Gear Available
PERSONAL GEAR
Ballistic Sunglasses (DR4) $35, neg
Heavy towel $5 1 lbs
Microfibre Towel, fast drying $30 0.25 lbs
Sonic Shower Head $400, 10 lbs,
Sleep Set $400, 0.4 lbs, A/24 hrs
Autokitchen $20 k, 400 lbs,
Enhanced Targeting scope $8 k, 2 lbs, B/400 hrs
Data Storage, 10 PB $10, 0.01 lbs,
Plasma Torch $250, 5 lbs, C/0.25 hrs
Fusion Torch $2 k, 40 lbs, Dp/0.25 hrs
Portable Antimatter Trap $20 k, 20 lbs, 2D/10000 hrs
Portable Antimatter Storage Field $40 k, 20 lbs, 2D/1000 hrs
Contragravity Belt $12 k, (Uses Piloting (Flight Pack), used where there is gravity)
Hand Thruster $50, 4 lbs, 30x1 sec burst
Extra cylinders $10, 1 lb
Thruster Pack $2 k, 40 lbs, 100 seconds of thrust
Extra Cylinders $30, 10 lbs, 5 sec replacement
Psionic Mind Shield Headband $1 k, 0.1 lbs, B/100 hrs
This is really a novelty item, as Psionics have never been documented. Some explorers swear by them, others swear they are useless.
Portable Toolkits $600, 20 lbs, 10B/10 uses,
Armoury (Body Armour, Heavy Weapons,Small Arms, Vehicular Armour), Electrician, Mechanic(Robot, Fusion Plants, Maneuver drives, Jump drives, High Performance Spacecraft, Contragrav Vehicles, Aerospace), Machinist
Portable Toolkits $1,200, 10 lbs, 10A/10 hrs/shots
Electronics Repair(Communications, Electronic warfare, Media, Medical, Psytronics, Scientific, Security, Sensors, Surveillance, Computers), Armoury (Force Shields) for antimatter traps
Note that each specialization requires it's own toolkit. For toolkits that are based on the same skill to be combined, add only 50% of cost and weight for the second and subsequent specializations. Ie Mechanic (Fusion Drive, Maneuver drives, Jump drives) would cost $1200, and weigh 40 lbs, but would not be good for fixing the starship life support systems.
Starships toolkits are specific for one specific starship. Component toolkits may be for many versions of that component, ie a Mechanic(Fusion Reactor) kit would work for a starship of a vehicle that had one.
Construction Foam, Gallon $10, 5 lbs,
High Energy Explosive, 1 lb $40, 1 lbs,
Blast Foam Cannister $100, 30 lbs,
Robotic Minifac $100 k, 100 lbs, External Power supply
Electronic Lockpick $1,500, 0.2 lbs, A/2 hrs
Comms, Tiny, 1 mile $50, 0.1 lbs, A/15 d
Comms, short Range, 10 miles $100, 0.5 lbs, B/15 d, +$500 Scrambler
Comms, Medium Range, 100 miles $200, 1 lbs, C/15 d, +$200 for a screen, +$500 Scrambler
Comms, Long Range, 1000 miles $500, 10 lbs, D/4 d, +$100 Screen, +$500 Scrambler
Note, as battery details are vague in GURPS Traveller: Interstellar Wars, I have adopted UT rules with batteries.
Battery, AA cell $1, 0.0005 lbs, 1.8 kWs
Battery, A cell $2, 0.005 lbs, 18 kWs
Battery, B cell $3, 0.05 lbs, 180 kWs
Battery, C cell $10, 0.5 lbs, 1800 kWs
Battery, D cell $100, 5 lbs , 18 MWs
Battery, E cell $2 k, 20 lbs, 180 MWs
Battery, F cell $20 k, 200 lbs, 1800 MWs
Non-rechargable batteries provide 4 times the power.
DEFENSIVE CLOTHING
Gripboots $500, 2 lbs,
Assault Boots DR 18/9 $150, 3 lbs
Nanoweave Bodysuit DR 18/6* $900, 6 lbs,
Bioplas Bodysuit DR 15/5* $1,800, 3 lbs,
Nanoweave Suit DR 18/6* $1,200, 8 lbs,
Bioplas Suit DR 15/5* $2,400, 4 lbs,
Light Clamshell DR 45 $600, 12 lbs, Torso only
Heavy Clamshell DR 60 $900, 18 lbs, Torso only
Note that Bioplas suits are self repairing in sunlight, and include a waste disposal system which actually reduces suit life support power consumption when it is installed.
Sealed Suits (Helment, Gloves and boots needed for space.)
Nanoweave Tacsuit DR 30/15* $3 k, 15 lbs, C/18hrs
Space Suits (Vacc Suit Skill)
Smart Vacc Suit DR 6* $5 k, 15 lbs 2C/36 hrs
Space Biosuit DR 15/3* $10 k, 5 lbs, 2C/6 weeks (In sunlight,self repairing, DR 5 vs cor, cr, tox, else DR 15)
Nanoweave Vacc Suit DR 30/15* $12 k, 30 lbs, 2C/36 hrs
Space Armour DR 75 T, 30 F, 45 else $20 k, 52 lbs, B/36 hrs, includes space combat helmet, biomedical sensors, waste relief, climate control,
PF 10 radiation and 10 atm pressure protection.
Full Biosuit with add-ons $11.2 k, 19.6 lb, D/2 weeks (In sunlight,self repairing, DR 5 vs cor, cr, tox, else DR 15)
Includes ESM, Filter Mask, Respirator, Small Air Tank, Advanced Rebreather, Inertial Compass, Hyperspectral Visor, Desert System, Short Range Communicator(Com Scrambler), Inertial Navigation, Trauma Maintainance, Near Miss indicator, Personal Radar/Laser Detector, Biomedical Sensors, Radiation Badge, Small Ladar, Mind Shield, Gripboots
Environmental Gear
Air Mask $100, 1 lb
Air Tank, Small (6 hrs) $60, 2 lbs
Air Tank, Mini (15 mins) $50, 0.5 lbs
Air Tank, Medium (18 hrs) $80, 4 lbs
Air Tank, Large (36 hrs) $200, 10 lbs
Advanced Rebreather (Tank duration x10) $100, 1 lb
Artificial Gill $2 k, 25 lbs, D/24 hrs
Filter Mask $200, 1 lbs
Filters $40, 0.25 lbs
Respirator $300, 3 lbs, B/3 days
Reducing Respirator $500, 5 lbs, C/3 days
Reducing respirator Recharge $50, 1 lb, needed every 2 weeks of operation
Pressure Tent (One person) $500, 15 lbs
Pressure Tent (Two person) $1,500, 30 lbs
Pressure Tent (Eight person) $5 k, 150 lbs
Rescue Ball $800, 5 lbs
Seurrat Penlight, 10 yd beam $12, 0.12 lbs, B/120 hrs, Rugged
Vilani Mini Flashlight, 30 yds beam $31, 0.21 lbs, B/24 hrs, Rugged
Vilani Heavy Flashlight, 100 yd beam $66, 1.22 lbs, C/120 hrs, Rugged
Inertial Navigation $60, 0.1 lbs, A/200 hrs
Inertial Compass $250, 1 lbs,
Pressure Box $600, 7 lbs, 2C/168 hrs
Envirobag $80, 2 lbs, C/72 hrs, Can be sealed with air
Rugged Expensive Envirobag $320, 1.6 lbs, C/72 hrs, Can be sealed with air
Filtration Canteen $180, 1 lbs,
Vapour Canteen $450, 2 lbs empty, 4 lbs full (1 qrt), B/100 qrts
Spider Cage (SM 0) $2 k, 10 lbs,
Spider Cage (SM 1) $4 k, 20 lbs,
Spider Cage (SM 2) $8 k, 40 lbs,
Spider Cage (SM 3) $16 k, 80 lbs,
Vapour Collector $10 k, 120 lbs, E/720 hrs
Survival watch $300, 0.5 lbs, B/2060 hrs
included biomonitor, chronometer, inertial compass, magnetic compass,
homing beacon, tiny radio, waterproof, 0-10 atm, Motion powered
Survival Module $600, 4 lbs, C/336 hrs
Personal Re-entry Kit $15 k, 30 lbs,
Atmosphere Tester $400, 1 lbs, 2A/3weeks Elec. Ops (Sensors)
Biosniffer $2 k, 2 lbs, 2A/2weeks Elec. Ops (Sensors)
Chemisniffer $700, 2 lbs, 2A/2weeks Elec. Ops (Sensors)
Sonic Probe $500, 0.25 lbs, B/12 hrs Elec. Ops (Sonar)
Basic Solar Powered Battery charger $100, 2 lbs
Expedition Solar Powered Recharger $400 1.6 lbs Rugged Expensive Battery Charger
Hovercart Steamer $500 44 lbs Holds 400 lbs, C/12 hrs
Hovercart Steamer, Voice controlled $800 44 lbs Holds 400 lbs, C/12 hrs
Hovercart Smugglers Steamer $4300 44 lbs Holds 400 lbs, C/12 hrs, 40 lb secret Comp.
Hovercart Smugglers Steamer, V/C $4600 44 lbs Holds 400 lbs, C/12 hrs, 40 lb secret Comp.
Similar to the old Terran shipping containers, there are able to withstand space.
20'Cargo Container, space (20'x8'x6'4")$1500 2.5 t Holds 24 t, 2 dTon, DR4
20'Cargo Container, space (20'x8'x9'4")$2000 3.5 t Holds 24 t, 3 dTon, DR4
40'Cargo Container, space (40'x8'x6'4")$3000 5 t Holds 29 t, 6 dTon, DR4
WEAPONS
Gauss Shotgun Pistol $2 k, 3 lbs, C
Gauss CAW $2,400, 10 lbs, C
Gauss Rifle, 4mm $7,100, 8.5 lbs, C
Gauss Pistol, 4mm $1,700, 2 lbs, C
Hand Flamer* $1200, 3.3 lbs, 2C/56 shots
Tactical Missile Launcher 100mm $10 k, 35 lbs,
Multiple Light Anti-Armour, 64 mm $24 k, 35 lbs,
Heavy Laser Pistol* $2,400, 3.3 lbs, 2C/56 shots
Laser Rifle* $8 k, 8 lbs, Dp/83 shots
Portable Rail Gun 10mmG $18 k, 20 lbs, C
Storm Carbine, 10mmCL $1,800, 8 lbs,
Storm Rifle, 10mmCLR $2,700, 10 lbs,
Underbarrel Grenade Launcher, 40mmPLB $200, 3 lbs,
Underbarrel Grenade Launcher, 25mmPC $300, 1.5 lbs,
Storm Chaingun, 10mmCLR $11 k, 20 lbs,
Hunter 64mm Missile $500, 5 lbs,
Limpit Mine dispenser $200, 2 lbs,
Heavy Flamer* $10 k, 20 lbs, Dp/35 shots
Assault Flamer* $2,300, 5.6 lbs, 2C/28 shots
Heavy Plasma Gun* $40 k, 20 lbs, Dp/20 shots
* These weapons do not require ammunition: The only use power cells.
AMMUNITION
Gauss Shotgun Ammo $10, 0.5 lbs,
Gauss CAW Ammo $30, 1.5 lbs,
Gauss Rifle, 4mm Clip $28, 1.4 lbs,
Gauss Pistol, 4mm Clip $10, 0.5 lbs,
Hand Grenades (HE, HEC, Empty Biochem) $40, 1 lbs,
HE Limpit Mines $40, 1 lbs,
HEMP Limpit Mines $80, 1 lbs,
Hand Grenades (Tangler, Flare) $80, 1 lbs,
Hand Grenades (Thermobaric) $200, 1 lbs,
Storm Carbine, 10mmCL Ammo $40, 2 lbs,
40mm Grenades (HE, HEC, Empty Biochem) $16, 0.4 lbs,
40mm Grenades (Tangler, Flare, HEMP) $32, 0.4 lbs,
40mm Grenades (Thermobaric) $80, 0.4 lbs,
25mm Grenades (HE, HEC, Empty Biochem) $10.8, 0.27 lbs,
25mm Grenades (Tangler, Flare, HEMP) $21.6, 0.27 lbs,
25mm Grenades (Thermobaric) $54, 0.27 lbs,
Storm Chaingun, 10mmCLR Clip $120, 6 lbs</tt>
Missiles
Missile Launchers, Acc: 3, ROF: 1, Rcl: 1
Infantry Missile Launcher (IML), 64mm:
Dam: 6dx5 pi++, Range:750/6,000, ST: 7, 4 lb, 1 shot, $2 k
Multiple Light Anti-Armour Weapon System (MLAW system), 64mm:
Dam: 6dx5 pi++, Range:750/6,000, ST: 11, 35 lb, 6 shot, $23 k
Tactical Missile System (TML system), 100mm:
Dam: 6dx50 pi++, Range:3,000/15,000, ST: 11, 35 lb, 1 shot, $10 k
Ammunition for IML/MLAW/LAW 64 mm, 2 lbs with warhead
Unguided Missile Body : $100
IR Homing (Skill 14) : $400
Multi-Spectral Homing (Skill 15) : $1,000
Warhead (add to above)
Solid Ammo $10, 6dx5 pi++
HE Ammo $10, (8d+8)x2 cr ex [3d]
HEC Ammo $10, (8d+8)x2 cr ex
HEMP Ammo $20, 6dx8(10) cr inc + linked 8d cr ex [3d]
Shaped Charge Ammo $20, (6d+6)x7(10) cr inc + linked 8d cr ex [3d]
Stingray $50, 3dx5(0.25) pi++ + linked 3d burn sur
EMP Ammo $100, HT-8(2)*, 8 yards + linked 2d cr ex
Plasma Ammo $100, 6dx4 burn ex sur
64mm: Hunter Missile, $500, 5 lbs
Flight Time: 1 min, 16 miles,
Detection: 2,000 yard Radar or Laser/Radar/Radio tracking or Command
IQ: 5 (Non-Sentient), Per: 12, Dodge: 9, HP: 6, SM: -4
Warheads, All 64 mm plus below:
0.01 kT Mininuke: 6dx200 cr ex, 4dx200 burn ex* rad sur, $10,000
SEFOP: 6dx7 (3) cr inc (attacks from top), $50
Ammunition for TML, 100mm, 25 lbs with warhead
Unguided Missile Body : $400
IR Homing (Skill 14) : $1,600
Multi-Spectral Homing (Skill 15) : $4,000
Warhead (add to above)
Solid Ammo $40, 6dx50 pi++
HE Ammo $40, (6d+6)x5 cr ex [5d]
HEC Ammo $40, (6d+6)x5 cr ex
HEMP Ammo $80, 6dx12(10) cr inc + linked 8dx2 cr ex [3d]
Shaped Charge Ammo $80, (6d+6)x10(10) cr inc + linked 8dx2 cr ex [5d]
Stingray $200, 3dx50(0.25) pi++ + linked 5d burn sur
EMP Ammo $400, HT-8(2)*, 16 yards + linked 4d cr ex
Plasma Ammo $400, 6dx10 burn ex sur
*Failure means electrical systems knocked out for error margin seconds
100mm: Striker Missile, $3,400, 17 lbs
Flight Time: 1 min, 32 miles,
Detection: 4,000 yard Radar or Laser/Radar/Radio tracking or Command
IQ: 6 (Non-Sentient), Per: 12, Dodge: 9, HP: 12, SM: -2
Floater Missile, $5,000, 5 lb
Flight Time: 1 min, 320 miles,
Detection: 4,000 yard Radar or Laser/Radar/Radio tracking or Command
IQ: 6 (Non-Sentient), Per: 12, Dodge: 9, HP: 12, SM: -4
Homing Projectiles (All Homing Projectiles use Artillery(Guided Missiles) to Aim)
Infrared (Attack skill 14), CF +3, Minimum size 10mm
Multi-Spectral (Attack skill 14), CF +9, Minimum Size 25mm
Basic Dedicated 'Intelligence" +$10,000, IQ: 6, Piloting 10, Combat Reflexes
Cannot learn, but can be programmed to go to a certain location and turn on sensors
and look for a target that meets a certain description. Can also be programmed with
evasive tactics (Dodge 6), reduced Basic move for that round by 1 per dodge in the round
it Dodges.
ROBOTS
To help with visualization, a dTon is defined as 500 cubic feet. A standard Real life 20 ft shipping container is 2.344 dTons. Game shipping containers come in the following sizes
0.25 dTon (5 x 4 x 6.25 feet)
1 dTon (10 x 8 x 6.25 feet)
2 dTon (20 x 8 x 6.25 feet)
Note: Vehicle prices assume mass production, and do not include weapons unless otherwise stated.
Without a Robot Brain, the robot is assumed to be remote controlled, and a communicator and complexity 4 control program is needed. This may be a dedicated computer, and would be the only form of 'robot' allowed by the Imperium.
Hovercart (Voice Controlled) $600, 4 lbs, C/12 hrs
Scout Robot $5 k, 4 lbs, 2B/8 hrs (Small Robot brain needed)
Tracked, Submarine (+$3 k), Rotor (+$3 k) or Contragrav (+$5 k)
Robot Mule $3 k, 150 lbs, D/8 hrs (Small Robot brain needed)
Techbot $10 k, 50 lbs, D/24 hrs (Small Robot brain needed)
Contragrav Techbot $20 k, 50 lbs, D/24 hrs (Small Robot brain needed)
Combat Android $200 k, 200 lbs, 2D/24 hrs (Small Robot brain needed)
Warbot (TL10 Vertol Contragrav) $200 k, 1000 lbs, E (Mini computer brain needed)
ROBOT BRAIN COMPUTERS
Computers for Robot Brains need to have the Robot brain option, and should have synaptic processing. This doubles price, and gives the computer an IQ of Complexity +4 and the ability to learn IQ bases skills only. No computer can be self-aware.
Basic Small Robot Brain Computer $30 k, 3 lbs, Complexity 4, max IQ:8, DX:10
Small Robot Brain Computer $600 k, 3 lbs, Complexity 5, IQ:9, DX:10
Minicomputer Robot Brain $3 m, 30 lbs, Complexity 6, IQ:10, DX:11
COMMON COMPUTERS
Mainframe $250 k, 1,000 lbs, Complexity 7, (5 kW)
Microframe $50k, 100 lbs, Complexity 6, (500 W)
Minicomputer $10 k, 10 lbs, Complexity 5, 2C/20 hrs (50 W)
Small $2 k, 1 lbs, Complexity 4, 2B/20 hrs
Tiny $400, 0.1 lbs, Complexity 3, 2A/20 hrs
Options
Cheap -1 Complexity, price x0.05
Genius +1 Complexity, price x20
Compact weight x0.5, price x2
Dedicated weight x0.5, price x0.2,
Can only run a single software program, designated when the computer is built.
Hardened weight x3, price x5, More resistant to electromagnetic pulses and surges.
High Capacity price x1.5, Allows an extra 50% of programs to run.
Terminals
Palmtop $100, 0.5 lbs, 2A/20 hrs
HUD $50, modifies sensor goggles and uses their power
Laptop $1000, 5 lbs, 2B/20 hrs
Desktop $500, 10 lbs, C/10 hrs
Workstation Terminal $1000, 40 lbs, external power
Note, power requirements should be added together. A number of smaller batteries may be replaced by a single larger one. Each size of battery increase provides x10 power, so a small computer (2B/20 hrs) in a laptop (2B/20 hrs) would have endurance of 4B/20 hrs, or 1 B per 5 hrs. If more endurance was desired, it could be replaced with 1 x C battery, lasting for 5 x 10 = 50 hours! This would change the weight as well.
Software
Data Holo Disk, Large full Library on one common subject, $1000, neg weight
Program Complexity 1, 2 Free
Program Complexity 3 $50
Program Complexity 4 $200
Program Complexity 5 $1 k
Program Complexity 6 $5 k
Program Complexity 7 $20 k
Program Complexity 8 $100 k
Common Software Packages
Basic Software (Accounting, Datalink, Entertainment, Word Processor) Each Complexity 2, Free
Technical Reference (+2 to a technical skill) Complexity 3, $50
Routine Vehicle Operation*, skill 13 Complexity 3, $1 k
Jump Planning Database, per route 100 GB, $1000
Basic Personality Simulator (For Robots) Complexity 5, $1 k
Personality Simulator (For Robots) Complexity 6, $5 k
Interpreter Translation Program, Native level, Complexity 5, $1 k
Expert Skill* (Single Easy Academic skill, skill level 12) Complexity 3, $50
Expert Skill* (Single Average Academic skill, skill level 12) Complexity 4, $200
Expert Skill* (Single Hard Academic skill, skill level 12) Complexity 5, $1 k
Expert Skill* (Single Very Hard Academic skill, skill level 12) Complexity 6, $5 k
Other Programs, such as Damage Control, Jump Navigation, Internal Security, Gunner and Targeting programs can also be purchased, but these are usually purchased for a specific vessel, and have been purchased for your vessel.
* Higher levels of skill can be purchased by adding a similar amount to the programs complexity.
Common Vilani Computers
The simple complexity 2 software that is considered essential for accounting, messaging or writing, or simple mathematics
Hardened Comp. 2 Palmtop $120, 1 lbs, B/50 hrs
Comp. 2 Palmtop $100, 0.63 lbs, B/50 hrs
One of the most Common Computers is the Vilani Technical Reference. This dedicated reference gives +2 to a Technical skill, and comes on a dedicated Tiny computer with a Palmtop that has had the A batteries replaced with a single B battery.
Vilani Technical Reference $230, 0.63 lbs, B/50 hrs, same programs as technical reference below.
Hardened Technical Reference $450, 1 lb, B/50 hrs, 1 Specialization per unit.
First Aid, Armory, Animal Handling, Electrician, Electronic Repair*, Freight Handling, Sewing, Hazardous materials, Jeweler, Machinist, Mechanic, Metallurgy, Prospecting, Psychology, Diagnosis, Physician, Surgery, Veterinarian, Pharmacy, Poisons, Gardening, Farming, Riding, Biology, Geography*, Geology, Chemistry, Mathematics, Physics, History, Accounting, Economics, Law*, Market Analysis*, Merchant*, Navigation**, Shiphandling, Survival, Teaching, Theology (1 religion only),
For Easy Skills
Hardened Comp. 3 Palmtop $450, 1 lbs, B/50 hrs
Comp. 3 Palmtop $225,0.63 lbs, B/50 hrs, considered expendable
Area Knowledge (One System only), News Browser*, Word processor, Vessel Internal Security (14), Piloting/Driving (13, for vehicle control computers), Translator (Broken, 1 language), Simple Entertainment, (some *)
For Average skills
Hardened Comp. 4 Palmtop $8,200, 1 lbs, B/50 hrs
Hardened Comp. 4 Tablet $2,300, 2.1 lbs, B/9 hrs
Comp. 4 Desktop $1,100, 11 lbs, C/10 hrs or external power
Administration, Cartography**, Meteorology*, Research*, Writing (Called Proofreader), Piloting/Driving (14, for vehicle control computers), Forward Observer**, Electronics Operation (used to control the operation of equipment), Vessel Internal Security (15), Artillery (12)#, Gunner (12)#, Translator (Accented, 1 language), Entertainment, (some *)
For Hard Skills
Hardened Comp. 5 Tablet $43,000, 2.1 lbs, B/9 hrs
Hardened Comp. 5 Notebook $21,000, 11.5 lbs, 2C/18 hrs
Comp. 5 Desktop, not hardened $2,500, 19 lbs, C/5 hrs or external
Mathematics, Market Analysis, Intelligence Analysis#, Forgery#, Finance, Engineer, Economics, Cryptography#, Astronomy**, Accounting, Piloting/Driving (15, for vehicle control computers), Vessel Internal Security (16), Artillery (13)#, Gunner (13)#, Translator (Native, 1 language), Advanced Entertainment*
A Tablet is a Small Computer in a 'Palmtop' Case
* Has a Communications device to connect to local networks. Add $500 for Hardened short range communicator. Battery life becomes 2B/10 hrs, weight 1.5 lbs
** Has a GPS and Inertial Compass. Add 0.1 lbs, $500
# Controlled
If Manufacturing Computers of your own design but using existing software, Royalties (included in costs above) must be paid for software as follows:
For Technical references and easy Skills, royalties are $50 per machine
For Average Skills, royalties are $200 per machine
For Hard Skills, royalties are $1000 per machine
The number of Vilani who can write their own programs is VERY small. It is likely that only one individual on a planet could actually program computers. The roll to write a program is equal to the skill - the complexity of the program. Normal time taken per try is as follows:
Complexity Time
1 1 hr
2 3 hr
3 1 day
4 1 week
5 3 weeks
6 2 months
7 1 year
Note that Vilani programming and Terran programming are very different and must be learned separately, due to the differences in the systems. One is hardware programming, one is software programming.
VEHICLES
Common Vehicle Designs
Note, vehicle ranges assuming rechargeable batteries. Multiply range by 4 for rechargeable batteries.
Grav Bike, 25 K Solars, 0.3 dTons, 2E/240 miles
(Grav Propulsion unit/Move: 80, DR: 2, dHP: 1.6, dTons of Cargo Space: neg, seat only)
Cheapest Grav transport available
Grav Car, 210 K Solars, 2 dTons, F/570 miles
(Grav Propulsion unit/Move: 190, DR: 4, dHP: 8, dTons of Cargo Space: 0.125)
The basic Grav car for the middle class Vilani or Terran citizens
Grav Jeep, 400 K Solars, 4 dTons, 2F/1000 miles
(Grav Propulsion unit/Move:100, DR: 4, dHP: 5, dTons of Cargo Space: 1)
Ambulance, 820 K Solars, 4 dTons, Fusion Reactor
(Grav Propulsion unit/Move: 460, DR: 100, dHP: 13, 2 Sickbays)
These units have saved many lives, and continue to do so. An Imperial design copied by Terrans, they outpace even speeders and their Fusion reactors, though large, ensure they never get caught short.
Imperial Air Raft, 600 K Solars, 4 dTons, 2F/540 miles
(Grav Propulsion unit/Move:30, DR: 16, dHP:5, dTons of Cargo Space: 2.4)
H & M Air Raft, 560 K Solars, 4 dTons, 2F/540 miles
(Grav Propulsion unit/Move:30, DR:18, dHP:5.3, dTons of Cargo Space: 2.4)
K. D. Air Raft, 700 K Solars, 4 dTons, 2F/680 miles
(Grav Propulsion unit/Move:40, DR: 16, dHP:5, dTons of Cargo Space: 2.4)
An “air/raft” is the gravitic equivalent of the personal ground car. They are slow, and can become rather difficult to handle in high or turbulent winds. They are open-topped, and can be covered with a cloth or plastic canopy, but cannot be sealed against vacuum. They can go to an orbiting ship, but occupants need to be wearing a sealed suit with air.
Imperial Speeder, 1 M Solars, 6 dTons, 16F/3000 miles
(Grav Propulsion unit/Move: 300, DR: 12, dHP: 5.7, dTons of Cargo Space: 0.3),
H & M Speeder, 1 M Solars, 6 dTons, 16F/3000 miles
(Grav Propulsion unit/Move: 300, DR: 10, dHP: 5.7, dTons of Cargo Space: 0.4),
K.D. Speeder, 1.2 M Solars, 6 dTons, 22F/3600 miles
(Grav Propulsion unit/Move: 360, DR: 12, dHP: 5.7, dTons of Cargo Space: 0.3),
Speeders are large, overpowered gravitic vehicles, sacrificing passenger and cargo space for streamlining and speed. They are sealed against high winds and vacuum, and can easily be used for surface-to-orbit travel. A standard speeder can carry a driver, one passenger, and up to 200 pounds of cargo.
Imperial G-Carrier, 1 M Solars, 8 dTons, 3F/300 miles
(Grav Propulsion unit/Move:30, DR: 22, dHP: 6.3, dTons of Cargo Space: 3.4),
Maximum Weapons: < 500 lbs
H & M G-Carrier, 1 M Solars, 8 dTons, 3F/300 miles
(Grav Propulsion unit/Move:30, DR: 24, dHP: 6.7, dTons of Cargo Space: 3.4),
Maximum Weapons: < 500 lbs
K.D. G-Carrier, 1.2 M Solars, 8 dTons, 4F/600 miles
(Grav Propulsion unit/Move:40, DR: 28, dHP: 7.2, dTons of Cargo Space: 3.4),
Maximum Weapons: < 500 lbs
G-Carriers are usually designed for light troop transport duties, carrying heavier armour and often mounting a Gatling Laser in an open gun mount. They are sealed, but are too slow for travel beyond low planetary orbit. They are generally big enough to carry a micro-fusion reactor for power. A standard G-Carrier can carry a driver, a gunner, and up to 12 passengers, with two tons of cargo.
Non-Grav Vehicles
Wheeled, tracked or legged vehicles are generally only used by the poor, or for very specific uses that Grav vehicles are not as well suited for.
Bus, 400 K Solars, 6 dTons, 6F cell/480 miles
(Wheeled (Road)/Move:60, DR: 10, dHP:12, Seats 48),
With 12 hours endurance, these buses are designed to transport the poor in shifts, with the banks of batteries taking just 5 hours to change. The have 2 sets, with one charging and the other in the bus to enable them to run 24 hrs a day.
Mini-Bus, 170 K Solars, 4 dTons, 2F cell/600 miles
(Wheeled (Road)/Move: 50, DR: 10, dHP:9, Seats 24),
These small buses can transport 24 persons at lower speed. Designed to run in suburban areas to feed the larger mass transport system, these can be found in all small planets with breathable atmospheres.
Car, 40 K Solars, 2 dTons, 2F cell/2300 miles
(Wheeled (Road)/Move: 50, DR: 4, dHP:6, Seats 4, Cargo: 0.85 Ton),
The cheapest form of personal transport available.
4x4 Car, 60 K Solars, 2 dTons, 4F cell/1900 miles
(Wheeled (All Terrain)/Move: 40, DR: 4 (0.6 underneath), dHP:6, Seats 2/4, Cargo: 2/0.2 ton),
This is a 2 seater ute that could mount a machine gun on the roof, or have 4 seater wagon version.
Tractor, 110 K Solars, 2 dTons, 2F cell/380 miles
(Tracked/Move: 20, DR: 10, dHP:7, Seats 2, Cargo: 12 ton),
The Basic farm equipment, very common.
Exo-Spider, 200 K Solars, 4 dTons, Fusion Reactor
(Legs Propulsion unit/Move:16, DR:70, dHP:11, Cargo: 24 ton),
These crawling vehicles are used by explorers or those who need to be up close in hostile terrain. The base model does not come with sensors, though these are commonly added, along with labs, sickbays or bunks.
All Terrain Truck, 200 K Solars, 5 dTons, Fusion Reactor
(Wheeled (All Terrain)/Move:40, DR:40, dHP:10, Seating: 24/12 and 15 ton cargo/ 30 ton, no PAX),
A versatile and cheap all terrain truck, these are often used as Troop carriers by the Vilani military, or as supply trucks by all armies, due to their versatile abilities. Medical bays can be added in place of 12 seats for an extra $100,000, or repair versions for an extra $20,000.
AK L Miner, 25 M Solars, 20 dTons, Fusion Reactor
(Legs Propulsion unit/Move:11, DR:100 on all sides, dHP:10, dTons of Cargo Space: 0.6),
An extraordinary unit designed as a small mobile factory for remote bases, this includes a small robofac unit on legs. Including a laboratory to test products before use and a workshop to keep it running, this unit is sealed and has life support for the most hostile environment. It also has robotic arms to pick up the raw materials. It is still in prototype stage.
Military Vehicles
Imperial Military Vehicles
Main Battle Tank, $4100 k Solars, 32x12x8.5 (10 dTons)
The Main Imperial Battle Tank (MBT), capable of being a threat to ships in orbit due to the Multifunction Space missile launcher.
(Tracks, Move: 20.5, DR, Front: 700, Other: 500, SM:+6, HP: 230)
Sensors: 14, Fusion Power Plant, Space Missile Launcher, 40mm Auto EMGL,
6x64mm Multiple Light Anti-Armour Missile Launcher, 100mm Tactical Missile Launcher
Medium Tank, $3700 k Solars, 30x11.9x7 (8 dTons)
Like most Imperial designs, this one also relies heavily on missiles. Faster and with similar front armour to MBT, and only slightly cheaper, it is much faster and has a railgun.
(Tracks, Move: 39, DR, Front:700, Other: 350, SM:+5, HP: 210)
Sensors: 16, Fusion Power Plant, 40mm Railgun, 40mm Auto EMGL,
6x64mm Multiple Light Anti-Armour Missile Launcher, 100mm Tactical Missile Launcher
Armoured Personel Carrier, $1000 k Solars, 23x10x8 (6 dTons)
This heavy weapon is also a squad support vehicle.
(Wheels, AT, Move: 24, DR: 160, SM:+4, HP: 150)
Sensors: 14, Seats: 24, Fusion Power Plant, Gauss HMG,
Mobile Anti-Aircraft Guns, $670 k Solars, 16.95x10x9 (5 dTons)
4 Gauss Heavy Machine Guns, also dangerous against infantry.
(Wheels, AT, Move: 33.5, DR: 40, SM:+3, HP: 110)
Sensors: 16, Fusion Power Plant, 4x Gauss HMG
Mobile Missile Launcher, $590 k Solars, 16.95x10x9 (5 dTons)
Mobile Missile Platform, this is very popular.
(Wheels, AT, Move: 33.5, DR: 40, SM:+3, HP: 110)
Sensors: 16, Fusion Power Plant,
Dual 6x64mm Multiple Light Anti-Armour Missile Launcher, 100mm Tactical Missile Launcher, Gauss HMG
Combat Engineers Vehicle, $240 k Solars, 14.65x10x8 (4 dTons)
Designed to keep things moving, after the fight usually.
(Tracks, Move: 16, DR: 40, SM:+3, HP: 140)
Sensors: 2, Fusion Power Plant, Gauss HMG
Armed Transport, $370 k Solars, 14.65x10x8 (4 dTons)
Lacking the protection of the APC, this is used primarily for transport.
(Tracks, Move: 40, DR: 40, SM:+3, HP: 100)
Sensors: 16, Seats: 12, Fusion Power Plant, Gauss HMG
Self Propelled Artillery, $550 k Solars, 14.65x10x8 (4 dTons)
This is the Emprires primary indirect fire weapon.
(Tracks, Move: 40, DR: 40, SM:+3, HP: 110)
Sensors: 16, Fusion Power Plant, 64mm Electromag Mortar, 100mm Cannon, Gauss HMG
Self-Propelled Mortar, $490 k Solars, 14.65x10x8 (4 dTons)
This is the secondary indirect fire vehicle.
(Tracks, Move: 40, DR: 40, SM:+3, HP: 100)
Sensors: 16, Fusion Power Plant, 2x64mm Electromag Mortar, Gauss HMG
Wheeled Scout, $111 k Solars, 12x7x6 (2 dTons)
(Wheels, AT, Move: 70, DR: 4 (No protection for PAX except from front), SM:+2, HP: 80)
Sensors: 2, 4x F Batteries, Range: 1680 miles, Gauss HMG,
Terran Military Vehicles
MBT, $6200 k Solars, 32x12x8.5 (10 dTons)
The Heavy Terrain Main Battle tank sports a plasma Gun in a turret.
(Tracks, Move: 21, Armour, DR:700, Other: 500, SM:+6, HP: 240)
Sensors: 17, Fusion Power Plant, Plasma Cannon, Gatling Laser,
G Tank, $7.1 M Solars, 32x14x8.1 (11 dTons)
(Grav Drive, Move: 500, DR, Front:700, Others: 300, SM:+6, HP: 240)
Sensors: 16, Fusion Power Plant, Plasma, Gatling Laser
G APC, $3.5 M Solars, 16x14x8.5 (6 dTons)
(Grav Drive, Move: 500, DR: 500, SM:+4, HP: 230)
Sensors: 14, Fusion Power Plant, Gatling Laser
APC, $1.9 m Solars, 23x10x8 (6 dTons)
When Terrans travel by ground transport, they use these.
(Wheels, AT, Move: 24, DR: 160, SM:+4, HP: 150)
Sensors: 14, Fusion Power Plant, Gatling Laser,
Armoured Car, $1.53 M Solars, 20.5x9x8 (5 dTons)
Heavily armoured wheeled vehicle with a strike laser, and a Gatling laser backup.
(Wheels, AT, Move: 34, DR: 140, SM:+3, HP: 140)
Sensors: 16, Fusion Power Plant, Strike Laser, Gatling Laser
Wheeled Scout, $137 k Solars, 12x7x6 (2 dTons)
(Wheels, AT, Move: 70, DR: 4 (No protection for PAX except from front), SM:+2, HP: 80)
Sensors: 2, 4x F Batteries, Range: 1680miles, Gatling Laser
Self-Propelled Artillery, $420 k Solars, 14.65x10x8 (4 dTons)
100 mm self propelled Artillery cannon.
(Tracks, Move: 40, DR: 40, SM:+3, HP: 110)
Sensors: 16, Fusion Power Plant, 100mm Cannon
Self-Propelled Mortar, $520 k Solars, 14.65x10x8 (4 dTons)
Twin Mortars and a Gatling Laser for self defence in a turret.
(Tracks, Move: 40, DR: 40, SM:+3, HP: 100)
Sensors: 16, Fusion Power Plant, 2x64mm Electromag Mortar, Gatling Laser
Self-Propelled AA Missile launcher, $430 k Solars, 14.65x10x8 (4 dTons)
Twin 100 mm missile launcher and a 64 missile launcher in a single turret.
(Wheels, AT, Move: 60, DR: 40, SM:+3, HP: 100)
Sensors: 16, Fusion Power Plant,
6x64mm Multiple Light Anti-Armour Missile Launcher, Dualx100mm Tactical Missile Launcher,
Self-Propelled AA gun, $580 k Solars, 14.65x10x8 (4 dTons)
Triple Gatling Lasers in a single turret. Good versus anything with light armour...
(Tracks, Move: 40, DR: 40, SM:+3, HP: 100)
Sensors: 16, Fusion Power Plant, 3x Gatling Laser,
Personal Carrier, $410 k Solars, 14.65x10x8 (4 dTons)
Light transport for troops.
(Wheels, AT, Move: 60, DR: 40, SM:+3, HP: 110)
Sensors: 16, Seats: 12, Fusion Power Plant, Gatling Laser
Assault Gun, $6010 k Solars, 14.65x10x8 (4 dTons)
A heavy gun with minimal armour.
(Wheels, AT, Move: 29, DR: 40, SM:+3, HP: 130)
Sensors: 10, Fusion Power Plant,
Laser Cannon, Semi-Portable Flamer, Gatling Laser
VEHICULAR WEAPONS
Note, for weapons other than Missiles in space, multiply ranges by 500. Space Missiles slow to move 370 in atmosphere.
Laser Weapons, Rcl: 1
Gatling Laser: Acc: 18, Dam: 6dx2 (2) burn, Range:2,900/8,700, ROF: 4, 70 lbs, 100 shots/E cell (720 kW) , $70 k
Strike Laser: Acc: 18, Dam: 6dx5 (2) burn, Range:18,000/54,000, ROF: 1, 0.5 t, 66 shots/F cell (2.7 MW), $500 k
Laser Cannon: Acc: 18, Dam: 6dx10 (2) burn, Range:41/125 miles, ROF: 1, 4 t, 83 shots/10xF cell (22 MW), $4 M
Pulse Laser Cannon: Acc: 32, Dam: 4dx10 (5) burn, Range: 40/120 miles, ROF: 1, 3 t, 10 MW, $0.5 M
Beam Laser Cannon: Dam: Acc: 32, 7dx10 (5) burn, Range: 40/120 miles, ROF: 1, 3 t, 20 MW, $1 M
Plasma Weapons, Rcl: 2
Semi-Portable Flamer: Acc: 12, Dam: 6dx3 burn, Range:150/450, ROF: 1, 70 lb, 100 shots/E cell (180 kW), $35 k
Semi-Portable Plasma Gun: Acc: 12, Dam: 20d (2) burn ex, Range:1,000/3,000, ROF: 3, 70 lb, 100 shots/E cell (540 kW), $140 k
Plasma Gatling Gun: Acc: 12, Dam: 6dx5 (2) burn ex, Range:1,500/4,500, ROF: 10, 250 lb, 100 shots/5xE cell (9 MW), $320 k
Plasma Cannon: Acc: 29, 12dx20 (3) burn ex, Range: 15/60 miles, ROF: 1, 5 t, 20 MW, $1.5 M
Conventional Weapons
40mm PLB Mortar: Acc:2, Rcl: 1, Dam: 1d pi++, Range:75/450, ROF: 4x4, 12 lb, 16 shots, $1 k
64mm PLB Mortar: Acc:3, Rcl: 1, Dam: 6dx2 pi++, Range:360/3,000, ROF: 6x5, 160 lb, 30 shots, $6 k
Storm Chaingun, 10mm CLR: Acc:5, Rcl: 3, Dam: 9d pi+, Range:1,300/5,800, ROF: 10, 20/6 lbs, 60 shots, $11 k
Heavy Chaingun, 15mmCL: Acc:6, Rcl: 2, Dam: 15d pi+, Range:2,000/9,000, ROF: 12, 75 lb, 50 shots, $34 k
Tank Cannon, 100mmCL: Acc:6, Rcl: 4, Dam: 6dx25, Range: 3,000/10,000, ROF: 1, 2.25 t, 1 shots, $100 k
Electromagnetic Weapons, Rcl: 2
64mm Electromag Mortar: Acc:4, Dam: 6dx3 pi++, Range:1,000/6,000, ROF: 1, 50 lb, 4 shots/D Cell (450 kW), $40 k
Auto EMGL 40mm Grenades: Acc:4, Dam: 8d pi++, Range:300/2,000, ROF: 1, 64 lb, 20 shots/D Cell (90 kW), $54 k
Gauss HMG, 7mm: Acc:8, Dam: 16d(3) pi, Range:3,000/12,000, ROF: 20, 64 lb, 200 shots/D Cell (180 kW), $44 k
Gauss Minigun, 4mm: Acc:8, Dam: 10d(3) pi-, Range:1,800/7,200, ROF: 100, 64 lb, 1,000 shots/D Cell (180 kW), $44 k
Railgun, 40mm: Acc:8, Dam: 6dx25 (3) pi, Range:4.5/16.5 miles, ROF: 20, 2 t, 200 shots/10 MW, $630 k
AMMUNITION
40mm Grenades see above
Storm Chaingun, 10mmCLR Clip $120, 6 lbs,
Portable Rail Gun 10mmG Ammo $30, 1.5 lbs,
Missiles
64mm and 100mm missiles are detailed above.
100mm: Striker Missile, $3,400, 17 lbs
Flight Time: 1 min, 32 miles,
Detection: 4,000 yard Radar or Laser/Radar/Radio tracking or Command
IQ: 6 (Non-Sentient), Per: 12, Dodge: 9, HP: 12, SM: -2
Floater Missile, $5,000, 5 lb
Flight Time: 1 min, 320 miles,
Detection: 4,000 yard Radar or Laser/Radar/Radio tracking or Command
IQ: 6 (Non-Sentient), Per: 12, Dodge: 9, HP: 12, SM: -4
Spaceship Missiles
TL: 10. Hull: Cylinder Streamlined hull, 4 dDR armor, 2 dHP Hull, Stealth (-6 to detection)
Statistics: Mass 0.15 tons(30 per dTon), Cost $30,000, SM +0, sAccel 8.0 G, Top Air Speed 740 mph
A missile blows itself up after three turns when it runs out of power.
Homing Projectiles (All Homing Projectiles use Artillery(Guided Missiles) to Aim)
Infrared (Attack skill 14), CF +3, Minimum size 10mm
Multi-Spectral (Attack skill 14), CF +9, Minimum Size 25mm
Basic Dedicated 'Intelligence" +$10,000, IQ: 6, Piloting 10, Combat Reflexes
Cannot learn, but can be programmed to go to a certain location and turn on sensors
and look for a target that meets a certain description. Can also be programmed with
evasive tactics (Dodge 6), reduced Basic move for that round by 1 per dodge in the round
it Dodges.
Warheads, All 100 mm plus below:
0.1 kT Mininuke: 6dx600 cr ex, 6dx400 burn ex* rad sur, $40,000
SEFOP: 6dx10 (3) cr inc (attacks from top), $200
Sensor Warhead, Ship Missiles only, must be controlled
Up to 3 lbs of sensors may be installed, cost is 5x the individual sensors.
Typical Sensor Package for sensor warhead
Hyperspectral Sensors with 8 x Magnification, Tactical ladar (20 mile range)
Tactical radar (20 mile range)
$50,000
Range upgrades increase size of missile by +1 for each upgrade,
+1 CF for first upgrade, CF doubles for each subsequent upgrade.
Range doubles for each upgrade.
Any missile that has had range upgraded requires a new custom launcher.
Weight Doubles for every range upgrade.
Ship Missile Launcher: Dam: 12dx10 (10) exp, Range:10,000/240,000 miles, 1 t, 12 shots, $750 k
Normal missile remotely controlled with launchers Gunner(missile) skill, with a maximum range of 1 minute, unless otherwise stated.
k - Thousands of Dollars
m - Millions of Dollars
Some other items from TL 10- in Ultra-tech and Space may be available on request: these are the common Terran and Imperial items. Edit note: 16 September 2016, added proper missile and warhead tables.
VILANI 'MIRACLE' DRUGS
Whilst Vilani Medical knowledge is more limited that their Terran counterparts, they have drugs which make up for this in the average Vilani's life.
Kulikasu: The “physician’s friend,” this drug was discovered early in
Vilani history and is presently used all over Imperial space. The patient must
make a roll against HT-6 or fall unconscious until the drug wears off. While
under the influence of the drug, the patient loses the Slow Healing disad-
vantage and acquires Regeneration (Regular) [1 hp/hr]. The drug is administered as
an injection, with each dose lasting (25 – HT)/4 hours; multiple doses
extend the effect but also multiply the penalty to the HT roll to retain con-
sciousness. LC 3, cost per dose $300.
Ushkiirga: This anti-bacterial agent is sometimes called the “ultimate
antibiotic” by Terran physicians. It not only attacks bacterial infections
directly, but it also bolsters the Human immune system and improves
resistance even against viral diseases. It provides a +8 bonus to all HT rolls
to resist infection or infectious disease. It is administered by injection,
with each dose lasting (25 – HT)/4 hours; multiple doses extend the
effect. LC 3, cost per dose $250.
Sharaddun: This drug is often used by Vilani soldiers in combat, and has
appeared on the Terran black market. While under the influence of the drug,
the user acquires the Enhanced Time Sense advantage. At the end of the
drug’s period of effect, he must make a HT-4 roll or take 1d FP and 1d HP.
The drug is administered as an injection, with each dose lasting (25 – HT)
minutes; multiple doses extend the effect, but the fatigue and hit points
lost must be determined for each dose. LC 1, cost per dose $1,000.
Urshaggim: Another “combat drug” often used by Vilani soldiers, this drug
provides a +1 bonus to ST, DX, and HT for the duration of its effect. At the
end of the drug’s period of effect, the user must make a HT-4 roll (using his
unmodified HT) or take 1d HP. The drug is administered as an injection,
with each dose lasting (25 – HT) minutes; multiple doses extend the effect,
but the hit points lost must be determined for each dose. LC 1, cost per
dose $1,000.
This message was last edited by the GM at 05:44, Mon 21 Mar 2022.