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Weapons
Rifle
Range |
Base Damage |
Cost |
200m (300m) |
3d6 + Per |
10 |
Attribute |
Effect |
Fragile |
A deliberate attempt to break it always succeeds. When a test to use the item fails and the Drama Die is 3 or less, the item breaks. |
Ineffective |
-1 bonus to one of its non-testing abilities |
Slow |
Needs a ready action before using in a major action, or twice the usual time for advanced tests |
Favoured Stunt |
–1 SP cost for designated stunt |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |
Armour Piercing |
Reduce the Toughness bonus of worn armour by –2 Missed attacks near vacuum sealing: 1 or 2 on the stunt die results in breach |
Spreading |
One die less damage hits all targets within a roughly 30-degree angle in front of the attacker up to its effective range |
Heavy Close
Range |
Base Damage |
Cost |
2m |
2d6 + Str |
9 |
Attribute |
Effect |
Durable |
Lasts twice as long and for tests involving damaging it (+2 Toughness) |
Ineffective |
-1 bonus to one of its non-testing abilities |
Favoured Stunt |
–1 SP cost for designated stunt |
Poor |
-1 bonus to tests for using or wielding it |
Very Shoddy |
-2 bonus to social and roleplaying tests where such things are noteworthy |
Tranquilizer |
TN 13 Constitution (Tolerance) test fail - become unconscious, succeed - fatigued. Will not penetrate armour |
Long Range |
The weapon’s effective ranges are doubled |
Spreading |
One die less damage hits all targets within a roughly 30-degree angle in front of the attacker up to its effective range |
Rifle
Range |
Base Damage |
Cost |
200m (300m) |
3d6 + Per |
20 |
Attribute |
Effect |
Durable |
Lasts twice as long and for tests involving damaging it (+2 Toughness) |
Effective |
+1 bonus to one of its non-testing abilities |
Slow |
Needs a ready action before using in a major action, or twice the usual time for advanced tests |
Fine |
+1 bonus to tests for using or wielding it |
Very Shoddy |
-2 bonus to social and roleplaying tests where such things are noteworthy |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |
Tranquilizer |
TN 13 Constitution (Tolerance) test fail - become unconscious, succeed - fatigued. Will not penetrate armour |
High Capacity |
Ignore the first roll indicating the weapon has run out of ammo |
Long Range |
The weapon’s effective ranges are doubled |
Spreading |
One die less damage hits all targets within a roughly 30-degree angle in front of the attacker up to its effective range |
Stunning |
Inflict penetrating damage, one less damage die than a comparable lethal weapon. |
Heavy Close
Range |
Base Damage |
Cost |
2m |
2d6 + Str |
11 |
Attribute |
Effect |
Fragile |
A deliberate attempt to break it always succeeds. When a test to use the item fails and the Drama Die is 3 or less, the item breaks. |
Effective |
+1 bonus to one of its non-testing abilities |
Slow |
Needs a ready action before using in a major action, or twice the usual time for advanced tests |
Favoured Stunt |
–1 SP cost for designated stunt |
Poor |
-1 bonus to tests for using or wielding it |
Impressive |
+1 bonus to social and roleplaying tests where such things are noteworthy |
Spreading |
One die less damage hits all targets within a roughly 30-degree angle in front of the attacker up to its effective range |
Stunning |
Inflict penetrating damage, one less damage die than a comparable lethal weapon. |
Rifle
Range |
Base Damage |
Cost |
200m (300m) |
3d6 + Per |
20 |
Attribute |
Effect |
Fragile |
A deliberate attempt to break it always succeeds. When a test to use the item fails and the Drama Die is 3 or less, the item breaks. |
Slow |
Needs a ready action before using in a major action, or twice the usual time for advanced tests |
Favoured Stunt |
–1 SP cost for designated stunt |
Very Fine |
+2 bonus to tests for using or wielding it |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |
Armour Piercing |
Reduce the Toughness bonus of worn armour by –2 Missed attacks near vacuum sealing: 1 or 2 on the stunt die results in breach |
High Capacity |
Ignore the first roll indicating the weapon has run out of ammo |
Long Range |
The weapon’s effective ranges are doubled |
Stunning |
Inflict penetrating damage, one less damage die than a comparable lethal weapon. |
Pistol
Range |
Base Damage |
Cost |
50m (75m) |
2d6 + Per |
18 |
Attribute |
Effect |
Durable |
Lasts twice as long and for tests involving damaging it (+2 Toughness) |
Very Effective |
+2 bonus to one of its non-testing abilities |
Slow |
Needs a ready action before using in a major action, or twice the usual time for advanced tests |
Very Fine |
+2 bonus to tests for using or wielding it |
Very Shoddy |
-2 bonus to social and roleplaying tests where such things are noteworthy |
Armour Piercing |
Reduce the Toughness bonus of worn armour by –2 Missed attacks near vacuum sealing: 1 or 2 on the stunt die results in breach |
Spreading |
One die less damage hits all targets within a roughly 30-degree angle in front of the attacker up to its effective range |
Grenade
Range |
Base Damage |
Cost |
10 + Str |
3d6 (2m radius) |
21 |
Attribute |
Effect |
Fragile |
A deliberate attempt to break it always succeeds. When a test to use the item fails and the Drama Die is 3 or less, the item breaks. |
Very Effective |
+2 bonus to one of its non-testing abilities |
Slow |
Needs a ready action before using in a major action, or twice the usual time for advanced tests |
Fine |
+1 bonus to tests for using or wielding it |
Impressive |
+1 bonus to social and roleplaying tests where such things are noteworthy |
Long Range |
The weapon’s effective ranges are doubled |
Pistol
Range |
Base Damage |
Cost |
50m (75m) |
2d6 + Per |
18 |
Attribute |
Effect |
Durable |
Lasts twice as long and for tests involving damaging it (+2 Toughness) |
Fast |
Can be used to perform a major action as a minor action, or half the usual time for advanced tests |
Favoured Stunt |
–1 SP cost for designated stunt |
Poor |
-1 bonus to tests for using or wielding it |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |
High Capacity |
Ignore the first roll indicating the weapon has run out of ammo |
Long Range |
The weapon’s effective ranges are doubled |
Tracer |
Allows the user to take the Aim action as a free action if the weapon was fired on the previous round |
Light Close
Range |
Base Damage |
Cost |
1m |
1d6 + Str or Dex |
10 |
Attribute |
Effect |
Durable |
Lasts twice as long and for tests involving damaging it (+2 Toughness) |
Effective |
+1 bonus to one of its non-testing abilities |
Slow |
Needs a ready action before using in a major action, or twice the usual time for advanced tests |
Fine |
+1 bonus to tests for using or wielding it |
Very Shoddy |
-2 bonus to social and roleplaying tests where such things are noteworthy |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |
Armour Piercing |
Reduce the Toughness bonus of worn armour by –2 Missed attacks near vacuum sealing: 1 or 2 on the stunt die results in breach |
Long Range |
The weapon’s effective ranges are doubled |
Stunning |
Inflict penetrating damage, one less damage die than a comparable lethal weapon. |
Pistol
Range |
Base Damage |
Cost |
50m (75m) |
2d6 + Per |
4 |
Attribute |
Effect |
Fragile |
A deliberate attempt to break it always succeeds. When a test to use the item fails and the Drama Die is 3 or less, the item breaks. |
Ineffective |
-1 bonus to one of its non-testing abilities |
Fast |
Can be used to perform a major action as a minor action, or half the usual time for advanced tests |
Very Poor |
-2 bonus to tests for using or wielding it |
Very Shoddy |
-2 bonus to social and roleplaying tests where such things are noteworthy |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |
High Capacity |
Ignore the first roll indicating the weapon has run out of ammo |
Long Range |
The weapon’s effective ranges are doubled |
Spreading |
One die less damage hits all targets within a roughly 30-degree angle in front of the attacker up to its effective range |
Armour
Riot Shield
Bonus |
Penalty |
Cost |
2 |
-1 |
19 |
Attribute |
Effect |
Very Effective |
+2 bonus to one of its non-testing abilities |
Favoured Stunt |
–1 SP cost for designated stunt |
Poor |
-1 bonus to tests for using or wielding it |
Impressive |
+1 bonus to social and roleplaying tests where such things are noteworthy |
Medium Armour
Bonus |
Penalty |
Cost |
4 |
-2 |
16 |
Attribute |
Effect |
Slow |
Needs a ready action before using in a major action, or twice the usual time for advanced tests |
Favoured Stunt |
–1 SP cost for designated stunt |
Impressive |
+1 bonus to social and roleplaying tests where such things are noteworthy |
Padded Armour
Attribute |
Effect |
Durable |
Lasts twice as long and for tests involving damaging it (+2 Toughness) |
Ineffective |
-1 bonus to one of its non-testing abilities |
Fast |
Can be used to perform a major action as a minor action, or half the usual time for advanced tests |
Poor |
-1 bonus to tests for using or wielding it |
Shoddy |
-1 bonus to social and roleplaying tests where such things are noteworthy |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |
Riot Shield
Bonus |
Penalty |
Cost |
2 |
-1 |
11 |
Attribute |
Effect |
Very Ineffective |
-2 bonus to one of its non-testing abilities |
Slow |
Needs a ready action before using in a major action, or twice the usual time for advanced tests |
Very Impressive |
+2 bonus to social and roleplaying tests where such things are noteworthy |
Medium Armour
Bonus |
Penalty |
Cost |
4 |
-2 |
10 |
Attribute |
Effect |
Effective |
+1 bonus to one of its non-testing abilities |
Very Poor |
-2 bonus to tests for using or wielding it |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |
Equipment
Ship Pathfinding Expert Systems
Description |
Cost |
Adds +1 to tests using Sensors to chart a route through space to maximize safety and efficiency. |
13 |
Attribute |
Effect |
Effective |
+1 bonus to one of its non-testing abilities |
Favoured Stunt |
–1 SP cost for designated stunt |
Very Shoddy |
-2 bonus to social and roleplaying tests where such things are noteworthy |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |
Boarding Wedge
Description |
Cost |
It’s a kit about the size of a hand terminal that serves the dual purpose of issuing override codes to the most common electronic locks. |
17 |
Attribute |
Effect |
Durable |
Lasts twice as long and for tests involving damaging it (+2 Toughness) |
Ineffective |
-1 bonus to one of its non-testing abilities |
Fine |
+1 bonus to tests for using or wielding it |
Very Impressive |
+2 bonus to social and roleplaying tests where such things are noteworthy |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |
Description |
Cost |
Allows for survival in the areas of failing life support and hard vacuum. Can incorporate HUDs with max 6 expert systems. |
9 |
Attribute |
Effect |
Durable |
Lasts twice as long and for tests involving damaging it (+2 Toughness) |
Fast |
Can be used to perform a major action as a minor action, or half the usual time for advanced tests |
Poor |
-1 bonus to tests for using or wielding it |
Very Shoddy |
-2 bonus to social and roleplaying tests where such things are noteworthy |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |
Hand Terminal
Description |
Cost |
Used for communications and allows user to perform technical tests. |
16 |
Attribute |
Effect |
Durable |
Lasts twice as long and for tests involving damaging it (+2 Toughness) |
Very Effective |
+2 bonus to one of its non-testing abilities |
Fast |
Can be used to perform a major action as a minor action, or half the usual time for advanced tests |
Decoy Drone
Description |
Cost |
A drone can be triggered to draw attention to itself |
9 |
Attribute |
Effect |
Durable |
Lasts twice as long and for tests involving damaging it (+2 Toughness) |
Very Ineffective |
-2 bonus to one of its non-testing abilities |
Slow |
Needs a ready action before using in a major action, or twice the usual time for advanced tests |
Favoured Stunt |
–1 SP cost for designated stunt |
Poor |
-1 bonus to tests for using or wielding it |
Shoddy |
-1 bonus to social and roleplaying tests where such things are noteworthy |
Construction Mech
Description |
Cost |
+10 bonus to Strength (Might) tests. +2 armour bonus -2 armour penalty. Provides +1 bonus to any roll it is designed for. |
15 |
Attribute |
Effect |
Fragile |
A deliberate attempt to break it always succeeds. When a test to use the item fails and the Drama Die is 3 or less, the item breaks. |
Fast |
Can be used to perform a major action as a minor action, or half the usual time for advanced tests |
Favoured Stunt |
–1 SP cost for designated stunt |
Fine |
+1 bonus to tests for using or wielding it |
Shoddy |
-1 bonus to social and roleplaying tests where such things are noteworthy |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |
Head-up Display
Description |
Cost |
Helmets include a heads-up display (HUD), projecting visual information onto the wearer’s field of vision. Can be enhanced by 1 expert system. |
14 |
Attribute |
Effect |
Durable |
Lasts twice as long and for tests involving damaging it (+2 Toughness) |
Very Ineffective |
-2 bonus to one of its non-testing abilities |
Favoured Stunt |
–1 SP cost for designated stunt |
Very Fine |
+2 bonus to tests for using or wielding it |
Description |
Cost |
Allows for survival in the areas of failing life support and hard vacuum. Can incorporate HUDs with max 6 expert systems. |
15 |
Attribute |
Effect |
Durable |
Lasts twice as long and for tests involving damaging it (+2 Toughness) |
Effective |
+1 bonus to one of its non-testing abilities |
Slow |
Needs a ready action before using in a major action, or twice the usual time for advanced tests |
Favoured Stunt |
–1 SP cost for designated stunt |
Poor |
-1 bonus to tests for using or wielding it |
Impressive |
+1 bonus to social and roleplaying tests where such things are noteworthy |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |
Communications Drone
Description |
Cost |
Comms drones can be placed to act as a signal relay |
14 |
Attribute |
Effect |
Fragile |
A deliberate attempt to break it always succeeds. When a test to use the item fails and the Drama Die is 3 or less, the item breaks. |
Favoured Stunt |
–1 SP cost for designated stunt |
Poor |
-1 bonus to tests for using or wielding it |
Impressive |
+1 bonus to social and roleplaying tests where such things are noteworthy |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |
Terminal Expert System
Description |
Cost |
Specialist software (can be taken multiple times). Each system provides one of +1 Gunnery, +1 Piloting, +1 Cryptography, +1 Engineering, +1 Navigation, +1 Research, +1 Technology. Each additional system increases cost by 2. |
8 |
Attribute |
Effect |
Fragile |
A deliberate attempt to break it always succeeds. When a test to use the item fails and the Drama Die is 3 or less, the item breaks. |
Ineffective |
-1 bonus to one of its non-testing abilities |
Slow |
Needs a ready action before using in a major action, or twice the usual time for advanced tests |
Favoured Stunt |
–1 SP cost for designated stunt |
Shoddy |
-1 bonus to social and roleplaying tests where such things are noteworthy |
Construction Mech
Description |
Cost |
+10 bonus to Strength (Might) tests. +2 armour bonus -2 armour penalty. Provides +1 bonus to any roll it is designed for. |
13 |
Attribute |
Effect |
Fragile |
A deliberate attempt to break it always succeeds. When a test to use the item fails and the Drama Die is 3 or less, the item breaks. |
Effective |
+1 bonus to one of its non-testing abilities |
Favoured Stunt |
–1 SP cost for designated stunt |
Poor |
-1 bonus to tests for using or wielding it |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |
EMP Drill Hound
Description |
Cost |
The DrillHound is a semi-autonomous robotic device that resembles a centipede the size of a human forearm with a drill instead of a head. It’s used by pirate boarding parties to disable a prize ship’s electronics. |
18 |
Attribute |
Effect |
Slow |
Needs a ready action before using in a major action, or twice the usual time for advanced tests |
Favoured Stunt |
–1 SP cost for designated stunt |
Fine |
+1 bonus to tests for using or wielding it |
Impressive |
+1 bonus to social and roleplaying tests where such things are noteworthy |
Ship Pathfinding Expert Systems
Description |
Cost |
Adds +1 to tests using Sensors to chart a route through space to maximize safety and efficiency. |
25 |
Attribute |
Effect |
Durable |
Lasts twice as long and for tests involving damaging it (+2 Toughness) |
Effective |
+1 bonus to one of its non-testing abilities |
Favoured Stunt |
–1 SP cost for designated stunt |
Very Impressive |
+2 bonus to social and roleplaying tests where such things are noteworthy |
Ghost in a Can
Description |
Cost |
Small, easily concealed, unmarked cannisters and contains a pressurized mix of cleaning agents and heavily modified digestive enzymes designed to destroy physical evidence |
10 |
Attribute |
Effect |
Durable |
Lasts twice as long and for tests involving damaging it (+2 Toughness) |
Very Ineffective |
-2 bonus to one of its non-testing abilities |
Slow |
Needs a ready action before using in a major action, or twice the usual time for advanced tests |
Fine |
+1 bonus to tests for using or wielding it |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |
Construction Mech
Description |
Cost |
+10 bonus to Strength (Might) tests. +2 armour bonus -2 armour penalty. Provides +1 bonus to any roll it is designed for. |
19 |
Attribute |
Effect |
Effective |
+1 bonus to one of its non-testing abilities |
Fast |
Can be used to perform a major action as a minor action, or half the usual time for advanced tests |
Favoured Stunt |
–1 SP cost for designated stunt |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |
Probe
Description |
Cost |
gather information from an area and transmit it back to their mothership or other set destination |
21 |
Attribute |
Effect |
Very Effective |
+2 bonus to one of its non-testing abilities |
Impressive |
+1 bonus to social and roleplaying tests where such things are noteworthy |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |
Construction Mech
Description |
Cost |
+10 bonus to Strength (Might) tests. +2 armour bonus -2 armour penalty. Provides +1 bonus to any roll it is designed for. |
9 |
Attribute |
Effect |
Fragile |
A deliberate attempt to break it always succeeds. When a test to use the item fails and the Drama Die is 3 or less, the item breaks. |
Ineffective |
-1 bonus to one of its non-testing abilities |
Slow |
Needs a ready action before using in a major action, or twice the usual time for advanced tests |
Fine |
+1 bonus to tests for using or wielding it |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |
Ship Pathfinding Expert Systems
Description |
Cost |
Adds +1 to tests using Sensors to chart a route through space to maximize safety and efficiency. |
13 |
Attribute |
Effect |
Durable |
Lasts twice as long and for tests involving damaging it (+2 Toughness) |
Ineffective |
-1 bonus to one of its non-testing abilities |
Fast |
Can be used to perform a major action as a minor action, or half the usual time for advanced tests |
Poor |
-1 bonus to tests for using or wielding it |
Shoddy |
-1 bonus to social and roleplaying tests where such things are noteworthy |
Probe
Description |
Cost |
gather information from an area and transmit it back to their mothership or other set destination |
17 |
Attribute |
Effect |
Durable |
Lasts twice as long and for tests involving damaging it (+2 Toughness) |
Fast |
Can be used to perform a major action as a minor action, or half the usual time for advanced tests |
Poor |
-1 bonus to tests for using or wielding it |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |
Probe
Description |
Cost |
gather information from an area and transmit it back to their mothership or other set destination |
21 |
Attribute |
Effect |
Effective |
+1 bonus to one of its non-testing abilities |
Fast |
Can be used to perform a major action as a minor action, or half the usual time for advanced tests |
Fine |
+1 bonus to tests for using or wielding it |
Unreliable |
When a test involving the item fails and the Drama Die is a 3 or less (non-test use 10 or less on a 3d6 roll and drama die 3 or less), the item stops working Fixing takes a TN13 challenge test threshold 10 and time increment 1 round or interlude |