A high tech Sci-fi system where the player characters are the senior staff and crew aboard a starship.
Person Scale | Ship Scale | Approximate Size | Notes |
---|---|---|---|
0 | -6 | ~1.5m tall/long | The standard size for an adult person. |
2 | -4 | ~5m long | The smallest size for a Ship. At this size the ship can carry no more than 6 people. |
6 | 0 | ~80m long | The standard size for many primary mission ships. |
10 | 4 | ~1.25km long | The largest size for playable ships. Not all species have even made ships of this size. |
Armour penalty applies to skills with an * (skills and attributes with ** have half armor penalty). Armour skills are able to reduce base armour penalty.
4 pointsAttribute | Category | Purpose/Description |
---|---|---|
Memory | Mind | Knowledge |
Reasoning | Mind | Puzzles and Tactics |
Luck | Mind | Chance and Initiative |
Fitness | Body | Hitting and Attacking. |
Speed ** | Body | Movement and Dodging (this modifier adds directly to your move speed) |
Stamina | Body | Physical Damage Reduction Defending against life stealing. |
Armour penalty applies to skills with an * (skills and attributes with ** have half armor penalty). Armour skills are able to reduce base armour penalty.
4 pointsGift | Effect |
---|---|
Alertness | You are more aware of your surroundings than most. |
Ambidexterity | you can use either hand equally well. Great for those times when you’re wounded in an arm … |
Attractive | you’re good looking – either handsome, beautiful, pretty, or whatever level you wish. (Warning: the more attractive you are, the more power you have over susceptible people, true, but the more likely you are to be abducted, etc.) |
Beautiful speaking voice | +1 to NPC reactions. Also works for a singing voice if you take a Musical skill. |
Charisma | people tend to like you, believe you, and are willing to follow your lead. |
Common Sense | when you are about to do something incredibly stupid that will harm yourself or the party, the GM will warn you |
Direction Sense | Unerring sense of direction and is less likely to become lost. |
Empathy with Animals | animals trust you and domesticated ones tend to obey you. Cruelty to animals nullifies this Gift. |
Empathy with Other-worlders | People of other species can find it easier to get along with you. Xenophobic actions nullify this Gift. |
Focussed | you are at +1 to any lengthy task, but don’t notice things outside this task, such as that brigand about to skewer you … |
Good Reputation | you’re well known as a hero, healer, leader, fighter for justice, etc. |
Keen Sense | One sense is keener than normal and you are able to use it at greater distance or with greater discrimination. |
Linguist | Language skills are easy for your character. |
Natural Mechanic | you are at +1 to performing mechanical work & repairs |
Night Vision | you see well in dim light, but not in absolute darkness, of course. |
Pain Tolerance | Ignore in-Battle wound penalties at Moderate Wound, and you are only at –1 at Serious Wound. |
Perfect Timing | if someone says to open the gate in five minutes, you’ll do it within two seconds of that time. Also valuable in performing. |
Scholar | Academic Knowledge skills are easy for your character. |
Sleep Control | You can sleep more lightly and can fall asleep at a moment's notice. |
Strong Stomach | Almost nothing can make you vomit. |
Fault | Effect |
---|---|
Absent-Minded | your attention tends to wander if bored. |
Annoying Voice | you sound terrible. |
Off-putting Appearance | your appearance is off-putting in some way, whether ugly or unkempt. |
Blunt and Tactless | you have no social skills in dealing with sensitive people. |
Compulsive Generosity | you are at –3 Reasoning to resist giving things away to those perceived to be needier than you. |
Compulsive Lying | you are at –3 Reasoning to avoid lying just for fun. |
Coward | you take very good care of yourself. |
Curious | you are at –3 Memory to resist exploring something new or unusual. |
Delusions | the world doesn’t work the way you think it does, in some important way. |
Dependent | you’re responsible for someone unable to care for themselves adequately. |
Easily Distractible | did you say something? |
Easy to Read | you give away your thoughts and feelings to any who care to observe you. |
Enemy | there is someone who wants to kill, imprison, or otherwise trouble you |
Getting old | and all that implies. |
Glutton | you're hungry |
Goes Berserk if Wounded | you’re a danger to your friends, even. |
Greedy | you want more. |
Gullible | -3 to Reasoning to believe an unknown “fact.” |
Honesty | you hate to break a law. |
Intolerant | you hate a certain type of person |
Mute | |
Offensive Odor | You stink |
Overconfident | you know you can’t fail. |
Pain Intolerant | you’re at –1 if Trivial Wound, -2 if Minor Wound, and –3 if Major Wound. |
Phobias | lots of these – you’re at –3 Reasoning to avoid acting out of control in certain situations: snakes, darkness, heights, cats, falling, crowds, spiders, open or closed spaces, magic, loud noises, etc. |
Quick to take offense | you’re thin-skinned. |
Quick-Tempered | you blow up when crossed. |
Reckless Bravery | you take no thought for your safety in dangerous situations. |
Secret | if it’s revealed, you’ll be embarrassed, arrested, or worse – maybe that warrant out for your arrest, or your second spouse? |
Self-defense Pacifist | you’ll fight, but you’ll never start a fight – no preemptive strikes. |
Shyness | you never want to talk to strangers |
Stubborn | you don’t easily admit you’re wrong |
Truthfulness | you can’t tell a believable lie. |
Weak Stomach | Whenever your character is exposed to anything violent or otherwise disturbing you feel the need to vomit. |
Worry Wart | you wring your hands a lot. |
Xenophobic | You default to not trusting those of species you are not familiar with. They usually do not get along with you either (probably just because they can't deal with your species' inherent superiority). |
Youth | you’re so young no one takes you seriously. Also, lose one level each from three skills – you just haven’t had time to develop everything that well yet. |
Attribute | Category | Purpose/Description |
---|---|---|
Structural | Ship | Withstand damage, hold together under stress, etc. |
Sub-light Engines | Ship | Movement and Dodging (this modifier adds directly to your Sub-light move speed) |
Processing | Ship | Modifying damage from attacks, avoiding collisions and other obstacles under normal circumstances |
Gift | Effect | Limitations |
---|---|---|
Advanced Fighters | Enables Fighters with Dual Weapon Systems | Requires Docking Bay |
Alternate Drive System | Can have an additional FTL Drive. | Can be taken at most twice |
Aquatic Drive System | Can travel through water | |
Armoured Critical Components | Some Critical Ship system is better protected than normal. It is less likely to be taken offline when damage is taken. Move the component's slot to one damage category higher (it will likely share the slot with another component). | |
Captain's Gig | A Smaller Auxiliary Craft directly docked to the main ship. It is at least 3 Scales smaller than the main ship. | Min. Scale -1 |
Cloaking Device | Enables Cloaking Device | Min. Scale -2 Requires "Contained Singularity" Gift. |
Contained Singularity | Enables other advanced gifts and technologies | Min. Scale -2 |
Crush Drive | Enables Crush FTL Drive | Min. Scale -3, Max. Scale 2 |
Docking Bay | Enables Transporting Most Secondary Craft | Min. Scale -1 |
Food Synthesizers | Improved Crew Morale. Bonus for state dinners and other hosted meals. | |
Large Ship | The ship is larger than normal player ship size (-4 to +1).If taken once the limit is extended to +3. If taken twice the limit is extended to +6. If taken three times the limit is extended to +9. | |
Micro Wormhole Generator | Enables Several Wormhole-based systems. | Min. Scale -2 Requires "Contained Singularity" Gift. |
Secure Re-targetting Protocols | Conventional Missiles and Advanced Torpedoes can be re-targetted without challenge. | Requires "Re-targetting Antennae Array" Gift |
Super Jump FTL Drive System | Able to occasionally perform a "Super" Jump while already travelling using an FTL Drive to jump to a destination quicker and evade pursuit. Must make a "Super Jump Drive Operation" Expertise roll to perform the Super Jump. Use of this drive disables all drive systems used by the technique for 1 day. | Max. Scale +2 Requires Jump Drive to be installed and "Contained Singularity" Gift. |
Teleporters | Enables Teleporters | |
Re-targetting Antennae Array | Enables re-targetting of already fired Conventional Missiles and Advanced Torpedoes. | Min. Scale -2 |
Terrestrial Landing Systems | Can make touchdown on the surface of a terrestrial planet. | This is free for ships of Scale -3 or smaller. |
"Universal" Translator | Can translate all common & known languages and can help with learning new languages | |
Zenith Drive Enhancement | +1 Bonus to all FTL speed, manoeuvring or countermeasures rolls when using one particular FTL drive. |
Fault | Effect |
---|---|
Dangerous System | The use of the specified system is dangerous to the ship or crew. On occasion it may damage other ship components (or the crew itself). |
Experimental System | Some Major Ship system is experimental and doesn't have all the problems worked out quite yet. It may not always work when called upon (though occasionally will behave beyond normal limitations). |
Exposed Critical Components | Some Critical Ship systems are more exposed than normal. They are more likely to be taken offline when damage is taken. Add the component to a second damage slot (one damage category lower if possible). When that slot is filled the component is damaged. If it is sharing a slot with another component, that slot damages both components. |
Leaky Exhaust Ports | Easier to Track your ship. Projectile Countermeasures and Cloaking Devices are less effective (-1 to all rolls). |
No Terrestrial Landing System | Only available for ships of scale -3 or smaller. They are not able to safely make terrestrial landings (though they can still crash). |
No Food Production Facilities | Only long-term stored rations are available onboard. Decreased Crew Morale unless docked at another viable fresh food source. |
Obsolete Drive System | -1 Bonus to all FTL speed, manoeuvring or countermeasures rolls when using one particular FTL drive. |
Polluting Engine | The use of the specified FTL drive results in dangerous pollution either at departure or arrival points. This may result in repercussions or other sanctions. |
Problematic Ship AI | Define one (or more) aspects of the ship's AI that are problematic. |
Reduced Efficiency Sub-light Drive | Lose all tied results with regards to Ship Speed Rolls. Speed is -1 on first turn of movement from a standstill or when turning. |
Unreliable FTL Drive System | Associate this with one FTL Drive. That Drive may not always work when called upon. It is also more susceptible to countermeasures |
Attack Type | Attacker Rolls | Defender Rolls | Offensive Factor (damage with) | Defensive Factor (reduce damage with) |
---|---|---|---|---|
Sub-light Ship-to-Ship | Applicable Weapons System Expertise + Targeting Modifier | Sub-light Engines or Evasive Maneuvering + Evasion Modifier | Weapon System + Damage Modifier | Structural + Protection Modifier |
FTL Ship-to-Ship | FTL Engagement Expertise | FTL System | Weapon System | FTL Engagement Expertise |
Surface Bombardment | Orbital Bombardment Expertise | Varies | Weapon System | Varies |
Personnel | Weapons Expertise | Speed | Fitness | Stamina |
Damage Category | Trivial | Minor | Major | Severe | Critical |
---|---|---|---|---|---|
Damage Number Range | 1-2 | 3-4 | 5-6 | 7-8 | 9+ |
Slots | 3 Unlabeled | 2 Labeled | 4 Labeled | 2 Labeled (Whatever label is unused counts as the last labelled option for the "Major" damage category) | 1 Unlabeled |
Label Options | Tractor Systems, Long Range Sensors | FTL-Engines, Navigational Deflector, Long-Range Communications | Offensive, Defensive, Sub-light Engines | ||
Effect | Food Synthesizers and recreational systems are damaged. | When that slot is filled all systems of that type are disabled. Cloak is disabled. | When that slot is filled all systems of that type are disabled. Contained Singularity is disabled. | When that slot is filled all systems of that type are disabled. Aquatic Drive is disabled. | Offensive and Defensive Systems are Disabled. All Engines are disabled. Life Support is Failing. |
Damage Category | Trivial | Minor | Major | Severe | Near Complete |
---|---|---|---|---|---|
Damage Number Range | 1-2 | 3-4 | 5-6 | 7-8 | 9+ |
Slots | 2 | 1 | 2 | 1 | 1 |
Descriptions | Minor injuries only | First major injury or possibly first death. | Several dead or crippled | Badly wounded. Many crippled, some are dead. | Most are dead or dying. |
Effect | None | -1 | -2 | No prolonged resistance possible | Retreat, surrender or death are only options |
Players earn Fudge points over time. These can either be converted into XP for character development or can be used to alter one die roll up or down 1 level.
3 Fudge points can become 1 XP. XP cannot be converted back into Fudge points.
You can only raise skills or attributes the character has been exercising recently or it can be reasonably argued they have been practicing.
Raising Skills | ||
---|---|---|
From | To | Cost (XP) |
-3 | -2 | 1 |
-2 | -1 | 1 |
-1 | 0 | 1 |
0 | 1 | 2 |
1 | 2 | 4 |
2 | 3 | 8 |
3 | 4 | 16 |
Raising Attributes | ||
---|---|---|
From | To | Cost (XP) |
-3 | -2 | 1 |
-2 | -1 | 1 |
-1 | 0 | 1 |
0 | 1 | 2 |
1 | 2 | 4 |
2 | 3 | 8 |
3 | 4 | 16 |
Drive System | When In Use | Countermeasures | ||||
---|---|---|---|---|---|---|
Can Attack Ships with | Can be Attacked by Ships with | Anti-Departure | Slow | Drop-Down | Anti-Arrival | |
Jump | Jump | All but Tunnel | YES(2) | YES | ||
Slip | All but Tunnel | Slip, Spin, & Crush | YES(2) | YES | ||
Tunnel | None | None | YES | YES | YES | YES |
Guidance | All but Tunnel | Slip, Spin, & Crush | YES | YES | ||
Guidance | All but Tunnel | Slip, Spin, & Crush | YES | YES |
Jump drive sends the ship to its destination by seemingly jumping the ship from its origin to its destination through the creation of a warped space bubble around the ship and then launching the bubble (and the ship) to the destination. While it is similar to Spin and Slip drive in how it accomplishes this it is fundamentally different in how the arrival, travel and departure appear to others in the vicinity.
Ships that are Jumping can only attack other ships that are jumping (though can use FTL Countermeasures as normal).
Jumping ships cannot as easily change their target destination (without suffering damage to their Jump drive).
Slip drive propels itself across space by emitting a special field that allows the ship to slip along creases in the fabric of reality and to manipulate those creases to go where they desire.
Tunnel drive bores into subspace and travels through subspace to its destination allowing it to arrive in advance of light. As a result a ship travelling using tunnel drive may not be attacked through conventional means. They also may not attack other ships as well.
Spin drive rotates around (or in a significant portion) of the ship when active to form and maintain a warped region of space around the ship allowing it to reach FTL speeds. Some more primitive Spin drive ships instead spin around a smaller, static portion of the ship.
A FTL drive system is propelled by drawing in the fabric of reality ahead of the ship, crushing it in the main drive system and expelling it as propellant to the aft.
It is the newest, most experimental drive system. It is also the most potentially dangerous as a result. The main key advantages are its ability to be used as an alternate sub-light drive system, its slight speed advantage and the fact that it also doubles as a Navigational Deflector system when in operation.
All FTL Countermeasures can only be used while the applicable drive system is not engaged on the attacking ship.
Anti-Departure Countermeasures delay a ship$apos;s ability to engage its FTL drive system to depart.
Slowing Countermeasures slow down the target ship.
Drop Down Countermeasures force a ship to disengage their FTL Drive. They also tend to shock the FTL drive system so that immediate re-engagement is not viable.
Anti-Arrival Countermeasures inhibit a ship's ability to disengage their FTL Drive.
FTL Weapons can only be used against ships that are not tunneling. They also can only be used by ships that are travelling by slipping, spinning or crushing. Jumping ships can only use them against other jumping ships.
A special kind of energy weapon that can be used whilst travelling in the Warped-Space Bubbles and other environments most FTL Drive systems use.
Mines that are able to phase into the Warped-Space Bubbles and other environments most FTL Drive systems use in order to deliver their payload.
Weapon | Targeting | Damage |
---|---|---|
Simple Projectiles | +1 | +1 |
Conventional Missiles | +2 | +2 |
Advanced Torpedoes | +3 | +2 |
Mines & Bombs | - | +2 |
Laser | +4 | - |
Phased Particulate Laser | +5 | +2 |
Matter Disruptor | +4 | +3 |
These all damage the target by impacting with the target or detonating near the target. The projectiles, missiles and torpedoes travel faster than the launching ship (able to strike targets ahead of the ship) while the mines and bombs are passively dropped. Projectiles head towards the targeted location along a pre-set path. Missiles and torpedoes both are able to dodge some counter attacks and follow their targets. Torpedoes deliver heavier payloads and are better able to pierce the defenses of some ships.
Unless re-targetted all such weapons will travel off the map should their target be destroyed. They will continue along their previous flight path.
Weapon | Additional Cost (Skill Points) | Movement Per Round | Targeting Modifier |
---|---|---|---|
Simple Projectiles | +0 | 3 | -0 |
+1 | 5 | -2 | |
+2 | 7 | -4 | |
Conventional Missiles & Advanced Torpedoes | +0 | 3 | +1 |
+1 | 5 | -0 | |
+1 | 7 | -1 | |
+2 | 10 | -2 | |
+3 | 13 | -4 | |
Advanced Torpedoes | +4 | 15 | -6 |
If a ship is equipped with a $quot;Re-targetting Antennae Array$quot; then they may attempt to re-target one of their own launched and not yet detonated Missiles or Torpedoes. If the ship does not also have the $quot;Secure Re-targetting Protocols$quot; gift then their re-targetting can potentially be blocked by hostile parties.
To block an attempted re-targetting then the two players perform an opposed Processing roll. If the blocking player ties the roll then the re-targetting fails and the weapon's course is unaffected. If the blocking player wins the roll then the weapon in question detonates immediately and potentially damaging an adjacent ship as though it were a Mine.
Lasers and Phased Particulate Lasers are both beam based energy weapons that dissipate over extreme distances but once a target lock is achieved are virtually impossible to dodge. Phased particulate lasers are better able to damage ships hulls and pierce advanced shielding.
Matter Disruptors are short blast based energy weapons. They shred objects by working to disrupt the fundamental bonds holding it together. They can be very dangerous but are less able to bypass energy shielding and travel slightly slower than Lasers and Phased Particulate Lasers.
Defensive System | Evasion | Protection |
---|---|---|
Armoured Hull | - | +1 |
Energized Hull | - | +1 |
Near-Frame Deflectors | - | +2 |
Deflector Bubble | +1 | +2 |
Projectile Counter-measures | +2 | - |
Guidance Jammers | +3 | - |
Simple and plain. Not very effective against Matter Disruptors and will need repairs from damage regularly.
More effective than simply an Armoured hull against energy weapons.
Projected energy based force fields that deflect objects and blasts near the hull of the ship. Cheaper to operate while also provided a smaller buffer between any explosions and the hull itself.
Projected energy based force fields that deflect objects and blasts at a greater range from the ship.
Devices that either launch from the ship to fool and mislead guidance systems. They may also prove effective against simple projectiles by providing obstacles for the projectiles to impact with that are not the ship.
More sophisticated guidance jamming systems to send missiles and some torpedoes off course.
Communication System | Maximum Effective Range | Jammable |
---|---|---|
Conventional Radio | Within Star System | YES |
Subspace Radio | Within Local Star Group | YES |
Wormhole Communication System | Within Several Nearby Star Groups | |
Conventional Radio Relay Probes | Within Star System | YES |
Advanced Relay Probes | Within Local Star Group | YES |
Sensors that scan the local area actively. The use of active sensors is easy to spot and can help others to pinpoint the location of the scanning ship.
Lower power and accuracy sensors for scanning the local area. The use of these sensors does not generally bring attention to the scanning ship.
Sensors able to peer well beyond the nearest star system and gather information from afar. Using the sensors makes one visible to any monitoring for that sort of activity.
The use of active sensors such as these is easy to spot and can help others to pinpoint the location of the scanning ship.
Sensors used to check the interior of the ship more easily than visual inspection or the use of handheld sensor sweeps by crewmembers.
Sensors that pierce the barrier through to subspace to allow for easier scanning of subspace for various anomalies, easier detection of tunneling ships, attempted tracking of subspace radio transmitters and receivers or other events and entities in subspace.
Advanced sensors that facilitate the study of exotic locales or objects and can make it easier to spot cloaked ships.
Probes launched from the ship that carry specialized sensors for pre-selected purposes. They are able to enter into more dangerous areas and bring a more specialized approach to the scanning of events and entities.
Maintains the living conditions on board the ship so that crew may move about without need of pressurized space suits.
Mandatory system for any ship to engage in FTL travel or even fast Sub-light travel. It deflects small particulates and objects away from the ship to protect it and its crew.
Simple mechanical system for attempting to tractor another ship. Attacks the ship as though it is as a projectile (without causing damage).
An advanced energy based system for attempting to tractor another ship. Attacks the ship as though it is a Phased Particulate Laser (without causing damage).
Quick and easy way to transport personnel and materials to and from the ship. Maximal range is within standard orbital distance from a Earth-like planet. Active Deflector Shields and engages FTL drive block teleporters.
Makes the ship invisible to the naked eye and most primitive sensor systems. May be pierced by focussed near-field scanning with "Long Range Scanners" and other techniques. Consumes too much power to allow weapons targeting systems and energized defensive systems to function. Also cannot be used when FTL drive is engaged.
Facilities stocked with weapons and other arms for use by personnel. If they are not present then personnel will have to provide/bring their own weapons. Armouries are equipped differently depending on their rank.
Rank | Definition | |
---|---|---|
-3 | Terrible | The armouries are only equipped with small melee weapons |
-2 | Poor | The armouries are equipped with: 1 kind of small melee weapon either 1 kind of gun or grenades (acquired separately) |
-1 | Mediocre | The armouries are equipped with: 1 kind of small melee weapon 1 kind of gun grenades (acquired separately) |
0 | Fair | The armouries are equipped with: 1 kind of melee weapon 2 kinds of guns grenades (acquired separately) |
1 | Good | The armouries are equipped with 2 kinds of melee weapon 3 kinds of guns grenades (acquired separately) |
2 | Great | The armouries are equipped with 2 kinds of melee weapon 3 kinds of guns grenades (acquired separately) 1-2 individual light artillery pieces (acquired separately) |
3 | Superb | The armouries are equipped with 2 kinds of melee weapon 4 kinds of guns grenades (acquired separately) 3-4 individual light artillery pieces (acquired separately) |
Personnel and characters may carry a limited amount of materials without sacrificing their ability to function to the full extent of their abilities. This is limited by assigning each carried item to one of the following slots:
(Modified from "Weapons and Armour in Fudge" in Fudge 10th Anniversary book)
Shields Fill Back/Handheld Slots.
Name | Type | Armour | Armour Penalty | |||
---|---|---|---|---|---|---|
vs Piercing | vs Slashing | vs Bludgeoning | vs Energy | |||
Light Kevlar | Armour | +2 | +3 | +2 | 0 | 0 |
Heavy Kevlar | Armour | +3 | +4 | +3 | +1 | -1 |
Thermal Dissipating | Armour | 0 | 0 | +1 | +4 | 0 |
Environmental Protection Suit (This can also be used for fighting in otherwise non-survivable environments.) | Armour | 0 | 0 | +2 | +1 | -7 |
ArmouredEnvironmental Protection Suit (This can also be used for fighting in otherwise non-survivable environments.) | Armour | +3 | +5 | +2 | +6 | -8 |
Thermal Dissipating Shield | Shield | +2 | +2 | +2 | +2 | -1 |
Containment Field (Setup using a series of Containment Field Emitters (at least 2 are required)) | Emplaced Shielding | +2 | +2 | +2 | +2 | N/A |
Security Field (Setup using a series of Security Field Emitters (at least 2 are required)) | Emplaced Shielding | +3 | +4 | +10 | +6 | N/A |
Equipment | Slot | Details |
---|---|---|
Handheld Welder | Belt/Handheld | |
Simple Physical Multi-Tool | Belt/Handheld | Able to play the role of:
|
Material Integrity Analyzer | Shoulder | |
Repair Toolkit | Back | |
Small Engineering Jack | Back |
Equipment | Slot | Details |
---|---|---|
Simple Hand Scanner | Belt/Handheld | Able to do simple scans with a range of up to 15m |
Medical Hand Scanner | Belt/Handheld | Specialized for medical purposes with reduced range (2m) but increased granularity of scans |
High-Powered Hand Scanner | Belt/Handheld | Able to scan through simple armour (10m range) or at greater open ranges (50m) |
Capsule loaded Hypodermic Injector | Belt/Handheld | Can inject medication or take blood samples to/from small capsules. (The capsules count as small items) |
Simple Programmable Hypodermic Injector | Belt/Handheld | Can be programmed to synthesize and inject simple common medications |
Wound Sanitizer-Cauterizer | Belt/Handheld | |
Bandage Capsule | Belt/Handheld | |
Gaseous Sampling and Analysis Kit | Shoulder | Can store 2 small samples in capsules |
Geological Sampling and Analysis Kit | Shoulder | Can store 2 small samples in capsules |
Botanical Sampling and Analysis Kit | Shoulder | Can store 2 small samples in capsules |
Zoological Sampling and Analysis Kit | Shoulder | Can store 2 small samples in capsules |
Hazardous Material Sampling and Analysis Kit | Shoulder | Can store 2 small samples in capsules |
Containment Field Emitter | Back | Useful for containing hazardous environmental elements. Place 1m apart to secure a 1m surface. |
Containment Capsule | Shoulder | |
Additional Sample Transport kit | Shoulder | Can store up to 10 small samples in capsules |
Hazardous Environment Mask | Belt |
Equipment | Slot | Details |
---|---|---|
Security Field Emitter | Back | Place 1m apart to secure a 1m surface. |
Energy Discharge Sensor and Sounding Alarm | Belt/Handheld | Will alert Audibly if energy weapons are discharged within 15 meters. |
Energy Discharge Sensor and Comm-Alarm | Belt/Handheld | Will alert via a communications channel if energy weapons are discharged within 15 meters. |
Lock Bypassing Kit | Shoulder | Required for picking mechanical locks and for attempting to hack electronic locks |
Traditional Shackles | Belt/Handheld | Reinforced Metal Shackles |
Stun Shackles | Belt/Handheld | Keeps the prisoner dazed and applies a harsh stun should they become violent or aggressive. This stunning feature will discharge at most twice an hour. |
Battering Ram | Back | Requires 2 hands to operate. |
Bayonet Clip | N/A | Allows a Dagger to be equipped on a Rifle. |
Weapon | Class | Type | Damage | Hands | Other Details |
---|---|---|---|---|---|
Projectile Pistol | Gun | Piercing | +3 | 1 | Requires reload after 10 shots. |
Projectile Rifle | Gun | Piercing | +4 | 2 | Requires reload after 10 shots. |
Projectile Shotgun | Gun | Piercing | +12 (As directional explosion with falloff radius of 5 m) | 2 | Requires reload after 2 shots. |
Light Laser Pistol | Gun | Energy | +3 | 1 | |
Standard Laser Pistol | Gun | Energy | +4 | 1 | |
Laser Rifle | Gun | Energy | +6 | 2 | |
Phased Particulate Laser Pistol | Gun | Energy | +5 | 1 | When used it resulting in a distinctive smell |
Phased Particulate Laser Rifle | Gun | Energy | +7 | 2 | When used it resulting in a distinctive smell |
Matter Disruptor Pistol | Gun | Energy | +4 | 1 | When used it resulting in a burning smell |
Matter Disruptor Rifle | Gun | Energy | +8 | 2 | When used it resulting in a burning smell |
Dagger | Small Melee | Piercing | +1 | 1 | |
Short Sword | Small Melee | Piercing | +2 | 1 | |
Hatchet | Small Melee | Slashing | +3 | 1 | |
Stun Stick | Small Melee | Energy Non-lethal | +10 | 1 | Leave struck target with light headache |
Long Sword | Melee | Slashing | +3 | 1 | |
Mace | Melee | Bludgeoning | +3 | 1 | v |
Battle Axe | Melee | Slashing | +4 | 1 | |
War Hammer | Melee | Bludgeoning | +4 | 1 | |
Spear | Melee | Piercing | +2 | 2 | |
Fragmentation Grenade | Grenade | Piercing | +12 (As explosion with falloff radius of 5 m) | 1 | |
Stun Grenade | Grenade | Energy Non-lethal | +12 (As explosion with falloff radius of 5 m) | 1 | Leave struck targets with light headache |
Disruptor Grenade | Grenade | Energy | +16 (As explosion with falloff radius of 8 m) | 1 | When used it resulting in a burning smell and incinerates most flammable material within range |
Basic Projectile Cannon | Light Artillery | Piercing | +8 | Effectively 2 | |
Anti-Air Projectile Cannon | Light Artillery | Bludgeoning | +8 | Effectively 2 | |
Laser Cannon | Light Artillery | Energy | +8 | Effectively 2 | |
Phased Particulate Laser Cannon | Light Artillery | Energy | +11 | Effectively 2 | When used it resulting in a distinctive smell |
Disruptor Cannon | Light Artillery | Energy | +12 | Effectively 2 | When used it resulting in a burning smell |
Portable Tractor Beam Emitter | Light Artillery | Energy | N/A | Effectively 2 | Can pull targets towards the Emitter. Does so with a pulling attack of +6. Creates a noticeable and at times dangerous wind near Emitter when in use. |
Equipment | Slot | Details |
---|---|---|
Backpack | Back | Can hold 1 Shoulder and 2 Belt Slot items or 8 Belt Slot Items. Also has a Pouch for small items |
Shoulder Bag | Shoulder | Can hold 6 Belt Slot Items. Also has a Pouch for small items |
Field Emitter Carrying Rack | Back | Can hold 3 Field Emitters (or similar devices) |
Belt-Pouch | Belt | For small items |
Handheld Comm-unit | Belt/Handheld | |
Communications Relay and Processor | Back | |
Small Kit | Handheld | Can hold 3 Belt Slot items |
Fire-Starter Kit | Belt | |
Lamp | Belt | |
Portable Light-post | Back | Can be carried by a Field Emitter Carrying Rack |
Bedroll | Back | |
Field Stove | v | |
Rations Pack | Belt | Contains 2 days of field rations |
Anti-Gravity Cart | 2 Handheld | Can carry 1 Light Artillery piece, 1 Individual person or 8 Back Slot items. |