic. Armor adds to the wearer’s Skin Temper and Ignore Damage.
Multiply the weight given by the height of the character (squared) for the weight of the armor or shield. Due to the encumbrance (not weight—though that may also cause a reduction) of the armor, the character will have an agility penalty. Multiply the character’s agility by the number given under agility here, and round up.
Armor has a rating which determines how much of the body it covers. The player must roll less than or equal to this on a d100 against every attack, or the armor did not help stop the blow. See the skill Armor Use for more information. If the attack was a Death Shot or Called Shot to a part of the body protected by the armor, the Cover Chance is increased by half of 100 minus the normal Cover Chance. A Helmet, with a Cover Chance of 10, increases to 10 plus half of 100-10, or a Cover Chance of 55 for Called Shots/Death Shots to the Head. The Cover Chance can be increased by 3 for each point of Combat Q applied to it.
Armor must make a Reliability roll whenever it takes a hit. There is a penalty to the roll equal to the damage done (modified by the Ignore Damage and Skin Temper of the Armor), on the Doubling Chart. If the armor completely fails to operate correctly, its Reliability is only reduced by half the failure. Cover is rolled first. If the Cover roll fails, a reliability roll is unnecessary.
| Armor | Skin Temper Bonus | Ignore Damage | Weight | Agility | Cover | Reliability |
|---|---|---|---|---|---|---|
| Plate Armor | 6 | 2 | 35 | 6/10 | 90 | 24 |
| Plate Mail | 5 | 1 | 30 | 5/10 | 80 | 23 |
| Chain Mail | 4 | 1 | 25 | 7/10 | 70 | 23 |
| Leather | 3 | 1 | 8 | 8/10 | 50 | 24 |
| Shield(1) | 2 | 1 | 5 | 1 | 50 | 24 |
| B. P. Vest | 2 | Type | 10 | 9/10 | 40 | 23 |
| Plastic(2) | 4 | Type | 20 | 8/10 | 70 | 22 |
| Disco Dan(3) | Type | Type | 2 | 1 | 80 | 20 |
| Army Helmet | 5 | 2 | 5 | 1 | 10 | 24 |
1. Using a shield gives -2 to Combat Bonus Pool for close combat.
2. Vs. light, Plastic Armor ignores 1 point. High tech plastic armor may have a built in computer with the Armor Use skill. This overrides the user’s skill.
3. This is simply high efficiency reflective clothing. The bonus to Skin Temper and Ignore Damage work only against light-based attacks.
Communicators: These devices have a strength and hearing, which is used as the hearing score and strength score in yelling. The Hearing Multiplier changes the number of meters it takes for a penalty to the Hearing Roll. A Hearing Multiplier of 1,000 means that there is a penalty of 1 for every kilometer—1,000 meters.
Communicators use much more EP when transmitting than when receiving. When transmitting, the user can usually reduce the power of the transmission, and thus reduce the EP usage. EP use reduces just as for a power.
Wrist or Pocket Radio: These devices are extremely small. They have a hearing of 10 (and a Hearing Multiplier of 1,000) and a strength of 10. They use up 1 EP per ten minutes listening, and 3 EP per round speaking (modified downward as normal, by reducing Strength). They’ll normally have 100 EP. (Reliability: 20)
Walkie-Talkie: The common kids toy will have a hearing of about 4 and a strength of about 1. The quality used by the services is much better, however, having a hearing of about 14 and strength of about 14. The Hearing Multiplier for the professional model will be 10,000. The toy will have a Hearing Multiplier of 100. These will have from 100 to 200 EP. (Reliability: 25)
Radio Transceiver: Hearing will range from 10 to 20, and strength is about 10. The Hearing Multiplier is 10,000 for direct communications, and 100,000 for bounced communications. Radio Transceivers are usually hooked up to a renewable power source (such as a wall outlet), but they can be hooked up to car batteries. In this case, assume the car battery to have 200 to 400 EP. (Reliability: 28)
Sub-Space Transceiver: Sends Messages through hyperspace, usually in a code such as RTTY or Morse. This allows the sending of messages between the stars, without any change in time. Subspace transceivers do not require a hearing or strength. If properly programmed and aligned, the message will be received correctly. (Reliability: 14)
Hyper-Torp: A Hyper-Torp is a torpedo which holds a message and can be programmed to go through hyper space to another point. (Reliability: 13)
Jammer: These transmitters are designed to completely disallow all radio communications on the frequencies the jammer was calibrated. The strength of jammers ranges from 1 to Type. They divide the Hearing scores of receivers by Type, and Type is reduced by 1 for every meter (multiplied by the Hearing Multiplier) between the Jammer and the receiver. Jammers based on batteries usually have 100-200 EP. (Reliability: 26)
Tracer: These devices transmit on a radio frequency, and are extremely small. They can be placed in purses, pockets, or in other clever spots. They generally have a strength of from 1 to 10. Tracers usually transmit for a short period and then turn off for a longer period, and then transmit again. This allows them to last much longer than if they transmitted continuously. They tend to last for 1 hour to many days. (Reliability: 24)
Video: Many of these communicators come in video models as well, with a penalty of 4 to Reliability.
Computer: Computers are typed according to ability. A type I computer is a 4-function calculator. Type II is a Programmable calculator. Type III is equivalent to most elderly personal computers, with a Type V equal to the reasonably powerful desktop computers of today (Macintosh PowerPC). A type X is the lowest artificially intelligent computer. (Reliability: 25)
Dark Cloud: This blocks light. It creates a cloud usually about 3-5 meters in diameter. Dark Clouds are used as protection against Flashes and Lasers. A Dark Cloud reduces the Type of a Flash by the Type of the Dark Cloud, and reduces the damage of a laser by three times the Type of the cloud. (Reliability: 18)
Disruption Field: This field disrupts all matter touching it into its component subatomic parts. Objects that touch the field take twice Type points damage, and the field gets a bonus vs. Skin Temper of Type. (Reliability: 10)
Drugs, Mind Numbing and Painful: These reduce agility by type times 5%. Skin Temper can reduce effects of drugs as if the Type were damage.
Duration of the drugs will generally depend on the time it takes the drug to take effect. For every segment between the time that the drug was injected and when it takes effect, it takes one round for the drug to dissipate. An amount of alcohol equal to one shot of whisky (Type 1 Mind Numbing), for example, takes three minutes (250 segments) to take effect, and 50 minutes (250 rounds) to dissipate.
These drugs reduce learning by type times 5%, EP by type times 3 points, Perception by Type times 3, and Willpower by Type, for the duration. Which is their allure, right?
Environment Suit: Designed to be a complete life support system, these suits hold an atmosphere (at least in the area where respiration takes place), maintain pressure, and dispose of/recycle waste. They can be as bulky as those first built in our space program to skin tight suits with a bubble head.
Environment Suits generally have 50 EP plus 20 times type. To determine how much EP is used, subtract the number of atmospheres outside the suit from the number inside. Take the absolute value of this, and look up on the Square Chart. Subtract Type. This is the number of EP used every minute. Also, subtract the temperature outside from the temperature inside, take the absolute value of it, and look this up on the Square Chart. Subtract Type. This is the number of EP used per minute to keep temperature regulated. (Reliability: 22)
Fire Extinguishers: Fire extinguishers can negate up to type points of fire, in a radius of type meters.
Water is a type 2 extinguisher (per gallon, on the Sphere Chart), and sand is a type 4 extinguisher (per bucket, on the Sphere Chart). (Reliability: 25)
Force Field Generator: These generators come in many sizes, for different strengths and portabilities. The average personal generator will resemble a very large backpack and generate a field with a bonus of 2-6 to Skin Temper, and/or ignoring 1-10 points. Larger fields, for ships and vehicles, will have smaller Skin Temper bonuses.
Portable generators generally hold 3-5 hours of use, and produce a field from 1 micrometer or closer to 1 meter from the user.
Force Fields, like the Force Field power, apply separately from the protected character’s Skin Temper/Ignore Damage. (Reliability: 10)
Flash: Flashes will blind all who do not make a perception roll against being blinded, with a penalty equal to the Bright Flash type times 5, and a bonus equal to the number of meters the character is from the center of the flash. If it blinds, it does so for type times d8 segments. (Reliability: 25)
Gas: Gasses generally dissipate in about 6 rounds, or less if there is a wind. Most gasses must be breathed to take effect, and act as Death Shots, no saving throw. After breathing poison or sleep gas, but when the gas is gone or the person is not breathing, damage is still done—reduce damage by one die per round. Skin Temper applies to all damage. Ignore Damage will only apply to external damage (for Tear Gas, for example).
Poison Gas: While breathed, this does type times d6 points of damage per round.
Sleep Gas: If breathed, this does type times d6 EP per round. This is usually EP that heals per round.
Tear Gas: Every five segments in the cloud created with this gas, there is a penalty of Type to the Bonus Pool for all Action Rolls. Once out, the Healing Roll made each round can be used to reduce these penalties. Also, while in the cloud, d4 points damage are taken per round. If inhaled, this is increased to d8 points. The number of dice of damage taken is equal to the Type of the tear gas, on the Doubles Chart.
Gas Mask: These protect the wearer from gasses meant to be inhaled. These are typed by the type of gas which they can allow the user to completely ignore. They also allow the user to ignore damage from gas of type higher than that of the mask, equal to the difference in Type. A Reliability roll will then need to be made every round, at a penalty equal to the difference in Type. (Reliability: 25)
Glider Wings: These wings allow the wearer to glide. They will work like the power Gliding, and give the wearer a power roll of twice Type.
Grappling Hook: Grappling hooks range from 10 to 60 meters in length and are capable of holding what the rope could hold. See Rope.
Gyroblade: This device looks like the blades on a helicopter. Users strap it onto their back and chest. EP Cost can’t be reduced below 1 EP per hour.
| Mass: | 15 kg | EP: | three times Type |
| Lift Q: | 19 | Move Q: | 12 |
| Reliability: | 20 |
Movement is in .25 meters/segment.
Gyrocopter: This device is a very small, usually open helicopter. EP Cost can’t be reduced below 1 EP per hour.
| Mass: | 40 kg | EP: | four times Type |
| Lift Q: | 18 | Move Q: | 10 |
| Reliability: | 20 |
Movement is in .25 meters/segment.
Handcuffs: Handcuffs can ignore about 2 points damage, and generally have 2-4 DP. The locks on handcuffs are generally type 3 to 4.
Heat Bomb: This bomb causes heat damage only, no concussive damage. It does d6 damage. The number of dice is the type of the bomb, minus 2, on the Sphere Chart. The bomb has a penetration of 4. It affects a Maximum Range of .25 meters, a Short Range of .1 meters, and a Range Set of .05 meters. Whatever takes the damage becomes fused. (Reliability: 28)
Hypodermic Needle: These are used to inject liquid (usually a drug, medicine, or poison). In order to succeed, the user of the needle must be capable of doing at least one point of damage with the needle. A needle is capable of 1 point of damage, with a maximum hand damage bonus of half type, round down. It counts as a thrusting, pointed weapon. Needles have a penetration of Type. The damage done is not real, however. It is used only to determine if the needle can penetrate the skin. No damage is actually done.
Jetpacks: Personal jet devices must be worn somewhere. Most are backpacks, but some are for belts or boots. They use EP for Movement and for Lifting. Movement is in meters/segment. Jetpacks will usually have either Lift or Top Speed increased by Type. EP cost can’t be reduced below 1 per hour.
Jetpacks have a Maneuverability of 2.
| Slimpack | Flatpack | Apepack | Beltjets | Boot Jets (1) | Wing Jets (2) | |
|---|---|---|---|---|---|---|
| Mass: | 8 kg | 15 kg | 30 kg | 3 kg | 6 kg | 10+2x type, kg |
| EP: | twice Type | three times Type | four times Type | twice Type | twice Type | twice Type |
| Lift Q: | 20 | 22 | 24 | 19 | 20 | 20 |
| Move Q: | 4 | 10 | 12 | 9 | 10 | 7 |
| Reliability: | 20 | 21 | 22 | 20 | 20 | 20 |
1. A character using boot jets must make a Lift Roll for lifting the character’s own weight, as worn weight.
2. Jetwings are more maneuverable than normal jet packs. Maneuverability is moved up 1 row.
Laser Pen: Laser Pens are usually designed to provide high power at a short range, for cutting the target. Damage is Type times 2. Penetration is Type. Short Range is 2 millimeters. Range Set is 1 millimeter, and Maximum Range is one centimeter. Laser Pens usually hold enough EP for 4-9 maximum strength segments of use. (Reliability: 20)
Lie Detector: Each time a character says something while hooked to a lie detector, the player must save vs. Willpower. If the character is lying, the penalty is four times the lie detector type. If the character is telling the truth, the bonus is four times the lie detector type. If the save is successful, the machine does not detect the statement as a lie.
In either case, if the save is unsuccessful, the machine tentatively detects the statement as a lie. The operator must make a Knowledge Roll vs. four times Knowledge Score in Operate Lie Detector. There is a bonus equal to four times the Lie Detector Type. If successful, the operator correctly interprets the lie detector’s response. If unsuccessful, the operator incorrectly interprets the lie detector’s response.
If the character lies without knowing it (because of a post-hypnotic suggestion, for example), this will be detected as a lie if the operator’s roll is less than or equal to 10% of what was needed. The operator will know that this is not a standard lie, though a roll vs. 3 times Knowledge Score will be required to recognize it as a post-hypnotic suggestion or similar. (Reliability: 30)
Life Box: These portable devices were designed to allow safekeeping of people about to die. It cryogenically freezes the person inside into suspended animation until the person can be given proper medical attention. Life Boxes divide aging by type, read from the Result column to the Doubling Chart. (Reliability: 25)
Lock: Locks are typed by how hard they are to pick. (see Open Locks, skill and power). A type 1 lock is a skeleton key lock. A cheap combination or key lock is type 2. Generally, a good portable lock is type 3 to type 4, and good locks on homes are type 3 to type 6. Locks have a Skin Temper of whatever material they are made of (generally an alloy), and have DP and ignore damage dependent on size and material.
Map Generator: This highly sophisticated device scans the area within a radius of type squared meters, and generates a map of the area. (Reliability: 22)
Mirror Smoke: This smoke can either simply obscure, or, if used skillfully, make duplicates of the people in its area of effect (generally a radius of up to type times 3 meters). For each duplicate that the user attempts to make (to make duplicates of other people, this must be stated before letting the smoke loose) a roll must be made against the character’s Magic Tricks skill score. There is a penalty to this equal to the total of the heights of those being duplicated, in meters. Wind will also provide a penalty.
Parabolic Mike: This mike picks up distant sounds, by concentrating the remaining sound waves into one louder sound wave, then amplifying this. It gives tape recorders or bugs a multiplier on hearing, generally from 2 to 8. (Reliability: 25)
Personal Flight Devices: These personal flight devices are described in this section: Jetpacks, Glider Wings, Gyroblades, Gyrocopter, Ultralight.
Plastic Explosives: Plastic explosives do d6 damage. Look up the Type on the Doubling Chart for the number of dice.
Plastic explosives are very light. One ten gram section is approximately equal to 1 cubic centimeter. Plastic explosives are very malleable, but it takes time to form into a shape. This time is equal to 10 segments per type per ten gram section, for simple shapes. Other shapes will require sculpting knowledge. If the shaper hurries, there is a chance that the plastic will explode. Each reduction of 10% to the shaping time gives a 10% chance of accidental explosion. This explosion will occur at a random point in the shaping process.
Plastic explosives are very easily set off. If it takes any damage, it explodes. If jostled heavily, give it a 1 to 100% chance of going off, depending on how close it was to taking damage.
The explosion has a Short Range of .5 per type, a Range Set of .5 per type, and a Maximum Range of 2 per type.
When using more (or less) than ten grams, look up the number of ten gram sections on the Sphere Chart for the number to multiply the number of dice by. Add this number/10 to Short Range and Range Set, and this number/5 to Maximum Range.
Poison: Poison does Type points damage the first round, half this the next, then half, until less than 1 point damage is taken. There are two kinds of poisons: those that take damage from EP (Sleep Poison) and those that take it from DP. Both types of poison are usually unaffected by Ignore Damage, but are affected by Skin Temper.
An attack carrying insinuative poison must cause penetrating DP damage for the poison to enter the bloodstream.
Damage done to DP by poison is considered Penetrating Damage. Some poisons take longer to work. Replace round with minute, hour, day, or whatever. Rare poisons can even work by segments. Poison is almost always penetrating damage.
When characters lose EP due to poison, they must make an Injury Roll, as if they are at a negative DP equal to the total amount of EP lost to that poison attack. There is a penalty of 3 to the roll if the character is at 0 or less EP. If the roll is successful, the character is unconscious until the poison EP is healed back. Poison EP usually heals back per hour.
Rope: Rope is capable of holding an amount of weight equal to type times 100. Rope has a Skin Temper of 1 plus type divided by 10, and can ignore type divided by 4, +1, points of penetrating damage and type +1 points of bludgeoning damage. DP is generally about 4, but will vary depending on the bulkiness and material, both of which vary.
Silencer: Subtract 10 times type from perception rolls to hear gunshots if a silencer is used. If a silencer is on the gun, multiply Short Range, Range Set, and Maximum Range by 3/4. (Reliability: 21)
Stasis Bomb: When a stasis bomb explodes, all possible targets within Type meters must save vs. maximum Body DP (Sphere Chart) minus the Stasis Type, on 2d10, or by paralyzed for Type d10 minutes. (Reliability: 19)
Stasis Ray Machine: This machine holds people and things in stasis—a complete halt of movement. Each round a target is within a stasis ray or field, a roll must be made less than or equal to maximum body DP (Sphere Chart) minus the stasis ray’s type, on 2d10. Once the save is failed, the target is paralyzed until the stasis machine is turned off. (Reliability: 20)
Tangler: If this hits (and to do so the thrower must make a Death Shot), the target is covered with a very gooey substance. Tangler goo has type times 4 DP, a Skin Temper equivalent to 1 plus type, and regenerates (by gooing) Type DP per round. Targets entangled are treated as if tied/bound. (Reliability: 19)
Time-Travel Device: Some time-travel devices only allow uni-directional (one way) travel through time. Most allow bi-directional (two way) travel, allowing for round trips. Some devices do not allow the traveler to fully leave the time stream, allowing vision, but not interaction. Most Time Travel Devices have approximately 20 EP, and a Time Travel PR of Type. (Reliability: 10)
Tractor Beam: A tractor beam pulls at targets. The beam generator must be firmly grounded, or it may be pulled towards the target. A tractor beam has a Lift Roll Q of Type, but mass is measured in metric tons, not kilograms. Distance reduces Q by distance, in kilometers, on the Sphere Chart.
The target can resist by adding its push/pull carrying capacity, with reversed penalties for slipperiness of surface, to its mass. (Reliability: 19)
Ultralight: An ultralight is a very small, single passenger, light plane. EP Cost can’t be reduced below 1 EP per hour. Ultralights have a Maneuverability of 1.
| Mass: | 40 kg | EP: | twice Type |
| Lift Q: | 16 | Move Q: | 11 |
| Reliability: | 20 |
Movement is in .25 meters/segment.
Universal Doorway: These create a doorway to another universe. Most are two-way. (Reliability: 4)
Vehicles: Vehicles use EP for Movement and for Lifting. There are two Performance Times given for vehicles: the time it takes to start the vehicle, and the time it takes to make a change in movement direction or rate. Vehicles usually take longer to accelerate, decelerate, and change direction than the normal Movement Performance Time.
If a number is given in parentheses after Total EP, this is the row on the EP Use Chart where EP Use starts. A Jet, for example, starts using EP at 2 EP per round.
Mass, Damage Points, and Skin Temper are given for average examples of the vehicle. Ignore Damage will vary more than Skin Temper, but will usually be a minimum of the Skin Temper Row number.
Aerial Vehicles: Add 1 to either Move Q, Lift Roll Q, or Reliability for each Type above 1. Minimum EP use is 1 per hour, and it requires 5 points of Q to reduce EP cost by 1 row.
| Propeller Planes | Jet Planes | Helicopter | VTOL | |
|---|---|---|---|---|
| EP: | 60 (5) | 120 (6) | 80 (6) | 100 (6) |
| Performance: | 200/20 | 500/20 | 200/15 | 200/10 |
| Lift Roll Q: | 20 | 18 | 24 | 24 |
| Move Q: | 9 (m/seg) | 15 (m/seg) | 11 (m/seg) | 12 (m/seg) |
| Maneuverability: | 15° | 15° | 30° | 15° |
| Minimum Speed: | 2 | 15 | 5 | |
| DP: | 24 | 45 | 36 | 36 |
| Mass: | 1000 kg | 8000 kg | 5000 kg | 5000 kg |
| Skin Temper: | 2/5 | 2/5 | 2/5 | 2/5 |
| Reliability: | 23 | 24 | 22 | 21 |
Jets get a bonus of 2 to Move Q for 1 point of Type.
Space Vehicles: Add 1 to either Move Q, Lift Roll Q, or Reliability for each Type above 1. Where two speeds are given, the first is sublight speed (bmph—billion meters per hour) and the second is hyperspeed (light years per day). Minimum EP use is 1 EP per hour. Reliability is given for Federation ships, since the Federation is the nearest culture that commonly uses space vehicles.
In general, equipment on ships uses up EP in a regular fashion. Lasers and sonic rays use half an EP per Type. CPR Cannons use 3 EP per Type, Cosmon Rays 5 EP per Type, and Annihilon Rays use 8 EP/Type.
Force Fields use 1 EP per Skin Temper bonus, per minute, and half an EP for each bonus to Ignore Damage, each minute.
Gravity Drives use 1 EP per hour of use, and 1 EP for each change in speed or direction.
Sample Ships
Courier
| EP: | 350 (2) | Performance: | 10 min/250 |
| Lift Roll Q: | 40 | Move Q: | 9 (bmph) |
| Maneuverability: | 15° | Reliability: | 21 |
| DP: | 500 | Mass: | 1,000,000 kg |
| Skin Temper: | 1/3 | Ignore Damage: | 8 |
| Passengers: | 15/30 | Size: | 20 m by 50 m by 8 m |
| Crew: | Captain, Computer Operator, Engineer, Navigator | ||
| Equipment: |
Type I Square Drive (+10 Man)
Navigational Computer, Pilot 7 |
The standard Courier is able to go an eighth of a light year every day—taking 8 days to go one light year. It takes 50 segments to accelerate to full hyperspace speed.
Passenger Liner
| EP: | 1200 (2) | Performance: | 1 hr/500 |
| Lift Roll Q: | 48 | Move Q: | 6 (bmph) |
| Maneuverability: | 10° | Reliability: | 24 |
| DP: | 5000 | Mass: | 100,000,000 kg |
| Skin Temper: | 1/3 | Ignore Damage: | 10 |
| Passengers: | 250/700 | Size: | 800 m by 2 km by 200 m |
| Crew: | Captain, Copilot, Computer Operators (2), Engineer, Navigator, Purser, Doctor, Chef | ||
| Equipment: |
Type 2 Linear Drive (+20 Man)
Navigational Computer, Pilot 4 Force Field, +3 ST, +5 ID |
The standard passenger liner is able to go 1/17th light years per day—taking 17 days to go one light year. It takes 43 segments to accelerate to full hyperspace speed.
Mosquito
| EP: | 100 (3) | Performance: | 6 min/20 |
| Lift Roll Q: | 31 | Top Speed Q: | 7 (km/seg) |
| Maneuverability: | 15° | Reliability: | 22 |
| DP: | 112 | Mass: | 50,000 kg |
| Skin Temper: | 1/3 | Ignore Damage: | 5 |
| Passengers: | 0/1 | Size: | 5 m by 10 m by 3 m |
| Crew: | Pilot | ||
| Equipment: |
Type 2 Linear Drive (+20 Man)
Combat Computer, Firearms 7 Laser, Type 9 |
||
| maybe: | Photon Bomb, Type 1-2, Missile Type 4 |
The maximum movement of the Mosquito (7 km/segment) is 105 million meters per hour. Mosquitoes do not carry gravity drives.
SpaceJacket
| EP: | 350 (2) | Performance: | 4 min/150 |
| Lift Roll Q: | 34 | Move Q: | 6 (bmph) |
| Maneuverability: | 15° | Reliability: | 23 |
| DP: | 224 | Mass: | 200,000 kg |
| Skin Temper: | 1/3 | Ignore Damage: | 8 |
| Passengers: | 0/6 | Size: | 12 m by 24 m by 8 m |
| Crew: | Captain, Copilot, Fighters (2) | ||
| Equipment: |
Type 1 Linear Drive (+10 Man)
Navigational Computer, Pilot 6 Force Field, +2 ST, +4 ID Dual Lasers, Type 10 |
||
| maybe: |
CPR Cannon, Type 1
Combat Computer, Firearms 7 |
Void Sled
| EP: | 240 (4) | Performance: | 30/15 |
| Lift Roll Q: | 22 | Move Q: | 9 (km/round) |
| Maneuverability: | 30° | Reliability: | 22 |
| DP: | 9 | Mass: | 300 kg |
| Skin Temper: | 1/2 | Ignore Damage: | |
| Passengers: | 0/2 | Size: | 1.5 m by 3 m by 1 m |
| Crew: | Pilot | ||
| Equipment: |
Force Field, +1 ST, +2 ID
Laser, Type 5 |
Each kilometer/round of speed is equivalent to 300 kilometers per hour. Void Sleds are open to space, but contain an atmosphere via electrostatic attraction, and keep dangerous cosmic rays out via magnetic fields.
Terrestrial Vehicles: Minimum EP use is 1 EP per hour. It requires a reduction of 3 of Move Q or Lift Roll Q to reduce EP use by 1 row.
| Bicycle | Motorcycle | Pick-Up Truck | Sedan | Semi Truck | Sports Car | Subcompact | Tank | |
|---|---|---|---|---|---|---|---|---|
| EP: | Rider’s | 250 (5) | 300 (6) | 300 (6) | 400 (6) | 300 (6) | 250 (6) | 250 (6) |
| Performance: | Rider’s Roll | 35/Rider+3 | 50/Rider+5 | 50/Rider+5 | 50/Rider+5 | 45/Rider+5 | 50/Rider+5 | 250/50 |
| Lift Roll Q: | Rider’s | 20 | 25 | 20 | 31 | 19 | 19 | 30 |
| Move Q: | Rider’s Roll, .4 m/s | 8 (m/seg) | 9 (m/seg) | 9 (m/seg) | 9 (m/seg) | 10 (m/seg) | 9 (m/seg) | 3 (m/seg) |
| Maneuverability: | 40° | 30° | 15° | 15° | 10° | 15° | 15° | 4° |
| Minimum Speed: | ||||||||
| DP: | 2 | 4 | 17 | 16 | 22 | 13 | 12 | 100 |
| Mass: | 15 kg | 60 kg | 1200 kg | 1000 kg | 2000 kg | 700 kg | 600 kg | 40000 kg |
| Skin Temper: | 2/3 | 1/2 | 1/2 | 1/2 | 1/2 | 1/2 | 1/2 | 1/3 |
| Ignore Damage: | 4 | 9 |
Water Vehicles: Minimum EP use is 1 EP per hour. It requires a reduction of 4 of Top Speed Q or Lift Roll Q to reduce EP use by 1 row. Water vehicles will usually sink if they lose over half their DP, and will be in danger of sinking if they lose over 10% of their DP.
| Aircraft Carrier | Cruiser | Destroyer | Frigate | Hydrofoil | Sailboat | Speedboat | Submarine | Transport | |
|---|---|---|---|---|---|---|---|---|---|
| EP: | 600 (2) | 450 (3) | 400 (3) | 350 (3) | 200 (4) | 150 (6) | 600 (4) | 500 (3) | |
| Performance: | 30 min/500 | 10 min/200 | 5 min/150 | 5 min/150 | 2 min/100 | 5 min/50 | 2 min/rider+7 | 30 min/200 | 10 min/200 |
| Lift Roll Q: | 60 | 50 | 45 | 43 | 34 | 24 | 20 | 30 | 50 |
| Move Q: | 9 (100 m/min) | 9 (100 m/min) | 9 (100 m/min) | 9 (100 m/min) | 6 (m/seg) | 9 (.1 m/seg) | 4 (m/seg) | 9 (100 m/min) | 8 (100 m/min) |
| Maneuverability: | 5° | 15° | 15° | 15° | 15° | 15° | 30° | 15° | 15° |
| Minimum Speed: | |||||||||
| DP: | 3535 | 1582 | 1000 | 867 | 194 | 16 | 10 | 867 | 1582 |
| Mass: | 50,000,000 kg | 10,000,000 kg | 4,000,000 kg | 3,000,000 kg | 150,000 kg | 1,000 kg | 400 kg | 3,000,000 kg | 10,000,000 kg |
| Skin Temper: | 1/4 | 1/3 | 1/3 | 1/3 | 1/2 | 1/2 | 1/2 | 1/3 | 1/3 |
| Ignore Damage: | 15 | 10 | 9 | 8 | 8 | 8 |
For sailboats, every 8 points of Lift Roll Q reduce Move Q by 1. Also, Move Q can vary up and down by up to 3, from wind speed, and even higher if the sailor is skilled. Q points on the sailing roll (a specialized Driving Skill) can be used to increase the Top Speed Q. Speed cannot be increased to faster than the wind speed.
Ventriloquism Device: This device throws the user’s voice up to type times 2 meters. Listeners are allowed a Perception Roll, at a penalty of Type times 5. Success indicates that the listener knows the direction the sound is actually coming from.
Vibrator: Vibrators cause structures to resonate dangerously—like the proverbial soldiers marching in unison across a bridge. The vibrator must be attached to the target structure to be effective. They do d6 damage to the structure per round, and get a bonus of 1 vs. Skin Temper per round, as Vibratory Power. The maximum bonus vs. Skin Temper is the vibrator’s type.
Eh? What did you think a “vibrator” was?
Vision Aids: These give the wearer enhanced vision in some specific respect. Those that require power (Flash protection Guard Glasses, Infra-red Goggles, Lit goggles, etc.) usually have enough power for many hours—8 to 100—of operation.
Guard Glasses (Sun Glasses): These reduce the amount of light reaching the wearer’s eyes. Some automatically adjust when the brightness changes. They give a bonus to ‘ignore flash damage’ of 1 per Type.
Infra-Goggles: These goggles convert infrared radiation into low frequency light radiation (red light), thus allowing night vision and the viewing of things that only give off infrared radiation.
Lit Goggles: These goggles intensify already existing light, thus allowing vision in dark areas, or nighttime, as long as some light exists. More primitive versions of this may blind the wearer when brought into normal light.
Laser Sight: A laser sight makes it much easier to get the drop on someone (Editor’s discretion). They give +2 to the Combat Pool, until the target realizes that the laser dot can be used to determine where not to be. When the target is unaware or not attempting to dodge, a laser sight (properly adjusted) allows the user to half all range modifiers except those due to Maximum Range.
Telescopic Sight: Adding a sight to a rifle will give +1 to the Combat Pool if the sight is aligned correctly. If a sight is not aligned, the sight power is subtracted from the combat bonus pool.
The Sight Multiplier reduces range as if the user had that sight multiplier.
Ultraviolet Glasses: These glasses shift the ultraviolet range down to normal vision, allowing the wearer to see very well in the dark, and to view the ultraviolet range instead of normal light.
The Equipment Listings: Weapons
The right of the people to keep and bear arms shall not be infringed. In a world where the yahoo next to you might well be able to shoot particle beams out of her arms, you’d better keep your hand tight on your magnum.
Hand Weapons
| Ranges | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Weapon | Damage | Speed | Pool | Penetration | Short | Set | Maximum | Recoil | Reload |
| Axe, Battle | 2d6 | 50 | -2 | 3 | |||||
| Axe, Hand | d6 | 20 | 1 | ||||||
| Axe, Throwing | d6 | 20 | -1 | 1 | 2 | 1 | 8 | 10 | |
| Axe, Chopping | d8 | 30 | -1 | 2 | |||||
| Billy Club | d4 | 20 | +1 | ||||||
| Body Hold | Hand/2 | 20 | |||||||
| Body Smash | d6 | 15 | -3 | ||||||
| Body Throw | -- | 30 | |||||||
| Club | d6 | 20 | -1 | ||||||
| Fist | Hand | 15 | +1 | ||||||
| Foil | d3 | 15 | +1 | ||||||
| Garrote | 1 | 20 | -1 | 1 | |||||
| Knife, Large | d5 | 20 | +1 | ||||||
| Lasso | -- | 30 | 1 | 1 | 5 | 20 | |||
| Mace | 2d6 | 30 | -1 | 2 | |||||
| Martial Kick | d10 | 20 | -1 | ||||||
| Martial Punch | d8 | 10 | |||||||
| Mind Combat | -- | 5 | |||||||
| Nunchuku | d6 | 20 | +1 | ||||||
| Rapier | d5 | 25 | +1 | ||||||
| Spear | d6 | 25 | |||||||
| Sword | d8 | 35 | +1 | 1 | |||||
| Sword, Short | d6 | 25 | +1 | ||||||
| Sword, Great | 2d6 | 50 | -1 | 3 | |||||
| Whip | d4 | 20 | -1 |
Missile Weapons and Explosives
| Ranges | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Weapon | Damage | Speed | Pool | Penetration | Short | Set | Maximum | Recoil | Reload |
| Atomic Bomb | d100 | -- | +100 | 4 | 100 | 100 | 3000 | ||
| Type Increases | d100 | +10 | 1 every 5 | 100 | 100 | 1000 | |||
| Axe, Throwing | d6 | 20 | -1 | 1 | 2 | 1 | 8 | 10 | |
| Bola | d3 | 10 | +1 | 2 | 2 | 8 | 10 | ||
| Boomerang | d6 | 10 | 3 | 3 | 20 | 10 | |||
| Bow | d6 | 24 | 1 | 3 | 4 | 100 | 10 | ||
| Bow, Compound | d6 | 30 | 1 | 4 | 5 | 120 | 2 | 10 | |
| Bow, Long | d6 | 40 | 3 | 3 | 6 | 300 | 5 | 15 | |
| Cannon | 2d10 | 30 | -4 | 5 | 6 | 100 | 30 | 40 | |
| Type Increases | d10 | 2 | -2 | .5 | 1 | 20 | 10 | 4 | |
| Club, Thrown | d6 | 20 | -1 | 2 | 1 | 10 | 10 | ||
| Type Increases | d6 | 5 | |||||||
| Crossbow | d6 | 5 | +1 | 2 | 4 | 3 | 50 | 2 | 30 |
| Dart Gun | d3 | 10 | +1 | 2 | 3 | 2 | 20 | 2 | 15 |
| Type Increases | 4 | 1 | .5 | .5 | 4 | 2 | 5 | ||
| Explosives | d12 | -- | +20 | 2 | 1 | 10 | |||
| Type Increases | d12 | +1 | 1 | 1 | 5 | ||||
| Flame Thrower | d8 | 30 | +3 | 2 | 1 | 6 | 5 | ||
| Type Increases | d8 | 10 | +1 | .25 | .25 | 1 | 2 | ||
| Flechette Gun | d6 | 15 | +1 | 3 | 3 | 2 | 10 | 5 | 20 |
| Type Increases | 1 every 3 | .25 | .25 | 5 | 5 | ||||
| Grenade | 2d6 | -- | +18 | 1 | 1 | .5 | 6 | ||
| Type Increases | d6 | +1 | .20 | .25 | .5 | ||||
| Gyrojet | d8 | 15 | -2 | 2 | 1 | 3 | 60 | 5 | 20 |
| Type Increases | d8 | 1 every 4 | .5 | 1 | 10 | 4 | |||
| Handgun | d6 | 20 | +1 | 1 | 4 | 3 | 80 | 2 | 20 |
| Type Increases | 1 every 6 | .5 | .25 | 8 | 1 | 2 | |||
| Handgun, Small | d4 | 10 | 2 | 1 | 50 | 1 | 20 | ||
| Type Increases | 1/2 | 1/4 | 5 | 1 every 2 | 1 | ||||
| Handgun, Large | d8 | 30 | 2 | 4 | 4 | 100 | 4 | 20 | |
| Type Increases | 1 every 5 | .5 | .25 | 10 | 2 | 3 | |||
| Handgun, Huge | d10 | 40 | -1 | 3 | 4 | 5 | 150 | 8 | 30 |
| Type Increases | 1 every 5 | .5 | .5 | 15 | 3 | 4 | |||
| Harpoon | d12 | 30 | -2 | 2 | 3 | 15 | 8 | 35 | |
| Knife, Throwing | d4 | 15 | 2 | 2 | 10 | 8 | |||
| Javelin | d5 | 20 | 2 | 2 | 12 | 10 | |||
| Missile, Free | -- | 50 | -10 | 500 | 500 | 5000 | 50 | 50 | |
| Missile, Guided | -- | 50 | -10 | -- | -- | 5000 | 50 | 50 | |
| Type Increase | 25 | -1 | 500 | 500 | 2500 | 50 | 50 | ||
| Missile Launcher | d20 | 50 | -1 | 2 | 4 | 5 | 500 | 20 | 50 |
| Type Increases | 5 | 1 every 5 | 1 | 1 | 100 | 5 | 5 | ||
| Missile Thrower | -- | 25 | -1 | 3 | 1 | 10 | 8 | 20 | |
| Type Increases | 5 | 1 | 1 | 10 | 5 | 4 | |||
| Nuclear Bomb | 2d100 | -- | +100 | 4 | 200 | 300 | 6000 | ||
| Type Increases | d100 | +10 | 1 every 5 | 100 | 150 | 1500 | |||
| Shotgun, Shot | d8 | 25 | +3 | 1 | 3 | 3 | 50 | 4 | 25 |
| Shotgun, Slug | d10 | 25 | -1 | 2 | 3 | 4 | 100 | 4 | 25 |
| Spear, Throwing | d6 | 25 | 2 | 2 | 8 | 15 | |||
| Throwing Stars | d3 | 10 | 1 | 2 | 2 | 10 | 2 |
High Technology Weapons
| Ranges | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Weapon | Damage | Speed | Pool | Penetration | Short | Set | Maximum | Recoil | Reload |
| Annihilon Beam | 4d100 | 200 | -35 | 6 | 100 | 200 | 8000 | 100 | 50 |
| Type Increases | 1d100 | 10 | -1 | 1 every 3 | 50 | 100 | 1000 | 5 | 5 |
| Antimatter Bomb | 4d100 | -- | +100 | 5 | 100 | 200 | 6000 | ||
| Type Increases | 1d100 | +10 | 1 every 4 | 50 | 100 | 1000 | |||
| Concussion Blaster | d6 | 25 | 2 | 2 | 30 | 6 | 20 | ||
| Type Increases | d6 | .5 | .5 | 5 | 4 | ||||
| Cosmon | 3d100 | 150 | -30 | 5 | 70 | 150 | 5000 | ||
| Type Increases | d100 | 25 | -1 | 1 every 4 | 30 | 50 | 500 | ||
| CPR Cannon | 2d100 | 100 | -10 | 4 | 100 | 500 | 15000 | 50 | 200 |
| Type Increases | half d100 | 20 | -1 | 1 every 5 | 25 | 250 | 2500 | 50 | 50 |
| Disruptor Ray | d12 | 20 | +2 | 3 | 2 | 3 | 30 | ||
| Type Increases | d12 | 2 | 1 every 3 | .5 | .5 | 5 | |||
| Electric Ray | d6 | 10 | +3 | 4 | 4 | 20 | 5 | 5 | |
| Type Increases | d6 | 5 | +1 | .5 | .5 | 2 | 5 | ||
| Freeze Ray | d6+1 | 25 | -1 | 2 | 2 | 12 | 5 | ||
| Type Increases | d6 | 5 | .25 | .25 | 1 | 5 | |||
| Heat Ray | d6 | 15 | +2 | 3 | 3 | 20 | |||
| Type Increases | d6 | 5 | .5 | .5 | 5 | ||||
| Laser Cannon | d100 | 50 | -8 | 2 | 10 | 50 | 1000 | 50 | |
| Type Increases | half d100 | 5 | 1 every 5 | 5 | 10 | 500 | 10 | ||
| Laser Ray | d8 | 20 | +2 | 3 | 4 | 50 | 10 | ||
| Type Increases | d8 | 5 | .5 | .5 | 10 | ||||
| Laser ball | d20 | -- | +30 | 2 | 1 | .5 | 5 | ||
| Laser sword | 2d4 | 15 | +2 | 4 | |||||
| Mindbender | -- | 25 | +2 | 5 | 2 | 10 | |||
| Needler | d2 | 25 | +2 | 1 | 3 | 2 | 20 | 1 | 20 |
| Type Increases | d2 | 5 | +1 every 3 | 1 every 4 | .5 | .5 | 5 | 1 | 4 |
| Negadeen Blaster | d12+1 | 30 | -3 | 2 | 4 | 10 | 15 | ||
| Photon Bomb | 2d100 | -- | +100 | 5 | 100 | 200 | 4000 | ||
| Type Increases | d50 every 2 | +10 | 1 every 5 | 50 | 100 | 1000 | |||
| Pod Gun | d2 | 20 | +1 | 2 | 2 | 15 | 2 | 25 | |
| Type Increases | 2 | .25 | .5 | 5 | |||||
| Radiation Ray | -- | 15 | +1 | 2 | 2 | 30 | 20 | ||
| Type Increases | 5 | .5 | 1 | 10 | |||||
| Sonic Ray | d8 | 25 | +3 | 2 | 2 | 20 | 2 | 15 | |
| Type Increases | d8 | 5 | .25 | .25 | 5 | 1 | 5 | ||
| Stun Bomb | d10 | -- | +25 | 1 | 1 | 8 | |||
| Type Increases | d10 | +1 | .5 | .25 | 2 | ||||
| Stun Ray | d8 | 15 | +1 | 3 | 3 | 25 | 10 | ||
| Type Increases | d8 | 2 | .5 | .5 | 5 | 5 | |||
| Tangler Gun | 40 | +1 | 1 | 1 | 10 | 10 | 20 | ||
| Type Increases | 5 | +1 every 2 | .5 | .5 | 5 | 2 | 2 | ||
| Warhead (Personal) | d20 | -- | +10 | 1 | .5 | 10 | |||
| Type Increases | d20 | +5 | 1 | .5 | 10 |
What does the table mean?
Type: Most weapons are Typed. The weapon chart lists statistics for weapons of Type 1. Increases for Type greater than 1 are given beneath the weapon, on the line labeled Type Increases. You can round these normally if you don’t want to deal with decimal points.
Damage: This is the damage done by the weapon. Most weapons do a random amount of damage. If it is a Hand to Hand weapon (such as a sword, or club), the player will add the character’s Hand Damage to the weapon’s damage. This cannot normally exceed the damage rolled for the weapon, for pointed weapons, or twice the damage rolled for the weapon, for slashing and blunt weapons.
Only half of the character’s Hand Damage is added to pointed hand weapons (such as spears and foils), and blunt thrown weapons (such as thrown clubs). Only one quarter of the character’s Hand Damage is added to missile weapons that are affected by the strength (such as bows, and throwing knives).
Players can use Combat Q to limit the minimum damage the weapon does. Each point adds 1 to the minimum damage. A Whip, for example, does d4 points damage, so the minimum is automatically 1. If 3 Quality points are used for minimum damage, a die roll of less than 4 is assumed to be 4. The minimum damage cannot be greater than the maximum damage rollable. If the weapon does 2d6, the minimum damage is 2. 3 Quality points here will mean a minimum damage of 5. Any dice total of less than 5 is assumed to be 5.
Speed: This is the weapon’s Action Speed. It takes this many segments to attack with the weapon. The minimum Action Speed for any weapon is one tenth the normal Action Speed, rounded up.
Pool: This is the modifier to the character’s Combat Pool when using the weapon.
Penetration: If a weapon has a penetration above 0, the target’s Skin Temper is reduced by that many levels before applying damage. Skin Temper cannot be reduced below 1.
Short Range: This is the range, in meters, at which the character has no added penalty to the combat pool with the ranged weapon.
Range Set: After Short Range, the character has a penalty of 1 to the Bonus Pool with the weapon, with an additional penalty of 1 every Range Set meters.
Maximum Range: After Maximum Range, the weapon loses power. At Maximum Range, the target’s Skin Temper is increased by 1 level, and is increased again every Range Set meters afterwards.
Recoil: After a missile weapon is fired, the attacker loses this many segments before being able to attempt another action. The player can reduce this time by stealing points from the character’s Action Modifier. The Action Modifier is permanently reduced—until the player makes a successful straight Perception roll.
Recoil is reduced by 1 for every 5 points of the character’s Throwback Roll. If the character has a Throwback Roll of 14, Recoil is reduced by 2. Every 5 points of final Recoil will do 1 point of Bludgeoning Damage, directly to DP (modified by Skin Temper and Ignore Damage). This does throw.
The character’s defense while under the effects of recoil is reduced by the Recoil (on the Sphere chart).
Reload: This is the Action Speed of reloading the weapon. If a missile weapon does not have a Reload time, reloading requires special procedures that can’t generally be done in combat. See the weapon’s description.
At the Editor’s discretion, characters can reduce the reload time of some weapons by taking special preparations. A trick with weapons that use clips, for example, is to tape an extra clip to the weapon. This will reduce the reload time by 25%.
Fun with Firearms
Ranges of Strength Weapons: Divide the character’s average Hand Damage by 5, and round down. Double Range Set and Maximum Range this many times. This can only apply to weapons that are influenced by strength, such as bows and thrown weapons.
Drawing Weapons: The above Speeds assume that the character is wielding the weapon. If not, the character must Draw the weapon. It takes an Action of one half of the weapon’s Speed to Draw a weapon.
Exploding Missiles: Certain weapons, such as the Bazooka, and Pod Explosives, must impact in order to explode. The target must take DP in the attack (or would have, if the target’s Skin Temper were 1, and Ignore Damage were 0). Otherwise, the missile barely missed, and probably explodes as soon as it hits something behind the target.
Rifles: Rifle versions of handguns will generally have a Range Set of 1.5 times the handgun’s. Maximum Range will be doubled. There is an additional 50% to Speed, Reload, and Recoil. Damage is at +1 per die. Rifles usually have twice the ammunition capacity of the equivalent handgun.
Intensity Dials: Most energy weapons of Type greater than 1 will have an Intensity Dial that can be used to set the intensity of weapon. A Type III laser, for example, can be set for Type I, II, or III use.
Semi-Automatic: In the game terminology, a semi-automatic is any missile weapon that can be fired simply by pulling the trigger over and over again. No action other than pulling the trigger (and occasionally reloading) is required. Most of the handguns listed are the semi-automatic versions.
Maintaining Fire: A character can maintain firing once the attack is made. The same attack score is used, reduced by the opponent’s Defense for each successive attack. The successive attacks occur in one tenth the time that it took the first attack to occur (round up), plus the recoil of the weapon. If the character doesn’t wait for recoil, subtract the recoil from the Attack, each successive attack. A character cannot maintain fire and have multiple opponents.
Automatic Weapons
An automatic is a missile (or energy) weapon that can be fired by holding the trigger down. The weapon has a mechanism that continually fires ammunition while the trigger is held.
Automatic weapons generally hold more ammunition than their semi-automatic counterpart. Reload time is increased by 50%. Recoil will be increased by the number of shots fired, divided by 5.
| Weapon Size | Shots per Type | Shots Held |
|---|---|---|
| Small | 5 | times 5 |
| Normal | 10 | times 10 |
| Large | 20 | times 20 |
| Huge | 40 | times 40 |
Energy Automatics: Most energy weapons are considered Normal, and have no recoil. The number of Shots per Type is divided by 5.
Attacking with Automatics
When attacking with an automatic weapon, there is a bonus to the Bonus Pool equal to the number of shots fired. The Quality of the Attack Roll can be applied in two additional ways. The number of shots total cannot exceed the number of shots fired.
When attacking with an automatic, attacks against multiple opponents occur in the same segment. For every 30 degrees between each opponent, 1 shot is lost for every 5 shots fired.
Number of Shots: For each target (additional targets cost as normal), apply Q separately. This is the number of shots that hit that target. The total number of shots cannot exceed the number of shots fired.
Increased Damage: For each target, apply Q separately. Divide the Q by 2 (round up, Sphere Chart). The result is the multiplier to the number of dice rolled for damage. The equivalent damage is rolled all at once, and applied to Skin Temper and Ignore Damage as if it were one shot. The applied Q cannot exceed the number of shots fired.
Maintaining Fire: A character can maintain fire with an automatic in the same way as with a semi-automatic.
Firing Blindly: Characters can simply fire blindly into an area. Once the attacker starts firing, the action continues for as long as the attacker desires, or until the ammunition runs out.
The attacker chooses an area, and fires there. The Editor randomly determines the target(s), and rolls d10 against each target, subtracting from the number of shots headed for the target, and applying Range penalties as needed. If this is greater than the target’s Defense Score, the target is hit.
Hits vs. Misses: Subtract the target’s Defense Score from the resulting Attack. Divide by 2, and round up. This is the number of shots that hit. It cannot be greater than the original number of shots headed towards the target.
Retaining Control: A character firing for more than 1 segment must retain control of the automatic. This applies to both Maintaining Fire and Firing Blindly. The player must roll d100 greater than the weapon’s Recoil for that segment. Once the attacker loses control, subsequent attempts to regain control use 2d10. If the attacker loses control, the next segment the attack will move up, down, left, or to the right of the previous area. Roll on the Miss chart for the direction to move towards, and it will be 2d3-1 times 10 degrees in that direction. The next attack will cover the arc between the original direction and the new direction, as Firing Blindly.
Attempts to Retain and Regain control happen at the end of the segment.
Reducing Number of Shots: Save vs. Skill Level on 2d10. If the save is failed, the number of shots fired is the number the save was missed by times 5% of the maximum number of shots, rounded up. Some weapons will have a dial that can set the maximum number of shots fired per attack to less than normal.
Automatic Fire Example
The Lurking Grue shoots at two targets 20 degrees apart. His uzi is a normal-sized, automatic handgun, firing 10 shots. The Quality of his Combat roll is 14. The extra target costs 1 Q point. He loses 2 shots per 30 degrees, so he loses 1 shot between them. He applies 2 Q to increase the number of shots that hit the first target. He’s used 4 shots. He applies 5 Q to increase the damage done to the second target. This is 5 shots, but will count as one that does 3d6 damage. This is a total of 8 Q points, leaving 6 Q points. He uses 3 points to decrease the Speed from 20 to 10, and 1 point to increase damage by 1 point for the second target. He uses the remaining 2 points to increase the Attack to 1 for each target.
If he hits the first target, he does 1d6 damage 4 times. If he hits the second target, he does 3d6+1. One of the shots is unaccounted for, and may hit a bystander (as might the two that passed between them).
The Weapons
Annihilon Beam: The Annihilon’s beam sets up a reaction that brings into existence the anti-matter for whatever matter the beam passes through. This causes the destruction of that matter. Because of the manner in which the anti-matter is created, the energy released sets up the same reaction in the beam’s line, thus perpetuating the beam. Increase Short Range by 50, Range Set by 100, and Maximum Range by 1000 meters for every Type greater than 1. Damage is increased by d100 for every Type greater than 1.
The width of the beam is found by looking up the number of meters from the target on the Doubling Chart, for meters.
Anti-Matter Bomb: The Anti-Matter Bomb usually consists of a specific anti-matter and matter separated by force fields. When the force field is let up, the bomb goes off. To minimize the chance of a force field failure, the force field is usually powered by a special matter-antimatter reaction, using the fuel of the bomb. Because of this, anti-matter bombs lose 1 Type every 10,000 years.
Anti-matter bombs can still be unreliable, however, and are thus rarely carried except on drones. Remember, anything that could damage the force field circuitry could cause the bomb to explode. Anti-matter bombs usually weigh around 300 kilograms, most of which is the circuitry.
Axes: There are three types of axes described here. The battle axe is large, weighing about 15 kilograms. The chopping axe is the axe normally used to chop trees, and weighs 5 kilograms. The handaxe and throwing axe are the same thing, simply used to different purposes, and basically equivalent to the Indian tomahauk, weighing 2 kilogram.
Atomic Bomb: Atomic bombs use uranium surrounded by a conventional explosive. The conventional explosives go off first, and compress the uranium so that it reaches critical mass. Then, the real explosion occurs. Atomic bombs usually weigh around 200 kilograms.
Bola: The bola consists of balls tied to the ends of a strong cord. It is usually used to hit someone in the legs or the neck. When a bola does damage to DP, it has wrapped around whatever body part it hit.
Boomerang: Boomerangs can return to the thrower if they miss the target. Boomerangs that are sharp do d8 damage, with a bonus of 1 vs. Skin Temper. To catch a returning boomerang, the thrower must save vs. half dexterity, plus twice skill level.
Bow: Bows generally weigh around 4 kilograms, and arrows about .8 kilograms each.
With compound bows, strength cannot modify damage—the pull of the bow does. Read the pull of the bow (in kilograms) on the Hand to Hand Damage chart for the effective Hand to Hand damage bonus (modified, of course, as normal for a pointed missile weapon).
Compound bows and long bows weigh about 6 kilograms.
Cannon: This ancient weapon shoots a large ball at opponents.
Club: Club includes any non-weighted bludgeoning weapon not already on the chart. It usually includes makeshift weapons: a chair, a car, a telephone pole, or a manhole cover all qualify as a club.
Clubs are classified by mass. Look up the mass of the club on the Doubling Table. To use a club as a weapon, the club cannot weigh more than the mass that causes the character to lose 1 EP per round.
Any club that weighs more than the mass that causes the character to lose 1 EP per 5 minutes is a two-handed weapon, giving -2 to the combat pool.
Length for Clubs (Width for Thrown Clubs) modifies the combat pool: Look up the size in meters on the Doubling Chart for the bonus to the combat pool.
Concussion Blaster: This weapon sends out a blast of concussive force, doing bludgeoning damage.
Cosmon: The cosmon ray accelerates the subatomic particles of any matter in its path.
CPR Cannon: CPR Cannons shoot particle rays. The most common types are from 1 to 5, although occasionally a type 6 or 7 may be found. CPR Cannons usually hold just one charge. (CPR is Controlled Particle Ray.)
Dart Gun: Darts usually will not be used simply to inflict damage, but will be poisoned. The dart must do DP for the poison to enter the blood stream. Dart guns generally hold one to six darts at a time.
Disruptor Ray: This dangerous, rare weapon disrupts the molecular make-up of living beings (carbon or silicon-based). The most common type is Type 1, and types above 3 are very rare. Disruptor guns hold 5-8 charges.
Explosives: Dynamite is a Type 1 explosive, with 1 bar of dynamite the standard amount. For each doubling of the amount, short range is increased by 25% normal, range set by 50%, and maximum range by 100%. Damage is increased by d12. Plastic Explosives range in Type up from 2. The standard amount ranges, but is usually approximately .5 kg.
Electric Ray: Also known as a zap gun, this weapon shoots a blast of electricity. Electric Guns hold 5-12 charges.
Fist: Brass Knuckles add d3 points to fist-fighting damage, and coin rolls wrapped inside the hand add 1 point damage. These are not cumulative.
Flame Thrower: A flame thrower consists of a nozzle attached to a backpack.
Flame throwers generally have 50 segments of flame in a backpack. They usually weigh 10 kilograms, plus half the number of segments remaining. Most flame-throwers have autofire capability, but not all. Some nozzles will break down if they shoot flame too long.
Freeze Ray: This gun shoots freezing gasses. Freeze Guns hold 5-8 charges.
Garrote: This is fine wire or strong, fine string, used to strangle an opponent. A garrote can only be used in a Body Hold to the neck, and adds the lowest of the attacker’s strength or dexterity to the attacker’s pool to keep hold of the target. Only 1/4 of the Hand damage bonus may be added to the damage done with this weapon.
Grenade: There are three normal types of grenades: Standard, Gas, and Incendiary. Grenades can be thrown as clubs.
Standard: Standard grenades are simply explosive. There are Defensive grenades with half the given ranges.
Gas: The type with gasses dissipate after about Type d6 rounds, depending on air flow. The volume of the gasses is a sphere of diameter equal to Maximum Range. Any type of gas may be used in a gas grenade. Gas grenades do one tenth the standard grenade damage, with half the standard bonus to hit, rounding down.
Incendiary: On the first hit, an incendiary grenade does the stated damage. If this hits a target for DP (before ST and Ignore Damage modify it), the body locations hit will take half that damage in the following segment. Damage continues to halve each succeeding segment until only 1 point of damage is taken (always rounding down). These secondary are also treated as Death Shots.
Gyrojet: This weapon shoots a tiny explosive rocket powered missile. Gyrojets hold anywhere from 1 to 10 missiles. Four Q points are required to do the listed damage (since the missile must hit the target to explode on the target). Otherwise, the Gyrojet does d6+Type damage. (If d6+Type would end up doing DP damage, roll the listed damage instead).
The Short Range and Range Set of the explosion are Type decimeters. The Maximum Range is Type meters.
Handgun: Handguns hold 5-9 bullets or more. New handguns, by law, can hold no more than 10. My Glock holds 13, and if I dig around in my closet there’s a 30 round magazine. Don’t you feel much better knowing that?
Heat Ray: This shoots a beam of coherent heat. Heat Ray guns generally hold 10 charges. Ranges are multiplied by 10 in the vacuum of space, and divided by 10 underwater.
Laser Ray: Laser guns shoot beams of highly concentrated coherent light. Lasers usually hold 12 charges. Ranges for lasers (including laser cannons) are multiplied by 10 in the vacuum of space, and divided by 10 in dense atmospheres, such as underwater. Laser cannons often hold only 1-3 charges. Oh, and if you were born before 1960, LASER is Light Amplification by Stimulated Emission of Radiation.
Laser Ball: This light bomb consists of confined coherent light. They are often highly volatile, and any sudden jar will set them off. If not used, a laser ball will explode 20+2d10 hours after being taken out of its protective storage device. This was stolen directly from Battlestar Galactica, so if you don’t like silly science fiction series, don’t use this weapon. But if you don’t like silly science fiction, why are you reading comic books?
Laser Sword: A laser sword is coherent light, kept coherent not by a lens but by a powerful energy field. The power supply of laser swords generally last 2 hours.
I’m not even going to tell you where this weapon came from.
Lasso: For a lasso to be effective, it must hit as a thrown object as a Death Shot. If a lasso hits as a Death Shot, it has caught and snared that location on the body. Lassos are generally made of type 3 rope.
Don’t you have more respect for Linda Carter now?
Mindbender: This weapon attacks the nervous system and causes great pain. The attacker must hit the target in a Death Shot for the weapon to be effective. If it hits, the target must save vs. willpower minus twice Type or become mad with pain—unable to do anything for as long as the mindbender is trained on the character, and for (Type)d10 rounds afterwards. If the target fails a save vs. twice willpower minus the number of segments the weapon was used, the target takes Type points penetrating damage to the body (nervous system), unaffected by Skin Temper or Ignore Damage.
Each version of the mindbender works on one type of creature (since it must be attuned to that type of nervous system). Usually, the same mindbender will work on all animals on a planet.
Missiles: There are two types of powered missiles: free and guided. Free missiles have to be aimed, while guided missiles have some means of homing in on their target. Free missiles travel at a speed equal to their Range Set per segment. Guided missiles travel at half the speed of a free missile of the same type.
Missile Launcher: These portable missile launchers usually hold one warhead at a time, and weigh about 15 kilograms.
Missile Thrower: This launches non-powered missiles or projectiles, such as grenades or laser balls. For each type above one, add 1 to short range, one to range set, and 10 to maximum range.
Needler (Pore-Gun): This weapon shoots a cluster of needles which often contain poison. The target must lose DP for the poison, if any, to take effect. Needlers hold 15 clusters. Each cluster is usually 4 needles. The bonus to the combat pool is half the number of needles.
Negadeen Blaster: This weapon perpetuates a beam of plasma—it causes the matter in its path to revert to plasma; this is relatively slow. The beam has a Defense Score of 10. Negadeen blasters hold 12 charges. Negadeen blasters are worthless in a vacuum. They cannot be automatic. The Negadeen Blaster is the beam weapon of the Imperial Guard of the nearby Xinu Imperium.
Nuclear Bomb: The hydrogen bomb is a fusion bomb. It converts hydrogen into helium, or some such nonsense. Most nuclear bombs use an atomic explosion to create the pressures needed for fusion to take place.
Photon Bomb: Type increases Short Range by 40, Range Set by 100, and Maximum Range by 500. Damage is increased by d100 per type.
Pod Guns: Pod Guns are guns which shoot pods. Simple pods do not do that much damage, but the variations are very formidable, especially those that hold gasses or acid. Pod Guns hold from 7-12 pods.
Explosive Pod: The pod explodes and does Type d6 damage as an explosion. For the pod to explode, it must hit something. In order for it to hit the target, it must have done DP (before ST or Ignore Damage modify it). The explosion automatically hits what the pod hit, and has a bonus of type times 6 to hit other possible targets. Short Range is half Type, Range Set is one fourth Type, and Maximum Range is Type times 2.
Gas Pod: Gas Pods usually hold enough gas for Type meters in diameter, lasting Type times 20 segments. Any kind of gas can be put in a pod.
Acid Pod: Acid Pods splash acid onto whatever the pod impacts with. The pod must do DP (before ST and Ignore Damage modify it) for the pod to break apart and splash acid. An amount of acid equal to Type standard units can be held in the pod.
Radiation Ray: This shoots a beam of hard radiation, of intensity type times 20. These guns require backpacks to generate the radiation. Look up the distance to the target, in meters, on Column 1 of the Doubling Chart for the diameter of the beam in decimeters.
Shotgun: Shotguns usually hold 1-2 shots, though there are shotguns which hold more. Shotguns weigh about 3 kilograms. The damage of a sawed-off shotgun is d6. The diameter of a shot’s spread is found by looking up the distance to the target, in decimeters, on the Doubling Chart, for decimeters. Double this for a sawed-off.
Sonic Ray: This weapon produces concentrated sound. Sonic guns hold 8 charges. They weigh Type times 5 kilograms. They are useless in a vacuum. They gain a bonus of Type against Ignore Damage.
Stun Bomb: This weapon does stun damage. The maximum cumulative stun damage for a stun bomb is Type rounds. Most are potentially deadly.
Stun Ray: This weapon does stun damage. A stun gun holds 15 charges. The maximum cumulative stun damage is Type rounds. Most are potentially deadly.
Tangler Gun: This shoots something, usually a net, which spreads out and tangles the target(s). Tangler guns must hit for DP to be effective.
Tangler guns usually have one shot. Those that have more, usually are quite large, or require a backpack.
Warhead (Personal): These warheads are for use with a portable Missile Launcher. Warheads usually weigh about 10 kilograms.