According to myth, life began among minor asteroids of a thousand stars. Falcon deity Horati flew among the stars, gathering them together, and life as we know it began in their combinations aboard xir ship. Xir adoptive children grew, and in time xe deposited them on the major moons of the brown dwarf Hennek. Religions disagree as to why xe did this; most consider it some fault of ours, with the usual histrionics, but Johannine religions generally say it's because we grew up.
PCs start at 100pt. Campaign TL is TL9. Characters are familiar with Horatian culture and speak Horatian at Native/Native by default; a character can learn their home moon's language(s) without limit, but there's a 1pt UB to learn the home languages of other moons.
These occupational templates from G: Space are less than 100 points, although some are more suitable than others.
With a little tweaking, this can be suitable for a charismatic noble, one whose danger doesn't come directly from force of arms.
A tradesman vitally useful on many ships, and a very useful companion to a campaigning knight.
Like the Con Man template, this can be suitable for a charismatic noble.
Knowing the GM, this will probably be useful to slowly discover more about the Weird Shit™ out there.
A decent base for a knight.
Focus on one skill, and you'll be a useful companion to a campaigning knight.
In this case, theiving may not be the character's "job", just a hobby.
A variety of intelligent species exist, and each species is more variable than humans in the real world. The "realistic" limits in the Basic Set apply, but are increased by 50%, rounding favorably.
Astarates are at home in low gravity. They have two extra arms, their feet are basically a third pair of hands, and they have a prehensile tail, for a total of 7 good manipulators — but they can still walk on their legs. They also have a variety of microbiological differences to handle space conditions like radiation and microgravity. Their general shape is long and thin, ranging from lanky to an elfin beauty.
Increase height by up to 3' over the norm for their ST, but weight is half normal.
#char Astarate -4 -10 -1 HT -20 -1 IQ -20 -2 ST -5 Build: Skinny 10 3D Spatial Sense 20 Extra Arm ×2 5 Improved G-Tolerance: .3 G 5 Radiation Tolerance: 2 10 Regeneration: 10 rads/hr(Radiation Only(-60%)) -12 Susceptible: -3 vs Disease 1 Perk: No Degeneration in Zero-G 0 Feature: Home Gravity: .3 G 8 Prehensile Tail — Extra Arm(Extra-Flexible(+50%), No Physical Attack(-50%)) 4 Prehensile Toes — Extra Arm ×2(Foot Manipulators(-30%), Short(-50%))
Dayanics are attractive and "clean", and very long-lived, but otherwise distinctive in reproductive ways. They're hermaphroditic(though apparently female), with fertilization via a small gland between and below the breasts. Ovulation is on conscious command, and the endometrium doesn't thicken until after implantation.
#char Dayanic 42 10 +1 ST 4 Appearance: Attractive 2 Extended Lifespan: 1(Same Maturation(-0%)) 5 Fit 8 Less Sleep: 4 2 Longevity 4 Resistant: +5 vs Disease 5 Versatile 1 Perk: Reproductive Control 1 Perk: Sanitized Metabolism 0 Feature: No Appendix 0 Feature: No Menses
A felicia resembles a lithe and lovely anthropomorphic cat. They excel in grace, speed, reflexes, and senses, but not so much in strength or staying power.
#char Felicia 66 24 +2 DX(No Fine Manipulators(-40%)) -20 -1 IQ 10 +2 Per -10 -1 ST 4 Appearance: Attractive 5 Claws: Sharp 15 Combat Reflexes 15 Double-Jointed 10 DR: 5(Only Vs Falling(-60%)) -2 Extra Sleep: 1 3 Night Vision: 3 -5 Overconfidence(SC: 12(×1)) 15 Perfect Balance 1 Teeth: Sharp 1 Perk: Fur 0 Feature: Estrus 0 Feature: Tail
Seen by others, ferangirs have fur, lupine facial features, large ears, a short bushy tail, and a self-reliant attitude. The main distinction, however, is the sharpness of their senses. They even have an additional sense for magnetic geography. They're talented at wilderness survival, with a digestive system and metabolism letting them eat almost anything organic — but most are picky eaters due to their considerable senses of taste and smell. Ferangirs often find employment as survey scouts, scientists, light infantry soldiers, or guides.
#char Ferangir 22 -20 -1 IQ 10 +2 Per 10 +1 ST 5 Absolute Direction 2 Acute Taste/Smell: +1 15 Discriminatory Smell -5 Light Sleeper -5 Overconfidence(SC: 12(×1)) 4 Reduced Consumption: 4(Cast-Iron Stomach(-50%)) 4 Resistant: +5 vs Disease 5 Resistant: +3 vs Poison -5 Squeamish(SC: 15(×½)) 1 Teeth: Sharp 1 Perk: Fur 0 Feature: No Appendix 0 Feature: Tail
Individuals may have Loner(SC: 12(×1)) or Megalomania(for an extra -5pt) instead of Overconfidence.
Goridars are natural-born warriors. They're very strong, some even strong enough to use heavy weapons rifle-style; they're also durable and resistant to pain. However, the result is rather ugly, with stiff, leathery skin and a compact, blocky body. On the mental side, they readily focus on a task, but can still react quickly to changes around them.
#char Goridar 10 -20 -1 DX -10 -1 HT -20 -1 IQ 30 +3 ST 6 +2 Lifting ST -4 Appearance: Unattractive 15 Combat Reflexes 6 DR: 2(Tough Skin(-40%)) 10 Hard To Kill: 5 10 High Pain Threshold -12 Susceptible: -3 vs Disease -1 Quirk: Attentive
Jejis may be an escaped early attempt at genetic engineering — but if so, then the engineers have been at it for most/all of recorded history. Prejudice against them is rampant; signs like "no dogs, no jejis" are routine. While jejis are part of regular society, they also form primitive bands in obscure areas on all the major moons.
#char Jeji -67 -20 -1 DX -10 -1 HT -20 -1 IQ -5 Social Stigma: Second-Class Citizen -12 Susceptible: -3 vs Disease
Kronos make excellent hunters and soldiers. A krono is lean and muscular, with a canine muzzle and sharp teeth, but with large mouse-like ears and eyes. Their body is covered with short grey fur. Their stomach and bone marrow enable them to live healthily off low-quality forage. Their adrenaline response is stronger and faster than most races, and their body can better handle the resulting stresses.
#char Krono 40 9 +3 FP -40 -2 IQ 10 +2 Per 20 +2 ST 18 +1 Basic Speed(Costs FP: 2(-10%)) 4 Acute Hearing: +2 -10 Bloodlust(SC: 12(×1)) 15 Combat Reflexes 15 Discriminatory Smell -4 Disturbing Voice(Mitigator: Vulnerable(-60%)) 10 High Pain Threshold -20 Low Empathy 2 Reduced Consumption: 2(Cast-Iron Stomach(-50%)) 5 Single-Minded -12 Susceptible: -3 vs Disease 2 Teeth: Fangs 15 Very Rapid Healing 1 Perk: Fur
Leppus are "rabbitoid" and ubiquitous; even moons that aren't predominately leppu have a large leppu minority. A leppu matures one-third more rapidly(puberty around 8-9 years, fully mature at age 12) but doesn't age any more rapidly.
#char Leppu -41 -20 -1 DX -20 -1 IQ 10 +2 Per -10 -1 ST 2 Acute Hearing: +1 15 Peripheral Vision -10 Colorblindness -4 Lecherousness(SC: 9(×1½), Accessibility: Only In Mating Season(-80%)) -5 Unusual Biochemistry 1 Perk: Fur 0 Feature: Early Maturation: 1 0 Feature: Estrus 0 Feature: Increased Fecundity
Lexians have violet irises, milky-pale skin(which affords an unusual sun protection), dark brown head hair, no body hair, light builds, and long lifespans with increased neoteny. More subtly, they're "clean"(with notably no gut bacteria), control over their fertility, and they don't menstruate.
#char Lexian 9 5 Appearance: Attractive -5 Build: Skinny 2 Extended Lifespan: 1 4 Resistant: +5 vs Disease 1 Resistant: Immunity vs Sunburn 1 Perk: Reproductive Control 1 Perk: Sanitized Metabolism 0 Feature: No Appendix 0 Feature: No Body Hair 0 Feature: No Menses
Nelladars are reptilian, and generally nocturnal. Their scales range from a dusty red-brown to a vivid red, and actually provide an insulating layer. Their eyes have slit pupils for night vision, and protective nictitating membranes. Their cyclic renal systems conserve water very well, and they can handle dust from throat to lungs.
#char Nelladar -33 -20 -1 DX -10 -1 HT -20 -1 IQ 5 DR: 1 5 Filter Lungs 2 Nictitating Membrane: 2 3 Night Vision: 3 1 Reduced Consumption: 1(Water Only(-50%)) 5 Resistant: +3 vs Poison -12 Susceptible: -3 vs Disease 2 Teeth: Fangs 5 Temperature Tolerance: 5(15°F to 115°F) 1 Perk: Scales 0 Feature: Tail
A rattek stands about 2' tall, with a rodent-like face, a prehensile tail, and a dry pouch in both sexes. Despite their small size, they're quite intelligent, and rattek genes are the main inspiration for germline intelligence enhancement.
#char Rattek -36 -10 -1 HT 20 +1 IQ 10 +2 Per -60 -6 ST 2 +1 HP 0 SM: -2 10 3D Spatial Sense 10 Extra Arm(Extra-Flexible(+50%), No Physical Attack(-50%)) -10 Increased Consumption: 1 2 Payload: 2 -12 Susceptible: -3 vs Disease 1 Teeth: Sharp 1 Perk: Fur
Selkies are largely amphibious. They have smooth skin ranging from grey to black, webbed fingers and toes, and sometimes a face similar to an anthropomorphic otter or seal. They must breathe air, whether living in water or on land, but they can store oxygen in the myoglobin of their muscles for long dives.
#char Selkie -4 -20 -1 DX -20 -1 HT -20 -1 IQ 9 +3 FP 10 Amphibious 15 Combat Reflexes 14 Doesn't Breathe(Oxygen Storage: 100×(-30%)) 1 Nictitating Membrane: 1 5 Pressure Support I 1 Teeth: Sharp 1 Temperature Tolerance: 1(26°F to 90°F)
Sethemors are serpentine, with cobra markings, although no actual ability to hood their ribs. The rest color of their scales ranges from black to a dusty grey-blue to tawny, but they can shift them to provide camouflage on command. They have slit pupils and fixed protective membranes over their eyes. A sethemor is more intelligent than most, but can also receive and process information dramatically faster than any other species. Even a slow sethemor reacts faster than anyone else trained for speed, at least mentally — their bodies don't move faster, only their minds.
Sethemors do well in many different fields, especially where complex snap decisions are required, such as surgery, piloting, and battle management.
#char Sethemor 32 -20 -1 DX -20 -2 HT 20 +1 IQ 9 Chameleon(+2 all, Controllable(+20%), Dynamic(+40%)) 45 Enhanced Time Sense 2 Nictitating Membrane: 2 5 Night Vision: 5 -12 Susceptible: -3 vs Disease 2 Teeth: Sharp(Switchable(+10%)) 1 Perk: Scales
The majority species on the toxic innermost moon of Sarhan, steelgraves can survive hazardous materials better than any other species. Their lungs filter out toxins from the air they breathe, and they're almost immune to poisons in their food and drink, although corrosives and certain bioactives can still hurt them. They both are resistant to radiation, and can rapidly repair what radiation damage does occur. They can enter areas hazardous to others with minimal protective equipment, sensing directly what toxins are present in the area.
Steelgraves are not conventionally attractive; they have hairless, leathery skin ranging from bright orange to lemon-yellow, with thick muscles around the mouth and nose.
#char Steelgrave 18 -20 -1 DX 10 +1 HT -20 -1 IQ 6 +2 Lifting ST -4 Appearance: Unattractive 15 Discriminatory Smell 10 Discriminatory Taste 8 DR: 2(Flexible(-20%)) 5 Filter Lungs 1 Nictitating Membrane: 1 15 Radiation Tolerance: 10 4 Regeneration: Slow(Radiation Only(-60%)) 5 Resistant: +8 vs Ingested Poison -12 Susceptible: -3 vs Disease -5 Selfless(SC: 12(×1))
A tarissian is roughly humanoid, with the addition of membranous(bat-like) wings, which actually work in the low gravity/high atmosphere conditions aboard spacecraft. They also have a light, spade-tipped tail. Their skin ranges over the triangle from black to grey-red to grey-blue. Tarissians have two sexes in a sense, but instead of each individual being one or the other, tarissian individuals switch back and forth, and can even mix traits for hermaphroditic and neuter forms. They're androgynously gorgeous either way.
#char Tarissian 51 10 +1 HT 16 Appearance: Very Beautiful(Androgynous(±0%)) 5 Claws: Sharp -10 Cowardice(SC: 12(×1)) 18 Flight(Winged(-25%), Glide By Gravity: .1333/.2/.2667 G per atm(-40%)) 7 Hermaphromorph(Mix And Match Forms(+40%)) 2 Longevity 2 Teeth: Fangs 1 Perk: Reproductive Control 0 Feature: No Appendix 0 Feature: No Menses 0 Feature: Tail
Tiratones are capable of true aquatic life, with large gills visible on their chests. They have the same webbed fingers and toes as selkies. Their skin is smooth and grey, and shows their race; sea tiratone coloration is a countershading of pale grey and medium grey, while river tiratones are dark grey with a mottle of black that develops as they age. Tiratones are "cool-blooded", homeothermic but with a very low homeostatic temperature.
#char Tiratone -18 -20 -1 DX -20 -1 HT -20 -1 IQ 10 Amphibious 10 Doesn't Breathe(Gills(-50%)) 20 Enhanced Move: Water: 1 1 Nictitating Membrane: 1 5 Pressure Support I 2 Temperature Tolerance: 2 -5 Cold-Blooded: 50°F 4 Resistant: +5 vs Disease -5 Unusual Biochemistry
Sea tiratones also have Weakness: 1d/30min from Immersion In Fresh Water(Occasional(×1), -5).
River tiratones also have Weakness: 1d/30min from Immersion In Salt Water(Occasional(×1), -5).
These variants can be applied to any major species. They're germline, and thus don't count as "modifications" — they cost points.
A simple alpha genotype, where careful eugenic improvements ensure an attractive, athletic, healthy individual.
#char Auriga 39 20 +1 DX 10 +1 HT 4 Attractive 2 Longevity 3 Resistant: +3 vs Disease 0 Feature: Taboo Trait: Genetic Defects 0 Feature: Taboo Trait: Mental Instability
Availability: $64,000. LC4.
A second-gen Auriga, designed to be both beautiful and intelligent.
#char Auriga II 67 20 +1 DX 10 +1 HT 20 +1 IQ 12 Appearance: Beautiful 2 Longevity 3 Resistant: +3 vs Disease 0 Feature: Taboo Trait: Genetic Defects 0 Feature: Taboo Trait: Mental Instability
Availability: $92,000. LC3.
One of the earliest attempts to engineer for increased health and longevity. Rather than tinker with the inner workings of cell biochemistry, the Briome's designers chose to improve gross physiology.
Briomes are short and stocky, with heavy layers of muscle and fat padding torso, upper arms and upper legs. Their spines are curved, giving them a naturally forwardleaning posture. Their knee joints have been re-engineered to bend in both directions, giving them a slow, awkward-looking gait. Their voices sound muffled and nasal, the result of tracheal reconfiguration.
Strange as it may seem, all these modifications tend to make briomes tough and durable. They're resistant to disease, falls and other accidents, and the slow progress of time. They age just as quickly as unmodified individuals do, but their bodies don't wear out as rapidly. Although the first cohorts of the subspecies are not yet old enough to demonstrate their durability, most estimates indicate that the average briome can expect to live well over a century with minimal medical intervention(and therefore very low medical costs).
Briomes are surprisingly well adapted for life in space — the variant's modifications to skeletal structure have made briomes nearly immune to bone-mass loss in microgravity. Although the merits of the design are rarely questioned, the Briome template is unpopular due to its odd and unfashionable appearance.
Briomes are about 3 inches shorter than average for their ST, but they also average 15 pounds heavier for their height.
#char Briome 21 -10 -1 ST 20 +2 HT -5 -1 Basic Move 2 Acute Vision: +1 4 Acute Hearing: +2 10 Catfall 5 Resistant: +8 vs Disease 2 Longevity 1 Perk: No Degeneration in Zero-G -4 Disturbing Voice(Mitigator: Vulnerable(-60%)) -4 Appearance: Unattractive 0 Feature: Taboo Trait: Genetic Defects 0 Feature: Taboo Trait: Mental Instability
Availability: $65,000. LC3.
Intended to cater to the desires of parents who want a child optimized for professions such as vid star, dancer, pop singer, model and so on. Designers selected a light "elfin" build, and a facial bone structure growth pattern that produces distinctive but highly-attractive looks. An extra feature was an augmented liver. They also deliberately modified the neurochemistry with sequences believed to enhance ego and competitiveness. Some believe they went a bit too far…
#char Iari 20 -10 -1 ST 20 +1 DX 10 +1 HT 12 Appearance: Beautiful 3 Resistant: +3 vs Disease 1 Perk: Alcohol Tolerance -10 Selfish(SC: 12(×1)) -5 Overconfidence(SC: 12(×1)) -1 Quirk: Imaginative 0 Feature: Taboo Trait: Genetic Defects 0 Feature: Taboo Trait: Unattractiveness
Individuals may have Jealousy instead of Selfish.
Availability: $45,000. LC4.
For some, the goal of alpha modding is being the most-desirable mate. For such parents, the original Verion "Heartbreaker" line was developed. With a wide variety of modifications, the H4 is inhumanly-beautiful, healthy, disease-free, and likely to agree with their parents about the goal.
#char Verion H4 35 -10 -1 ST 10 +1 HT 3 +1 FP 16 Appearance: Very Beautiful 15 Double-Jointed -15 Lecherousness(SC: 12(×1)) 5 Resistant: +8 vs Disease 10 Voice 1 Perk: Alcohol Tolerance 1 Perk: Deep Sleeper -1 Quirk: Distinctive Feature: Exaggerated Sexual Characteristics 0 Feature: Taboo Trait: Genetic Defects
Availability: $60,000. LC3.
Derived from the Verion H3, the Verion "Torri" line constitutes its own species, going even further in largely the same direction. A T2's primary sexual characteristics are… enhanced, and their various metabolic processes are "sanitized". It's not that popular on its own, but the T2 ended up as the best base for further derivatives.
#char Verion T2 38 35 Verion H4 1 Perk: Sanitized Metabolism 0 Feature: Exotic Genitalia 2 +1 to Erotic Art skill
Availability: $87,000. LC3.
Force-grown cuties are popular slaves among the elite, and the Verion "Sigma" line was developed from the T2 to fill this need. While all the Verion lines have a fairly-crude mental modification that dates back to the H1, the S9 has subtler mental modifications designed to adapt the individual into a living toy, always eager and playful. The S9 is also sterile, despite technically being the same species as the T2.
#char Verion S9 27 38 Verion T2 -10 Impulsiveness(SC: 12(×1)) -1 Quirk: Attentive 0 Feature: Sterile
Availability: $76,000. LC3.
The primal looks of a number of species(like felicias and ferangirs) have their fans among other species, but many don't want the full complexities of the other species. Despite cries of appropriation, the Verion "Furry" line was developed from the T2. Now your children can have big slitted eyes, large triangular ears, soft fur, a tail, and sharp teeth and claws. All the F3 options are a single species, although hybrids can be less attractive.
#char Base F3 48 38 Verion T2 4 Acute Hearing: +2 5 Night Vision: 5 -1 Unnatural Features: 1 1 Teeth: Sharp 1 Perk: Fur 0 Feature: Tail
Cat F3s also have Claws: Sharp(5).
Rabbit F3s also increase Acute Hearing to +4(+4), and add Perk: Reproductive Control(1).
Fox and Wolf F3s also have Fit(5).
Availability: $102,000. LC3.
The Verion "Gothic" line has a single rev, derived from the T2, with a small but loyal following. A G1 is a biological vampire poser, with retractable fangs, the ability to enter a deathlike trance, and an endorphin response after drinking any quantity of blood except their own. It forms its own species.
#char Verion G1 52 38 Verion T2 0 add Androgynous(±0%) to Appearance 2 Less Sleep: 1 10 Metabolism Control: 2 2 Night Vision: 2 2 Teeth: Sharp(Switchable(+10%)) -1 Quirk: Distinctive Feature: Pale Skin And Red Eyes -1 Quirk: Minor Addiction: Blood
Availability: $101,000. LC2.
This is a special limitation on Flight. Flight can function as full flight, controlled gliding, or just gliding, depending on the gravity level. The three values split by slashes are the max gravity for full flight, the max gravity for controlled gliding, and the max gravity for gliding. For the limitation value, calculate the Requires Low Gravity limitation for each max; the overall limitation is .45 of the full-flight limitation, plus .05 of the controlled-gliding limitation, plus .5 of the gliding limitation. Round near.
Social structures are generally feudal, as the war-lord is beginning to give way to the law-lord. All the moons share a single culture, which we OOCly call "Horatian" after their lingua franca. Few other languages have any native speakers, although each major moon has at least one as a cultural point of pride.
While a feudal system is in place, it's still fairly shallow in game terms. Power comes not from land, but from force of arms. The base Status from a character's rank is modified by their Wealth, and other forms of fame can further modify Status. Any rank except fremen normally comes with some obligation; a sovereign must rule, a director must administrate a major moon, a prefect must administrate a minor moon or prefecture of a major moon, a mayor must administrate a settlement, a knight must fight in war(a hazardous duty), a serf or slave must serve their master. For "double-ranked"(knights in administrative positions), they often hire a steward to manage their affairs; a steward is almost always ranked a fremen, but gains considerable status from the position.
A sovereign is still the fundamental source of power. They rule their major moon, and if they hold any other major moons, then they appoint directors to sub-rule those. They appoint prefects to sub-rule their minor moons, and their directors appoint prefects to sub-rule prefectures of major moons. Prefects appoint mayors to the settlements. However, these appointments generally follow heredity; a mayor's child is in a good position to get appointed mayor, and so on.
A sovereign also appoints knights from among their warriors. In general, a warrior must be a knight to command a war machine, like a fighter or tank.
Serfdom is oddly cyberpunk-dickensian. Serfs mostly do factory work, in various senses. (Which can include vat farming.) In general, they buy everything on credit; their wages mostly(or entirely) are payments towards that debt. So long as they stay on the turf and keep working as directed, they can maintain their "bread and circuses", and that very stability yields easier credit. If they try to pick up and leave, then no creditor expects them to be able to pay, and the worth of their life takes a sharp nosedive.
Serfs often have more creature comforts than fremens. To "live a prepaid life" is to be forever limited by your present means; serfs live as they will be able to afford, after next year's promotion or whatever.
Slavery is an entirely different matter. A slave is literally owned. A serf is steered by economic incentives, but makes their own choices every day; a slave has those choices simply made for them. Slaves are protected by animal abuse laws, but those are distinctly more lax than the rights of a serf.
Names are usually of the "<X> Of <Y>" form, commemorating the character's hometown. Given names generally don't signal anything as crass as gender; gender and sex can change anyways.
A character can have an epithet, a name assigned by strangers, usually of the "nounverber" form. Many commemorate great deeds, but some commemorate ignominities. A few are descriptive of body parts, but usually also either "positive" or "negative". It's possible for someone with an epithet to earn a new one, which replaces the old, but see SerialEscalation for details.
In game terms, a "positive" epithet is a +1 Reputation with everybody, for whatever earned them the epithet. A "negative" epithet is also +1, but only half the time; this functions like a frequency of recognition, but people aren't failing to notice the epithet, they're just unimpressed.
An epithet can be bought at character creation for 5pt(a positive epithet) or 3pt(a negative epithet). The player gets to choose what this epithet is for, but remember that their character doesn't. An epithet earned in play need not be paid for; it just increases your point total.
The star Feraketh is `
Hennek has 17 major moons, and lots of minor moons. Each major moon is a world in its own right, with an atmosphere and a handful of major cities. More than half of the minor moons have at least one outpost, a moonbase made up of domes.
A hegemony is traditionally referred to by the name of its capital moon. There are six major hegemonies and five minor hegemonies, and there have been for years. Each is ruled by a sovereign, who appoints lesser nobles… which is to say, they placate those within their hegemony who might otherwise be able to make a play for sovereignty by appointing them as vassals. As a result, such appointments are heavily directed by politics and tradition.
Modifications cost money, including surgery costs per G:UT. Cyberware is the privilege of the wealthy.
The CR is 2. LC2 and up weapons are uncontrolled; citizens are expected to be able to defend themselves, and militia members bring their own rifles. LC1 weapons are "military weapons", and officially only available as assigned by the military, but in practice someone on decent terms with the military can get special dispensation from them, which is in game terms a license. LC0 weapons are controlled under multilateral MAD treaties, and illegal for anybody to use.
The setting is generally TL9^.
SEF cells(5× energy, 25× cost) are powercells using shaped electron fountain technology.
Infinitely-parallel computers(+1 Cx for "parallel tasks", 30× cost, -1 LC, incompatible with Dedicated) are a spinoff of quantum computing. When combined with Genius, they work very well for AI. They're also highly-resistant(+8) to all known malware short of completely replacing the running program.
Jamming is a mature technology; while TL9^ negative-power fractal noise generators aren't technically "jamming", the role is the same. A fractal jammer is like a communicator, but 5/4× weight, 2× cost, ½× battery life. Any communicator whose normal range fits within the jammer's range operates at 1/10× range. Any communicator such that 10× its range fits within the jammer's range doesn't operate. Unlike ECM, spoofing is not possible, and the jammer is detectable at 10× the usual range(although locating the jammer is no easier). It also deals ⅓× as much damage to local wildlife as TL8 jammers.
TL9^ forced growth is capable of 20× speed. A body can be grown to adulthood in just under a year.
Reactionless drives are the norm, from M5 drive(TWR 5 G) to super drive(50× cost, TWR 35 G). Unlike in RAW, they don't need to be exposed to work. (Even regular rocket engines don't need to be mounted in back.)
Military weapons are generally slug-throwers, especially "payload" slug-throwers like shotguns, grenade launchers, and gyrocs. However, there are niches for flamers and "sonics"(multirole screamer/stunners).
Melee weapons are generally monowire-based.
Polyweave flexible armor is the state of the art.
This is a socket implanted in the head(usually either at the temple or at the base of the skull), with a communications interface. In general, it requires an "antidriver" to interface to networks and the like; the user jacks into a computer, and connects the computer to the outside world. This is an old reliable model. It's decidedly behind the times, but antidrivers are everywhere.
Statistics: Perk: Accessory: Cable Jack(1). 1pt.
Accessibility: Major procedure(at TL9^).
Like the basic brainjack, but not obsolete. Common among office workers and the like. Virtual reality feels realer, and controls are more precise; +1 bonus on all operations performed through the brainjack.
Statistics: Perk: Accessory: Cable Jack(1), Cybercontrol Talent: +1(4). 5pt.
Accessibility: Major procedure(at TL9^).
A cut above the decent brainjack, people think geeks use this kind of hardware. +2 bonus on all operations performed through the brainjack.
Statistics: Perk: Accessory: Cable Jack(1), Cybercontrol Talent: +2(8). 9pt.
Accessibility: Major procedure(at TL9^).
The kind of hot hardware geeks save up for. +3 bonus on all operations performed through the brainjack.
Statistics: Perk: Accessory: Cable Jack(1), Cybercontrol Talent: +3(12). 13pt.
Accessibility: Major procedure(at TL9^).
The hottest brainjack on the market. +4 bonus on all operations performed through the brainjack.
Statistics: Perk: Accessory: Cable Jack(1), Cybercontrol Talent: +4(16). 17pt.
Accessibility: Major procedure(at TL9^).
Essentially all spacecraft are piloted with Piloting: High-Performance Spacecraft skill in space, and Piloting: Aerospace skill in air.
This is a tough little single-seat fighter, armed with cannon and missiles for close-combat engagements and ground support. Its primary function is to intercept missiles and fighters attacking its carrier or base, but it also performs local space patrol, anti-shipping, deep strike, and escort missions. It uses a 60'-long, 30-ton(SM +5) streamlined hull. Typical crew is a single pilot.
Front [1-3] Advanced Metallic Laminate Armor(total dDR 9, 180k $)  Major Battery(fixed mount 25mm VRF conventional gun, 3d+2 dDamage, 1 400 shots, 150k $) [5-6] Medium Battery ×2(three each fixed mount 16cm missile launchers, 6d×4 dDamage, total 10 shots, 300k $) Central [1-2] Metallic Laminate Armor(total dDR 4, 60k $) [3-4] Defensive ECM ×2(600k $)  Tactical Array(Comm/Sensor: 5, 60k $)  Control Room(Cx4, Comm/Sensor: 3, 1 control station, 60k $) [core] Fission Reactor(generates 1 PP, 100k $) Rear [1-2] Metallic Laminate Armor(total dDR 4, 60k $) [3!-5!] Witchlight Reactionless Engine ×3(total 3 G, 1 440k $) [6, core] Fission Reactor ×2(generates 1 PP each, total 200k $) Winged(150k $) Emergency Ejection(500k $) Gravitic Compensators(30k $)
This is a two-seat fission-torch space fighter. It's intended for launch by carrier spacecraft that have high delta-V but low-thrust drives. It uses a 50'-long, 100-ton(SM +6) unstreamlined hull. While its own delta-V is mediocre, it can burn it very rapidly. The high thrust provided by its rocket engines gives it great maneuverability, although the nuclear saltwater fuel used is more volatile than many crews would like. The fighter's usual tactic is to deliver kinetic-kill weapons while on an intercept course, then break off and return to rearm. The crew consists of a pilot and a co-pilot.
Front [1-2] Advanced Metallic Laminate Armor(total dDR 14, 400k $) [3-4] Major Battery ×2(each one fixed mount 24cm missile launcher, 6d×6 dDamage, total 20 shots, 1 200k $)  Major Battery(fixed mount 12cm conventional gun, 6d×3 dDamage, 100 shots, 600k $)  Tactical Array(Comm/Sensor: 5, 200k $) [core] Control Room(Cx5, Comm/Sensor: 4, 2 control stations, 200k $) Central  Advanced Metallic Laminate Armor(dDR 7, 200k $) [2-5] Fuel Tank ×4(total 20 T uranium saltwater fuel with 10 mps delta-V, 120k $) [6!] Major Battery(turret with 3M J RF laser, 3d dDamage, 600k $) [core] Fission Reactor(generates 1 PP, 300k $) Rear  Advanced Metallic Laminate Armor(dDR 7, 200k $) [2-6] Nuclear Saltwater Rocket Engine ×5(total 10 G, 1 000k $) Gravitic Compensators(100k $)
This is a two-seater spacecraft built around one large missile launcher. It functions like a stealth bomber; it seeks a high-value target, sneaks its payload past the defenders, and goes for the kill. Its archaic power plant is for stealth reasons, as a reactor would give the game away. It uses a 90'-long, 100-ton(SM +6) unstreamlined hull. Typical crew is a pilot/gunner and an ECM operator.
Front  Advanced Metallic Laminate Armor(dDR 7, 200k $) [2!] Cloaking Device(3 000k $) [3-5] Larger(+1) Spinal Battery(fixed-mount 32cm missile launcher, 6d×8 dDamage, 15 shots, 5 000k $)  Tactical Array(Comm/Sensor: 6, 200k $) [core] Control Room(Cx5, Comm/Sensor: 4, 2 control stations, 200k $) Central  Advanced Metallic Laminate Armor(dDR 7, 200k $) [2-4] Fuel Cell ×3(generates 1 PP each for 12hr, total 150k $) [5-6, core] Larger(+1) Spinal Battery Rear  Advanced Metallic Laminate Armor(dDR 7, 200k $) [2!-3!] Witchlight Reactionless Engine ×2(total 2 G, 3 200k $) [4-6] Larger(+1) Spinal Battery Stealth Hull(500k $)
This is a small drone that fights alongside a larger craft, or simply fights in a swarm of drones. It's armed with twin 8cm cannon, powerful enough to function-kill a fighter in a single shot, and it's protected mainly by defensive ECM. It's capable of continuous evasive maneuvers at 7 gees, without any inertial damping, although air resistance limits this in-atmos. It uses a 30'-long, 10-ton(SM +4) streamlined hull.
Front [1-3] Advanced Metallic Laminate Armor ×3(dDR 9, 60k $)  Tactical Array(Comm/Sensor: 4, 100k $) [5-6] Major Battery ×2(each a fixed-mount 8cm conventional gun, 6d×2 dDamage, 50 shots, total 200k $) [core] Control Room: Unmanned(Cx4, Comm/Sensor: 2, 10k $) Central  Light Alloy Armor ×2(dDR 1, 5k $) [2-4] Defensive ECM &tmes;3(total -6, 300k $) [5-6, core] Fission Reactor ×3(generates 1 PP each, total 90k $) Rear  Light Alloy Armor(dDR 1, 5k $)  Fission Reactor(generates 1 PP, 30k $) [3!-6!] Super Reactionless Engine ×4(total 7 G, 2 000k $) Winged(50k $)
This is a small drone that provides active sensor support for stealthier spacecraft, or simply massive baselines for interferometric work. It uses a 15'-radius, 10-ton(SM +4) unstreamlined hull.
Front  Light Alloy Armor(dDR 1, 5k $) [2-6] Larger(+2) System: Multipurpose Array 5/10(Comm/Sensor: 6, 2 000k $) [core] Control Room: Unmanned(Cx4, Comm/Sensor: 2, 10k $) Central  Light Alloy Armor(dDR 1, 5k $) [2-6] Larger(+2) System: Multipurpose Array 5/10 [core] Fission Reactor(generates 1 PP, 30k $) Rear  Light Alloy Armor(dDR 1, 5k $) [2-3] Fission Reactor ×2(generates 1 PP each, total 60k $) [4!-6!] M5 Reactionless Engine ×3(total .75 G, 20k $)
This is a line of drones that can find and retrieve resources from the rings of Hennek, designed to support long-endurance ships. Its "weapon" is a mining laser, mounted so it can cut the drone out of a collapse in any direction.
|——||unstreamlined hull||15'-radius, 10-ton(SM +4)||22'-radius, 30-ton(SM +5)||30'-radius, 100-ton(SM +6)||45'-radius, 300-ton(SM +7)||75'-radius, 1 000-ton(SM +8)|
|||Light Alloy Armor||dDR 1, 5k $||dDR 2, 15k $||dDR 3, 50k $||dDR 5, 150k $||dDR 7, 500k $|
|||Science Array||Comm/Sensor: 4, 100k $||Comm/Sensor: 5, 300k $||Comm/Sensor: 6, 1 000k $||Comm/Sensor: 7, 3 000k $||Comm/Sensor: 8, 10 000k $|
|||Robot Arm||100k $||300k $||1 000k $||3 000k $||10 000k $|
|[4-6]||Cargo Hold ×3||total 1.5 T||total 4.5 T||total 15 T||total 45 T||total 150 T|
|[core!]||Mining||.05 T/hr, 10k $||.15 T/hr, 30k $||.5 T/hr, 100k $||1.5 T/hr, 300k $||5 T/hr, 1 000k $|
|||Light Alloy Armor||dDR 1, 5k $||dDR 2, 15k $||dDR 3, 50k $||dDR 5, 150k $||dDR 7, 500k $|
|[2!]||Major Battery (RF laser turret)||300k J, 1d+2 dDamage, 100k $||1M J, 2d dDamage, 150k $||3M J, 3d dDamage, 600k $||10M J, 4d dDamage, 1 500k $||30M J, 6d dDamage, 6 000k $|
|[3!]||Refinery||.15 T/hr, 10k $||.5 T/hr, 30k $||1.5 T/hr, 100k $||5 T/hr, 300k $||15 T/hr, 1 000k $|
|[4-6]||Fuel Tank ×3||total 1.5 T, 9k $||total 4.5 T, 30k $||total 15 T, 90k $||total 45 T, 300k $||total 150 T, 900k $|
|[core]||Control Room: Unmanned||Cx4, Comm/Sensor: 2, 10k $||Cx4, Comm/Sensor: 3, 10k $||Cx5, Comm/Sensor: 4, 100k $||Cx5, Comm/Sensor: 5, 450k $||Cx6, Comm/Sensor: 6, 1 800k $|
|||Light Alloy Armor||dDR 1, 5k $||dDR 2, 15k $||dDR 3, 50k $||dDR 5, 150k $||dDR 7, 500k $|
|[2-5]||Fission Reactor ×4 (+1 PP each)||total 120k $||total 400k $||total 1 200k $||total 4 000k $||total 12 000k $|
|[6!]||M5 Reactionless Engine (.25 G)||10k $||30k $||100k $||300k $||1 000k $|
This is a mothership for 5 light fighters, 15 dogfight drones, or a mix thereof. It has enough life support to keep 40 people alive indefinitely, or 73 people breathing.
It uses a 110'-long, 1 000-ton(SM +8) unstreamlined hull. Typical crew is 27. The ship operates on a schedule of three 4hr shifts per 12hr. Each pair of hangar bays has nearby quarters for fighter pilots, and bridge crew quarters are on the spine, coaxial with the bridge. The quarters for the rest of the mothership crew and the establishment staffers are spread throughout the ship.
Front  Advanced Metallic Laminate Armor(dDR 15, 2M $) [2-3] Fission Reactor ×2(each generates 1 PP, total 6M $)  Habitat(6 cabins, 1M $)  Hangar Bay(30 T, 20 T/min, .1M $)  Hangar Bay(30 T, 20 T/min, .1M $) [core] Control Room(Cx6, Comm/Sensor: 6, 4 control stations, 2M $) Central  Advanced Metallic Laminate Armor(dDR 15, 2M $) [2-3] Open Space ×2(total 2 areas, .2M $)  Habitat(6 cabins, 1M $)  Hangar Bay(30 T, 20 T/min, .1M $)  Hangar Bay(30 T, 20 T/min, .1M $) [core] Habitat(6 cabins, 1M $) (bridge crew quarters) Rear  Advanced Metallic Laminate Armor(dDR 15, 2M $) [2!] Witchlight Reactionless Engine(1 G, 16M $) [3!] Factory: Fabricator(50k $/hr, 50M $)  Habitat(6 cabins, 1M $)  Hangar Bay(30 T, 20 T/min, .1M $)  Engine Room(1 workspace, .3M $) Artificial Gravity(10M $)
#char Cachalot Cabins 24 3 Cabin, SO ×3(Captain, First Officer, Chief Medical Officer) 12 Cabin, DO ×12 3 3-bed Sickbay(+2) 1 Briefing Room 2 Office ×2(Captain's Ready Room, Medical Office) 1 Brig — Cell(holds 4) 2 Establishment(Bar/Brothel) #char Cachalot Crew 27 9 3 bridge crew (×3 shifts) 4 1 engineer (×4 shifts) 9 3 establishment staffers (×3 shifts) 5 5 fighter pilots (×1 shift)
This is a mothership for 60 light fighters, 18 heavy fighters, 180 dogfight drones, or a mix thereof. It has enough life support to keep 240 people alive indefinitely, or 663 people breathing.
It uses a 225'-long, 10 000-ton(SM +10) unstreamlined hull. Typical crew is 240. The ship operates on a schedule of three 4hr shifts per 12hr, with up to ¼ of the mothership crew cycled out to "fourth shift" at any time; thus a shift of crew can be lost without loss of function. The ship establishments are staffed separately, without this "wartime overage". Each pair of hangar bays has nearby quarters for fighter pilots, and bridge crew quarters are on the spine, coaxial with the bridge. The quarters for the rest of the mothership crew and the establishment staffers are spread throughout the ship.
Front  Advanced Metallic Laminate Armor(dDR 30, 20M $) [2-3] Fusion Reactor ×2(each generates 2 PP, 1 workspace, total 200M $)  Habitat(60 cabins, 1 workspace, 10M $)  Hangar Bay(300 T, 100 T/min, 1 workspace, 1M $)  Hangar Bay(300 T, 100 T/min, 1 workspace, 1M $) [core] Control Room(Cx7, Comm/Sensor: 8, 10 control stations, 1 workspace, 20M $) Central  Advanced Metallic Laminate Armor(dDR 30, 20M $) [2!] Smaller(-2) Systems(1 workspace) Open Space ×2(each 1 area, .2M $) Major Battery ×8(each a turret with 300M J laser, 3d×5 dDamage, total 48M $) [3!] Major Battery(turret with 3G J laser, 6d×5 dDamage, 1 workspace, 60M $) [4!] Factory: Fabricator(500k $/hr, 1 workspace, 500M $)  Hangar Bay(300 T, 100 T/min, 1 workspace, 1M $)  Hangar Bay(300 T, 100 T/min, 1 workspace, 1M $) [core] Habitat(60 cabins, 1 workspace, 10M $) Rear  Advanced Metallic Laminate Armor(dDR 30, 20M $) [2!] Darklight Reactionless Engine(.5 G, 1 workspace, 40M $)  Smaller(-2) Systems Open Space ×10(each 1 area, total 1 workspace, 1M $)  Habitat(60 cabins, 1 workspace, 10M $)  Hangar Bay(300 T, 100 T/min, 1 workspace, 1M $)  Hangar Bay(300 T, 100 T/min, 1 workspace, 1M $) Artificial Gravity(10M $)
#char Scorpion Cabins 180 4 Luxury Cabin, SO ×2(Captain, First Officer) 2 Cabin, SO ×2(Steward, Chief Medical Officer) 61 Cabin, DO ×61 15 15-bed Sickbay(Clinic-level, +3) 3 Briefing Room ×3(Conference Lounge, Fighter Hall(double size)) 2 Office ×2(Captain's Ready Room, Medical Office) 32 Establishment ×16(Bar/Brothel×5, Gym×4, Ship's Store×3, Massage Parlor×2, Salon×2) 57 Cabin, DO ×57(establishment staffer ×114) 4 Brig — Cell ×4(holds 16) 260 #char Scorpion Crew 240 40 10 bridge crew (×4 shifts) 68 17 workspace workers (×4 shifts) 114 38 establishment staffers (×3 shifts) 18 18 fighter pilots (×1 shift) Workspace Workers, By Skill 2 Mechanic: Fusion 3 Mechanic: Life Support 6 Mechanic: High-Performance Spacecraft 1 Electronics Repair: Computers / Computer Programming / Electrician 1.8 Armoury: Heavy Weapons 1 Mechanic: Machine Tools 1 Mechanic: Reactionless Drive 1.2 Farming
This is a mothership for 240 heavy fighters, or a mix of them and smaller vehicles, or it can carry individual ships up to 3 000 tons. It has enough life support to keep 4420 people breathing.
It uses a 450'-long, 100 000-ton(SM +12) unstreamlined hull. Typical crew is 1450. It uses the same "fourth shift" system of wartime overage as the Scorpion class, but has proportionally-fewer amenities, as it's not designed for unbounded missions.
Front  Advanced Metallic Laminate Armor(dDR 70, 200M $)  Fusion Reactor(generates 2 PP, 10 workspaces, 1 000M $)  Habitat(600 cabins, 10 workspaces, 100M $)  Hangar Bay(3 000 T, 500 T/min, 10 workspaces, 10M $)  Hangar Bay(3 000 T, 500 T/min, 10 workspaces, 10M $)  Hangar Bay(3 000 T, 500 T/min, 10 workspaces, 10M $) [core] Control Room(Cx8, Comm/Sensor: 10, 20 control stations, 10 workspaces, 200M $) Central  Advanced Metallic Laminate Armor(dDR 70, 200M $)  Major Battery(turret with 64cm missile launcher, 6d×16 dDamage, 100 shots, 10 workspaces, 600M $) [3!] Major Battery(turret with 300M J VRF laser, 3d×5 dDamage, 10 workspaces, 600M $)  Tertiary Battery(30 turrets with 20cm conventional guns, 6d×5 dDamage, 300 shots, 10 workspaces, 600M $)  Hangar Bay(3 000 T, 500 T/min, 10 workspaces, 10M $)  Hangar Bay(3 000 T, 500 T/min, 10 workspaces, 10M $) [core] Habitat(600 cabins, 10 workspaces, 100M $) Rear  Advanced Metallic Laminate Armor(dDR 70, 200M $) [2!] Darklight Reactionless Engine(.5 G, 10 workspaces, 100M $)  Habitat(600 cabins, 10 workspaces, 100M $)  Hangar Bay(3 000 T, 500 T/min, 10 workspaces, 10M $)  Hangar Bay(3 000 T, 500 T/min, 10 workspaces, 10M $)  Hangar Bay(3 000 T, 500 T/min, 10 workspaces, 10M $) Artificial Gravity(100M $)
#char Limina Crew 1450 80 20 bridge crew (×4 shifts) 680 170 workspace workers (×4 shifts) 450 150 establishment staffers (×3 shifts) 240 240 fighter pilots (×1 shift)
This is a "large spaceboat" designed to provide long-term life support for a battle group of ships. It has enough life support to keep 126 people alive indefinitely, but it provides enough food and water recycling capability for 420 people, so long as the rest have their immediate life support provided by another ship.
It uses a 150'-long, 3 000-ton(SM +9) unstreamlined hull. Typical crew is 39. The ship operates on a schedule of three 4hr shifts per 12hr, although the bridge is normally understaffed except in a crisis.
Front  Light Alloy Armor(dDR 10, 1.5M $) [2-4] Larger(+1) System: Fusion Reactor(generates 6 PP, 100M $) [4-6, core] Smaller(-1) Systems ×4(total 12 areas, 1.2M $) Open Space ×3 ×4 Central  Light Alloy Armor(dDR 10, 1.5M $)  Control Room(Cx6, Comm/Sensor: 7, 6 control stations, 6M $) [3-4] Habitat ×2(total 40 cabins, 6M $) [5-6, core] Smaller(-1) Systems ×3(total 9 areas, .9M $) Open Space ×3 ×3 Rear  Light Alloy Armor(dDR 10, 1.5M $) [2!] M5 Reactionless Engine(.25 G, 3M $) [3!-5!] Larger(+1) System: Factory: Fabricator(500k $/hr, 500M $)  Engine Room(2 workspaces, 1M $) Artificial Gravity(10M $)
#char Austrine Cabins 40 14 Cabin, DO ×14 10 10-bed Sickbay(Clinic-level, +3) 2 Office ×2(Captain's Ready Room, Medical Office) 1 Brig — Cell(holds 4) 4 Establishment ×2(Bar/Brothel×2) 9 Bunkroom ×9 #char Austrine Crew 39 12 4 bridge crew (×3 shifts) 9 3 engineers (×3 shifts) 18 6 establishment staffers (×3 shifts)
|Piloting: High-Performance Spacecraft / Piloting: Aerospace|
|Comet||9^||20||0/4||12||3 G/c||30||.1||+5||1SV||9/4/4||3.89M $|
|in atmos||+4/5||30/2 150|
|Piloting: High-Performance Spacecraft|
|Nova||9^||30||+1/4||12||10 G/10 mps||100||.2||+6||2SV||14/7/7||5.12M $|
|Talon||9^||30||0/4||12||2 G/up to 526 mps||100||.2||+6||2SV||7||12.85M $|
|Catspaw||9^||15||0/4||12||7 G/c||10||0||+4||0||9/1/1||2.85M $|
|Whisker||9^||15||-1/4||12||.75 G/c||10||0||+4||0||1||2.135M $|
|Epona XS||9^||15||-1/4||12||.25 G/c||10||3||+4||0||1||.484M $|
|Epona S||9^||20||-1/4||12||.25 G/c||30||9||+5||0||2||1.325M $|
|Epona M||9^||30||-1/4||12||.25 G/c||100||30||+6||0||3||4.44M $|
|Epona L||9^||50||-2/5||12||.25 G/c||300||90||+7||0||5||13.6M $|
|Epona XL||9^||70||-2/5||12||.25 G/c||1 000||300||+8||0||7||45.2M $|
|Cachalot||9^||70||-1/5||14||1 G/c||1 000||3||+8||34ASV||15/15/15||95M $|
|Scorpion||9^||150||-2/5||14||.5 G/c||10 000||1 826||+10||260ASV||30||965.2M $|
|Limina||9^||300||-3/5||13||.5 G/c||100 000||11 032||+12||1570ASV||70||4 180M $|
|Austrine||9^||100||-2/5||14||.25 G/c||3 000||12.6||+9||68ASV||10||632.6M $|
A monowire-family technology, polyweave uses a "kinetic superconductor" monowire instead of seric fibers to strengthen reflex armor. The result is an armor that rigidizes under any attack, including sonics.
Polyweave's DR applies equally to all damage types.
|Polyweave Bodysuit||9^||3||body, limbs||12||1 800$||5.4||——|
|Polyweave Jacket||9^||3||arms, torso||12||900$||2.7||——|
|Polyweave Suit||9^||3||all||12||2 400$||7.2||——|
|Polyweave Trousers||9^||3||groin, legs||12||560$||2.5||——|
|Polyweave Tactical Vest||9^||2||torso, groin||18||1 800$||8.1||——|
|Polyweave Tacsuit||9^||2||all||21||6 000$||13.6||C/12hr|
|Polyweave Vacc Suit||9^||2||all||21||15 000$||28.6||2C/24hr|
A venerable 40mm grenade launcher that takes 6 grenades through a charging port. For use as a service weapon, it features sling swivels and a folding stock(Bulk is -5 with the stock folded, -6 with it deployed for use).
A light-framed 40mm grenade launcher that takes 8 grenades in a substantial paraxial mag. For use as a service weapon, it features sling swivels and a folding stock(Bulk is -5 with the stock folded, -6 with it deployed for use).
Big sister to the Eightball, the Jetsam takes the same paraxial mags — just two of them. It takes a Ready to manually switch between them, or the Jetsam will automatically switch once a mag is depleted. Despite its light weight, it supports tripod mounting, since with a loader's help it can achieve true sustained fire.
A FAGL, using small launch grenades lest the weight of the mag become overwhelming. The recoil can still get overwhelming.
|Taka "Witch" T-3, 40mmPC||9||1||4d-1 pi++||1||73/440 (min 30)||15.3/3||3||6(3i)||10†||-6/-5||2||1 000$|
|Taka "Eightball" T-14, 40mmPC||9||1||4d-1 pi++||2||92/550 (min 30)||11.8/4||3||8(3)||9†||-6/-5||2||1 500$|
|Taka "Jetsam" T-18, 40mmPC||9||1||4d-1 pi++||2||92/550 (min 30)||16/8||3||16(3+3)||10†||-6||2||2 000$|
|Okuda 2ST, 25mmPC||9||1||4d pi++||2||68/340 (min 30)||12.5/3.75||10||30(3)||9†||-6||2||2 000$|
These flamers are also available.
A flamer that can be clamped under any weapon with Bulk -3 or more. Use the Bulk, ST, and sighting boni of the weapon it's installed in.
A mounted automatic flamer, using multiple chambers so they can cycle plasma simultaneously.
|Underbarrel Flamer||9^||2||5d burn||——||50/150||1.7/C||1||14(3)||——||——||1||1 530$|
|Rotary Flamer||9^||1||5d burn||9||400/1 200||92/Dp||10||140(3)||23M||-10||1||46 000$|
These are multirole sonic weapons, with superscience stunner and screamer settings. Automatic sonics are the mainstay of police forces because of their less-lethal settings.
Sonics are silent in "medium" pitch ranges, being entirely ultrasonic. To those with ultrasonic hearing, sonics are +6 louder than slug-throwers.
A light sonic for an affordable price, but it takes two shots to drop a medium target. This can be a plus, as shooting someone once can still be a deterrent, and it's very difficult to kill someone accidentally.
A sonic sidearm that can keep going for over a minute.
The standard police sidearm. The focal array is large in comparison to its resonance cavities.
A massive tacticool pistol whose price increase far outstrips its damage increase.
A light automatic sonic that can be clamped under any weapon with Bulk -3 or more. Use the Bulk, ST, and sighting boni of the weapon it's installed in. Its fire is similar to the sonic carbine's.
A light automatic sonic, often used by police. The focal array is extra-large in comparison to its resonance cavities.
A sonic truck gun, sometimes used as a military weapon.
A boxy snub rifle, occasionally used for breach-and-clear but more common in the civilian market. This power level yields a remarkable increase in deaths from the stun setting.
A graceful sonic rifle that owes its shape to being mostly focal array. It lacks the raw power one would expect from a sniper rifle, but has all the accuracy and range, including an integral ETS. It sees use mainly as a SWAT sniper weapon, since it still has good stopping power.
An automatic sonic that sees use on the battlefield, capable of melting through a polyweave tacsuit in .8 seconds.
A tripod weapon whose sonic stream can melt into vehicles or stun crowds. It also appears as a vehicular antipersonnel weapon.
A heavy tripod weapon, with less total damage output than the supermach, but much-better range.
|Sonic Holdout||9^||3||2d * (1 yd)||2||8/25||.43/B||1||22(3)||2||-1||1||375$|
|Sonic Pistol||9^||3||3d * (1 yd)||3||18/54||2.5/C||1||66(3)||5||-2||1||1 950$|
|Sonic Machine Pistol||9^||2||2d * (1 yd)||3||17/50||3.3/C||6||224(3)||6||-2||1||2 800$|
|Sonic Magnum||9^||2||3d+2 * (1 yd)||3||27/80||4.4/C||1||38(3)||7||-3||1||3 940$|
|Underbarrel Autosonic||9^||2||2d * (1 yd)||——||33/100||2.5/C||10||224(3)||——||——||1||4 000$|
|Sonic Carbine||9^||2||2d * (1 yd)||6||33/100||5.9/C||9||224(3)||5†||-4||1||5 400$|
|Sonic Rifle||9^||2||4d * (1 yd)||6||33/100||7/2C||1||56(3)||6†||-4||1||6 000$|
|Heavy Sonic Rifle||9^||1||5d * (1 yd)||6||26/78||11.7/Dp||1||143(5)||8†||-5||1||14 650$|
|Marksmen Sonic Rifle||9^||2||4d * (1 yd)||6+3||270/800||12.5/C||1||28(3)||8†||-5||1||20 000$|
|Sonic LMG||9^||1||2d * (1 yd)||6||67/200||22/2C||26||448(3)||10†||-7||1||2 100$|
|Sonic Supermach||9^||1||2d * (1 yd)||9||67/200||45/Dp||60||2 240(5)||16M||-7||1||45 000$|
|Tactical Sonic||9^||1||8d * (3 yd)||9||230/700||70/Dp||10||35(5)||20M||-8||1||70 000$|
* A sonic deals cor damage in screamer mode, fat damage in stunner mode.
This option has kind-of reached smallarms. Any conventional slug-thrower that's 32pd or heavier before ammo — generally mounted weapons — can be built with an ETC action for the usual costs. For a smaller slug-thrower, weight is [2pd + 30/32 × Weapon Weight], and cost is increased proportionally before doubling for ETC. For example, an Eightball is 7.8pd before ammo, and costs 1 500$; an ETC Eightball weighs 9.3pd before ammo(13.3pd with ammo), and costs 3 582$. (This can also increase Bulk and ST, ask Dare for details.)
This technology is still in the prototype stages. A beam weapon that jackets its beam in a synthetic-confinement field functions in any environment, as if in its best environment. Most field-jacketed weapons function as if in air, at their listed range: flamers, dazzling/blinding lasers, NIR/aqua chemical lasers, stat guns, MAD weapons, microwave disruptors. Field-jacketed UV lasers function as if in vacuum(using an everted jacket). Field-jacketed sonics are normally designed for underwater operation, at twice the listed range. (They can be designed to function as if in air, at their listed range, so they can be used in air without the jacketing. Alternately, with extra cost and weight, they can be designed switchable, for double range with jacketing, normal range in air without.)
A field-jacketed weapon's fire is very, very visible; the shot is visible as a bright single-frequency glow lancing out. (The jacket frequency can be chosen without consequence.) Each shot consumes 5× the energy, with most of the energy going to power the jacketing field; SEF cells are all but required. Finally, the hardware itself is expensive and has non-negligible weight, for 10× cost, 1.1× weight. A field-jacketed switchable sonic is 15× cost, ×4/3 weight. (This can also increase Bulk and ST, ask Dare for details.)
Field jacketing can be switched off, in which case the weapon functions normally.
While field-jacketed fire is quite visible, it's not very audible, akin to a silenced slug shot.