Gear and Equipment.   Posted by GM.Group: 0
 GM, 15 posts
Tue 28 Feb 2012
at 06:28
Gear and Equipment
Starting Equipment

Characters start with the weapons gained through mustering out, plus they may spend their credits on gear and weapons from Books 1 and 3.

You will have a budget for additional equipment.

Available Equipment: the table below presents several items available to the group, perhaps having been acquired as souvenirs or simply items of interest.


1. Machete: Blade used in cutting vegetation to clear a path, campside, etc. Equivalent to a cutlass, as in Book 1. Weight: 1000 grams. Tech Level 4. Cr 125

2. Electronic Binoculars: Vision aid providing electrinic enhancement of images. Device bears the same resemblance to regular binoculars that electronic sights bear to telescopic sights (see Book 1), Electronic binoculars feature light enhancement (treat as Light Intesifier Goggles) and rangefinding capabilities. Comes in an over-the-shoulder carry case; a sling is also provided for separate carrying. Weight: 2kg. Tech Level: 8. Base Price: Cr750.

3. Hoard of the Sky Raiders: A popular book written by Professor Jothan Messandi, The cover blurb claims the book contains "...the secrets of the most valuable treasure in the Sector... the true story of the Sky Raiders of Mirayn, their ancient home." Tech Level 6. Base Price Cr15

4. Water Filtration/Distillation Unit: Purified locally found wate for drinking in wilderness situations. Unit contains a distilling plant, fileter and chemical purification tablets. Weight 1kg, Tech Level 7. Base Price Cr75

This message was last edited by the GM at 06:29, Tue 28 Feb 2012.

 GM, 17 posts
Tue 28 Feb 2012
at 07:25
Re: Gear and Equipment

The weapons and armor used by a character constitute his or her primary means
of achieving goals once logic and persuasion have failed. Weapons are also
essential for self-defense. These various weapons, weapon accessories, and armor
are de-scribed below. Weights are given in grams; costs are given in credits (Cr).

The technological level at which the weapon is first produced is shown after the
abbreviation TL; tech levels are explained in Book 3.

   Brawling Weapons: Brawling generally involves found weapons which are
already at the site of the battle. Brawling weapons are effective only at close and
short range. Such weapons are classified as clubs, cost nothing, and generally weigh
from 500 grams to 3 kilograms (one die times 500 grams). Pistols may be used as clubs
when brawling. Bottles may be used as clubs (once, then they become dagger minus
1). Animals are equipped with their own weapons, generally specified in the en-counter
tables of Book 3.

Blade Weapons: The following edged weapons cover the range of blades
which are available. Blade weapons are effective only at close and short range.

   Dagger (250 grams; Cr10; TL 1): A small knife weapon with a flat, two-edged
blade approximately 200mm in length. Daggers are usually carried in a belt sheath,
and less frequently are concealed in a boot sheath or strapped to the forearm.
Daggers are usually the last weapon of defense, and worn constantly. Each weighs
250 grams; that weight, however, does not count against the weight load of the
character as the weapon is worn constantly and comfortably.

   Blade (350 grams; Cr50; TL 3): A hybrid knife weapon with a heavy, flat
two-edged blade nearly 300mm in length, and a semi-basket handguard. Because of
the bulk of the handguard, it is generally carried in a belt scabbard.
Foil (500 grams; Cr100; TL 3): Also known as the rapier, this weapon is a light,
sword-like weapon with a pointed, edged blade 800mm in length, and a basket or
cup hilt to protect the hand. Foils are worn in scabbards attached to the belt.

   Cutlass (1250 grams; Cr100; TL 3): A heavy, flat-bladed, single-edged weapon
featuring a full basket hilt to protect the hand. The cutlass is the standard
ship-board blade weapon and usually kept in brackets on the bulkhead near important
locations; when worn, a belt scabbard is used. Blade length varies from 600 to

   Sword (1000 grams; Cr150; TL 1): The standard long-edged weapon, featuring a
flat, two-edged blade. It may or may not have a basket hilt or hand protector. A
scabbard to carry the sword may be attached to the belt, or to straps (or a sash)
over the shoulder. Blade length may vary from 700 to 950mm.

   Broadsword (2500 grams; Cr300; TL 2): The largest of the sword weapons, also
called the two-handed sword because it requires both hands to swing. The blade is
extremely heavy, two-edged, and about 1000 to 1200mm in length. The hilt is
relatively simple, generally a cross-piece only, with little basketwork or protection.
When carried, the broadsword is worn in a metal scabbard attached to the belt; less
frequently, the scabbard is worn on the back, and the broadsword is drawn over the

   Polearms: The following polearms are generally available. In most cases, they
will be in the hands of non-player characters encountered in the process of an
adventure. They are effective at close and short range.

   Bayonet (250 grams; Cr10; TL 3): A knife-like weapon similar to a dagger or
blade. When not attached to a rifle, a bayonet is treated as a dagger (or blade),
carried in a belt scabbard, and requires dagger (or blade) skill for use to
advantage. When attached to the muzzle of a rifle (only, not carbine or auto rifle),
it transforms the gun into a polearm, and increases the length of the arm by 200mm.

   Spear (2000 grams; Cr10; TL 0): A long (3000mm) polearm with a pointed tip,
usually of metal. Often made by the person who carries the weapon, the spear is
quite inexpensive.

   Pike (3000 grams; Cr40; TL 1): A long (3000 to 4000mm) polearm with some
form of flat blade tip.

   Halberd (2500 grams; Cr75; TL 2): a quite elaborate polearm featuring a
pointed, bladed tip. This weapon may be considered to be a combination between
a battle axe and a spear. Length: 2500mm.

   Cudgel (1000 grams; Cr10; TL 0): A basic stick used as a weapon. Easily
obtained from standing trees or through the use of an unloaded long gun such as
a rifle or carbine (laser weapons are too delicate to be used as cudgels).
Length: 1000 to 2000mm.

Guns: The following guns are generally available (but note especially
that the law levels given in Book 3 may restrict the possession, use, or importation
of some or all of these guns). Pistols are effective at all but the longest ranges;
other guns are effective at all ranges.

   Body Pistol (300 grams loaded; Cr 520; TL 7): A small, non-metallic semi-
automatic pistol designed to evade detection by most weapon detectors. It fires 5
gram projectiles at a velocity of 500 to 600 meters per second. A magazine containing
six cartridges is inserted into the pistol handle; one cartridge is fired for each
pull of the trigger. Pre-loaded magazines may be inserted into the pistol when it
is empty, taking one combat round to do so.

   Body pistol ammunition is not interchangeable with the ammunition for
any other types of guns.

   Length: 100mm. Weight, unloaded: 250 grams (a loaded
magazine weighs 50 grams). Base price: Cr500 (one loaded magazine: Cr20).

   Automatic Pistol (1000 grams loaded; Cr210; TL 5): The basic repeating hand-gun,
firing 9mm caliber bullets (each weighing approximately 10 grams) at velo-cities
from 400 to 500 meters per second. A magazine containing 15 cartridges fits into
the handle of the pistol, and one cartridge is fired for each pull of the trigger.

   Automatic pistol ammunition is interchangeable with submachinegun ammunition
(although magazines are not). Preloaded pistol magazines may be inserted into an
empty pistol, requiring one combat round for this reloading procedure to occur.

   Length: 175mm. Weight, unloaded: 750 grams (loaded magazine weighs 250
grams). Base price: Cr200 (loaded magazine: Cr10).

   Revolver (1000 grams loaded; Cr155; TL 4): An older variety of handgun, the
revolver fires 9mm bullets with characteristics similar to those fired by the
automatic pistol, but not interchangeable with them. No magazine is used: six
cartridges are inserted into the revolver individually. Reloading takes two
combat rounds, or one combat round if the individual foregoes the benefit of

   Length: 200mm (some versions may be shorter or longer). Weight, unloaded:
900 grams (weight of six cartridges: 100 grams). Base price: Cr150 (six cartridges
cost Cr5).

   Carbine (3125 grams loaded; Cr210; TL 5): A short type of rifle firing a
small caliber round (a 6mm bullet, weighing 5 grams, at a velocity of 900 meters
per second). A magazine containing ten rounds is inserted into the underside of
the carbine, ahead of the trigger guard, and one round is fired with each pull of
the trigger. Replacement of empty magazines takes one combat round. Carbine
ammunition is not interchangeable with any other type of ammunition.

   In essence, a carbine is a short rifle, firing a cartridge of smaller, lighter
caliber. A sling usually allows the carbine to be carried on the shoulder, out
of the way.

   Length: 750mm. Weight, unloaded: 3000 grams (loaded magazine weighs
125 grams). Base price: Cr200 (loaded magazine: Cr10).

   Rifle (4500 grams loaded; Cr220; TL 5): The standard military arm, firing a
7mm, 10 gram bullet at a velocity of approximately 900 meters per second. Longer
and heavier than a carbine, it is also more effective. Standard equipment includes
provisions for attaching a bayonet and telescopic sights, and a shoulder sling.
A twenty-round magazine is attached to the front of the trigger guard, and one
round is fired with each pull of the trigger. Replacement of the empty magazine
takes one combat round. Rifle ammunition may also be used in automatic rifles;
rifle and auto rifle magazines are interchangeable, and weigh the same.

   Length: 1000mm. Weight, unloaded: 4000 grams (loaded magazine weighs 500
grams). Base price: Cr200 (loaded magazine: Cr20).

   Automatic Rifle (5500 grams loaded; Cr1020; TL 6): A highly refined and tuned
version of the rifle, capable of full automatic fire as well as semi-automatic
shots. Normally, the automatic rifle fires in bursts of four bullets for each
pull of the trigger. It may be switched to semi-automatic fire at the end of a
combat round, after all firing, in which case it is treated as a rifle until
switched back. Ammunition and magazines are identical to those used for the

   The automatic rifle is equipped with a sling (which allows the weapon to be
slung from the shoulder while carried in the ready to fire position), a bipod,
and a muzzle brake to steady the gun while firing.

   Some versions of the automatic rifle are available which use 100 round belts of
ammunition (not usable in rifles, however). Such belts cost the equivalent of six
loaded magazines and weigh 2500 grams. Reloading with a new belt requires three
combat rounds.

   Length: 1000mm. Weight, unloaded: 5000 grams (loaded magazine: 500 grams).
Base price: Cr1000.

   Shotgun (4500 grams loaded; Cr160; TL 5): The basic weapon for maximum,
shock effect without regard to accuracy. The shotgun has an 18mm diameter barrel
and fires shells containing either six 7mm bullets, or one hundred and thirty 3mm
pellets. In each case, the projectiles weigh a total of 30 grams. Velocity for
the projectiles is about 350 meters per second. There is either a cylindrical
magazine containing 10 rounds is under the barrel and parallel to it, or a box
magazine containing 6 rounds in a magazine well front or behind the grip;
cartridges are then fed automatically or via pump-action into the shotgun for firing.
Cylindrical magazines are reloaded like revolvers except they do not use pre-loaded
magazines, box magazines are reloaded like rifles. One shot is fired for each pull
of the trigger. Some are pump-action and while others are gas-operated semi-automatic
which may also have a pump-action for special purpose rounds or unreliable ammunition.

   Magazines are 200mm by 30mm and are quite clumsy to carry. Shotguns are equipped
with a sling for carrying.

   Length: 1000mm. Weight, unloaded: 3750 grams (loaded magazine: 750 grams).
Base price: Cr150 (loaded magazine: Cr10).

   Submachinegun (3000 grams loaded; Cr520; TL 5): A small automatic weapon
designed to fire pistol ammunition. Magazines holding 30 cartridges are inserted
into the weapon forward of the trigger guard or in the pistol grip, depending on the
design. The gun fires four rounds per pull of the trigger. Replacement of an empty
magazine requires one combat round.

   Submachinegun ammunition (but not magazines) is interchangeable with automatic
pistol ammunition.

   Most submachineguns are equipped with slings to allow ease of carrying.

Laser Carbine (8000 grams, including power pack; Cr3500; TL 8): A lightweight
version of the laser rifle, firing high energy bolts using current from a backpack
battery/power pack. The laser carbine fires a 2mm beam of energy, aimed by
integrated optic sights. The power pack is capable of producing 50 shots before it
requires recharging. Recharging requires at least eight hours connected to a high
energy source. The laser carbine is connected to the power pack by a heavy duty

   Length: 800mm. Weight of carbine: 5000 grams. Weight of power pack: 3000
grams. Base price: Cr2500 (extra power pack: Cr1000). Cost of recharge, at
commercial rates: Cr200.

   Laser Rifle (10 kilograms, including power pack; Cr 5000; TL9): The standard
high energy weapon, firing high energy bolts in the same manner as the laser
carbine. Heavier, the laser rifle is also capable of longer sustained action,
and is some-what sturdier. The power pack can provide 100 shots before recharging.
As in the laser carbine, the laser rifle is connected to the power pack by a
heavy duty cable.

   Power packs are not interchangeable between the two weapons, however.
Length: 1000mm. Weight of rifle: 6000 grams. Weight of power pack: 4000
grams. Base price: Cr3500 (extra power packs: Cr1500). Cost of recharge, at
commercial rates: Cr300.

   Accessories: The following special accessories are generally available
for the various weapons.

   Telescopic Sights (800 grams; Cr200; TL 6): High-quality telescopic sights for
attachment to rifles and carbines, for increasing their accuracy, especially at
longer ranges. A rifle equipped with such sights has a DM of +4 to hit at long
and very long ranges. Note that this DM is in addition to other allowed and
required DMs.

   Telescopic sights are delicate, however, and may be jarred out of alignment by
any violent action (such as being left untended in a moving truck, a close
explosion, or being dropped) on a throw of 7+. When the sights go out of adjustment,
the basic throw to hit should not be revealed to the firer, and he or she will
always miss.

   Electronic Sights (1500 grams; Cr2000; TL 9): Electronic sights with image
enhancement and low-light capabilities are available to provide the capability to
see and hit in the dark. Electronics are treated like telescopic sights for damage and
reliability, and function similarly.

   Silencer (600 grams; Cr200; TL 6): Devices are available which will
muffle or eliminate the sound of guns firing, but so far they have proven
practical only when applied to body pistols, some revolvers, and automatic pistols.
A silencer attaches to the muzzle of the pistol, increasing its total length,
and making it impossible to holster until the silencer is removed. Silencers
are not interchangeable; one must be pur-chased for each specific model of pistol

   Length: 100 to 300mm. Weight: 500 to 700 grams. Base price: Cr200

   Shoulder Stocks (1000 grams; Cr75; TL 5): It is possible to produce a shoulder
stock which may be attached temporarily to a pistol or revolver, resulting in a crude
carbine arrangement and some greater accuracy at longer ranger. The overall length
of the pistol is increased by the length of the stock, and the pistol cannot be
holstered. Attaching the stock (or detaching it) requires five combat rounds.
Length: 350mm. Weight: 1000 grams. Base price: Cr75.

   Folding Stocks (500 grams; Cr100; TL 6): Carbines, rifles, and shotguns can be
equipped with folding stocks which make it possible to reduce the overall length of
the weapon by 300mm.

   Weight: adds 500 grams to the weapon weight. Base price: Cr100

This message was last edited by the GM at 05:54, Wed 29 Feb 2012.

 GM, 24 posts
Wed 29 Feb 2012
at 06:20
Re: Gear and Equipment

 GM, 25 posts
Wed 29 Feb 2012
at 06:22
Re: Gear and Equipment

 GM, 26 posts
Wed 29 Feb 2012
at 06:23
Re: Gear and Equipment

 GM, 27 posts
Wed 29 Feb 2012
at 06:25
Re: Gear and Equipment

 GM, 127 posts
Fri 27 Apr 2012
at 10:44
Re: Gear and Equipment
Scout Hovercraft   (3 passengers, 100kg cargo):

Cargo Hovercraft   (4 passengers, 6000kg cargo)

Passenger Hovercraft   (16 passengers, 3000kg cargo)

 GM, 417 posts
Thu 1 Aug 2013
at 10:25
Re: Gear and Equipment
Empress Marava


This message was last edited by the GM at 02:00, Mon 09 Sept 2013.