Beyond the Stars
Arms and Equipment
Here is a listing of the common equipment available in the World. In addition to each item’s game rules, each entry has a T/L/R notation. This is the Tech, Legality, and Rarity of the item. Tech indicates how high-tech the item is. Generally speaking, TL 3+ will trigger All Thumbs, and some worlds don’t have the industrial base to manufacture or repair higher tech items. Legality is how much of a hoop will you have to jump through to get it. More on legality Here. Finally, Rarity is how common an item is, and thus how hard an item is to actually find for purchase. Keep in mind these prices are the “shelf cost” of an item; if you’re buying black market gear, it will cost more depending on how hard it is to acquire, and demand for say the last ticket off a planet before an invasion will make it very expensive indeed.
Weapons are the most common items which characters will be dropping a lot of money on. Here are the arms used all across the World.
|Autopistol||3d6||5m||2||10 9mm box||1.25kg||2/L/C||cr 15|
|Bolt Pistol||3d6||6m||2||drn1/batt||1kg||3/L/C||cr 21|
|Holdout||4d6||2m||2||2 12mm int||5kg||2/R/U||cr 10|
|Laser Pistol||2d8 AP2||10m||1||drn2/batt||1.5kg||4/SI/U||cr 35|
|Revolver||4d6||4m||1||6 12mm int||1.5kg||2/L/C||cr 10|
|Assault Rifle||3d8||10m/5m||9||30 6.5mm box||4kg||2/M/C||cr 60|
|Bolt Rifle||3d8||15m||3||drn2/pack||2.75kg||3/M/U||cr 42|
|Carbine||3d8||10m/5m||3||30 6.5mm box||3kg||2/M/C||cr 40|
|Hunting Rifle||4d8||10m||1||8 7.62mm int||3kg||2/L/C||cr 35|
|Laser Rifle||3d10 AP3||25m||1cd1||drn7/pack||4.5kg||4/SI/R||cr 90|
|Sharpshooter||4d8||20m||2||10 7.26mm box||4.25kg||3/M/U||cr 75|
|Combat Shotgun||5d6||6m/3m||3||20 shells box||2/R/U||cr 25|
|Plasma Caster||5d6||5m||1||drn1/pack||4/M/U||cr 30|
|Pump Shotgun||5d6||4m||1||7 shells int||2/L/C||cr 20|
|Shotgun||5d6||4m||2||2 shells int||2/L/C||cr 15|
|Machine Pistol||3d6||6m/3m||9||9mm 30 box||2kg||2/M/C||cr 18|
|Tactical SMG||4d6||6m/3m||6||12mm 20 box||3kg||4/M/U||cr 45|
|Heavy Bolt Cannon|
|Heavy Machine Gun||5d10||30m||6||12.7mm belt||2/M/U|
|Light Autocannon||2d20||50m||1||20mm belt||3/M/U|
- Laser Rifle: Has a Bipod and Optical Scope
- Machine Pistol: Is Unreliable
- Plasma Caster: Does Blast Damage
- Sharpshooter: Has an Optical Scope and Hair-Trigger
- all Shotgun-types: lose 1d6 per range increment. +1d6 in pointblank.
- Tactical SMG: Has a Hair-Trigger and Suppressor
Armour and Protective Clothing
|Hazardous Environment Suit||-2||Full||-1||3/-/U|
|Heavy Battle Armour||2||Full||-2||3/M/U|
- Combat Spacesuit: +2 Vigor vs Radiation; Military Link; Grapple and Thrust Bottle; Rebreather and 8hrs air.
- Concealable Jacket: +2 to Disguise to hide.
- Hazardous Environment Suit: +2 Vigor vs Radiation; Medical Monitor and Filter; Rebreather and 4hrs air.
- Heavy Battle Armour: Medical Monitor.
- Platemail: -2 to Pace.
- Spacesuit: +2 Vigor vs Radiation; Grapple and Thrust Bottle; Rebreather and 8hrs air.
Tools and Kits
|6.5mm ammo||1.5 kg||2/L/C||cr 10||100 rounds of 6.5mm|
|7.62mm ammo||1.75 kg||2/L/C||cr 12||100 rounds of 7.62mm|
|9mm ammo||1.25 kg||2/L/C||cr 5||100 rounds of 9mm|
|12mm ammo||1.5 kg||2/L/C||cr 6||100 rounds of 12mm|
|Battery||25 kg||3/L/C||cr 20||stores 20 Drain|
|Belt||25 kg||2/L/C||cr 1||links 100 rounds of ammunition for Belt weapons|
|Box Magazine||25 kg||2/-/C||cr 1||1 ammunition magazine|
|Cracking Kit||2 kg||4/R/U||cr 50||+1 to Security Systems|
|Data Sifter||—||3/-/U||cr 25||Load on notepad; +1 to Academics|
|Demolitions Kit||2 kg||3/L/C||cr 20||Permits arming and disarming bombs|
|Diagnostic Software||2 kg||3/-/U||cr 25||Attach to notepad; +1 to Tinkering|
|Mainframe||5 kg||4/-/C||cr 50||+1 to Computers|
|Mechanic’s Kit||15 kg||3/-/U||cr 25||+1 to Tinkering|
|Medic’s Kit||10 kg||2/-/C||cr 20||+1 to Medicine for first aid|
|Power Pack||1 kg||3/L/C||cr 75||stores 70 Drain|
|Repair Kit||5 kg||2/-/C||cr 5||Basic tools for Tinkering|
|Speedloader||25 kg||2/L/C||cr 1||Speedload check at -2 to load into internal weapon|
- Ammunition can be made Armour-Piercing by spending the base cost per level of AP. Your may not give any ammo AP greater than half the dice it does in damage.
“Cybernetics” are synthetic replacements for natural parts. Typical cyber gear merely replaces lost functionality, but higher-grade gear can actually improve a person’s abilities.
To get a piece of cybernetic gear, you must first purchase the gear. Then you must find a surgeon who can do the emplacement work. Then you must recuperate. Finally, you must deal with the loss of humanity which comes from having chunks of your anatomy removed and replaced. All species, even the Nendoroids, are subject to the pain of losing their original selves.
Each item on this list has all the standard statlines, plus two additional: Install TN and Damage. Install TN is the Surgery TN to remove the old flesh and emplace the new gear. Wounds is how many Wounds’ worth the replacement is. You must heal these Wounds with Natural healing for the device to fully seat. Before the item is fully seated, you get a -2 penalty to use the item, and a sufficiently violent force can tear the item loose.
After your new item is installed, make a TN 5 Spirit check, -1 per piece of cybergear. If you fail, you develop Cyber-Psychosis at level 1. Cyber-Psychosis requires a Spirit check at the beginning of each session to avoid a fugue state, where the cyborg loses connection with reality.
|ATP Supercharger||CV 3||4/L/U||5||4||Gives short bursts of massive strength increase. Free action: 1d6 Wind for TN 5 Vigor: +1 step Strength and +2 Pace until the end of the round per success. Afterward, Stun Recovery check to keep boost on, costs 1 Wind per card in subsequent rounds.|
|Cybereye||CV 2||3/-/C||9||1||Replaces lost eye. May increase functions (low-light vision, optical zoom or enhancement) for +1 CV per enhancement|
|Cyberspur||CV 4||3/M/C||7||4||Mounts small weapon concealed in forearm. Powerblade is 1d8+Str, AP 2, drain 1 Wind/round.|
|Neural Interface||CV 3||4/L/C||11||2||Direct connection from mind to device. Allows some special device use, +1 to aptitudes through link, connect dataplugs and record data from brain. +1 CV, +1 Wound to rig contacts in hands allowing direct linking|
|Neural Rigging||CV=Size+1||4/M/R||11||2 per Location||Removes nervous tissue, replaces with optical fibre. Change Quickness dice type to d12+2. Cannot change further. EMP is dangerous.|
|Pain Editor||CV 3||4/M/U||9||2||Negates first 2 Wound penalties|
|Replacement Limb||CV 2||3/-/C||7||3-5||Replaces regular limb. May improve Deftness or Strength (arm), or Nimbleness (both legs), but CV is increased to 1/2 the new dice type (+1 CV for 2 mods). May also mount 1 small device in arm.|
|Replacement Organ||CV 2||3/-/C||7||2||Replaces damaged organ. Improved kidney and liver (3 CV total) gives a +1 bonus versus poisons; lymph reservoir (2 CV total) gives +1 bonus versus diseases|
|System Monitor||CV 3||4/L/U||9||4||Monitors condition and tailors body response; +1 to Natural Healing and Stun Recovery, but additional damage if you go Bust. Can also cary 5 doses of drugs to inject on condition|
|Subcutaneous Armor||CV=Size covered||3/M/U||5||2 per location||Titanium mesh woven under skin for enhanced protection. AV 1. +2 CV for AV 2.|
Food, transport, and lodging are universal concerns, and here is what is typically available.
|Service||Cost||What You Get|
|Lower-Class Lifestyle||CV 1/month||small flat, basic amenities, -1 to Mien using place to impress|
|Middle-Class Lifestyle||CV 2/month||large flat or house, common amenities, occasional luxuries|
|Upper-Class Lifestyle||CV 3/month||luxury flat or large house, luxury goods and services, +1 to Mien when entertaining|
|Noble Lifestyle||CV 5/month||landhold, servants, +2 to Mien when entertaining|
|Inner-city transport||cr 5||cross-town|
|Suborbital shuttle||cr 30||anywhere else on planet or low orbit|
|Interstellar shuttle||CV 1||common berth, relatively slow travel|
|Interstellar liner||CV 3||personal berth, semi-slow travel|
|Chartered shuttle||CV 2+1 per jump||personal shuttle, fast travel|