Technology
Technology in known space is somewhat standardized after centuries of interaction, trading, and reverse engineering. This is not to say that the one culture or another does not master a certain technology but it means that if a type of technology is available to the public it will be available throughout civilized space. Holoprojectors are available to any household that can afford them, instant teleporters are not. This section will give a brief overview of the available technology, restrictions and availability.
The Possible
This section describes the technology found in known space now. It is not always easy to come by and may be tightly regulated but it is generally believed that it can be done.
Artificial Gravity
Artificial gravity has been attained for over 800 years and is achieved via a harnessing and direction of gravitons. This is used in everything from deck plating to in-system ship propulsion. Artificial gravity is used by all the members of the interstellar community.
Artificial Intelligence
Artificial intelligence, expert systems and advance robotics are used by most races. The exception are the Mog, who believe that thinking machines are an illusion, a mere trick of programming. The rest of known space uses them with varying degrees of restrictions, as outlined below.
No Weapons
Since the AI war, no weapons are allowed to be built into Class A sentient robots, which are self willed mobile AI. Base and ship AI may have weapons at their disposal, but they can be locked out by the captain or commander.
No Infiltration Measures
The pleasure industry still protests the RFW ban on the use of synthetic skin on AI. This ban does not extend to the use of holographic projectors to alter appearance and is used extensively by med AI. This is a direct result of the AI wars in the Second Millennium. An AI that is mobile must have only a metallic skin to allow for easy identification.
Cloning
Cloning is expensive but available. A copy of the mind of the person to be cloned is downloaded into storage. The body is then cloned, which takes 9-14 weeks. When it is mature the mind is downloaded into the new body. This procedure cannot legally be done on a natural born being but only with a cloned body. Cloning is used at times for rejection free organ harvesting. This is allowed under RFW law since the body is not considered a citizen until it has a mind.
Cloning costs nearly 4 million credits when performed in a licensed lab. A black market clone can run anywhere from 600,000 to 1.5 million credits.
Cybernetics
Cybernetics is not a popular technology in the realm of known space. Cloning technology is much more wide spread and preferred when it comes to replacing damaged body parts. However, cybernetics exist and are used, especially in poorer systems or those lacking cloning resources.
Cybernetic enhancements are also not commonly used, since the galactic culture is more directed to cloning technologies. It is not illegal to have cybernetic enhancements but on many worlds, licensing or permits are required. Some cultures will absolutely refuse cybernetics and the Gren are leaders in this. They cannot abide by some foreign object being imbedded in their body.
Direct Neuro-Simulators (DNS)
Direct Neuro-Simulation interrupts the signals between the brain and the senses. This can create very realistic simulations and is used for a number of purposes from training to entertainment. It is also possible to have virtual meetings in this manner, or to have multiple people play in the same game. Due to restraints of the interface it is not possible to alter the physical attributes of the participant. For instance, giving someone an extra arm causes sensory overload and makes the system crash. Changing purely appearance based attributes (blue hair instead of blond) works just fine.
Using this technology it is possible for a copy to be made of a biological's mind. This is done by mapping the chemical transmitters, neurons and general makeup of the brain, then storing it in crystal storage. The subject may not even be aware of the process during a shallow copy, but to get a deep copy sensor nodes must be attached to the skull. Deep reads include information deemed secret or core to a person's intellectual makeup (childhood experiences, traumatic events). A shallow copy only captures the most fundamental knowledge (name, age, occupation).
Deep reads are what are used for cloning. With a deep read it is possible to "reload" a person's mind into a new body. It is possible to add knowledge and even rewrite the person's memories, but it is prohibitively expensive. The average cost for a rewrite starts at 100 million credits for the simplest of implants and goes up from there. In addition, rewrites are illegal due to the high risk to the subject. Finally, the risk of permanent brain damage or psychosis is quite high. Approximately one in three subjects go insane. Due to the risks many of the worlds where cloning and DNS are available still forbid such operations.
Energy Sources
There are many power sources in use from fossil fuels to solar power to fusion to anti-matter reactors. The end use and cultural bias determine which source is preferred. Fusion comes in several forms and requires deuterium in order to sustain a reaction. It is the most common power source for small space applications and as a backup for matter anti-matter (MAM) reactors. MAM reactors are used for star ships, space stations, bases and some high energy use armor. Other forms of energy production are used for civilian purposes on planets. Solar power is sometimes used by space stations or other stationary bases that can make use of a nearby sun.
The Gren use a form of cold fusion due to their sensitivity to radiation. This cold fusion creates a very powerful chemical reaction, which is harnessed to burn slowly and provide a standard current. The Gren use this process throughout their equipment preferring it to fusion or even MAM reactors.
Faster Than Light Space Travel
Although all the races in known space have access to FTL travel, only three races developed FTL travel, the Haga, the Gren and the Andromedaens. The Haga's form of FTL is something of a mystery, although it is believed to be based on hyperspace theory. The Gren use a tunnelling concept to move in and out of hyperspace, allowing for somewhat better manipulation of navigation while decreasing speed. This form of FTL is sometimes called hyper-tunnelling.
The Andromedaens use the most popular drive, called a referential drive. It shifts the reference of the ship from real space into hyperspace. Once in hyperspace it maintains a reference (sometimes referred to as a hyper-thread) back to real space. The speed of the ship is in direct relation to how effectively the engines can maintain the reference to real space allowing the ship to shift farther into hyperspace. Once in hyperspace the ship's mass becomes less and less relevant allowing it to exceed the speed of light with little use of energy.
These drives are used for differing tasks and purposes, but the referential drive has been in use for much longer and is valued for its higher speed.
Genetics
Genetic manipulation is commonly used throughout the Nebuleos for treating inherited defects. In addition, it is used to create genetic constructs. These constructs are not as popular as robots since their cost is prohibitive. In addition, the interstellar community is still sensitive to the AI Insurrection and reluctant to make a biological version of the AI. The Haga have no such reservations and use genetic technology with great proficiency. Their genetic constructs are the envy of many a military organization and one of their most prized creations. The general public, though, consider them the most likely thing to destroy the Haga.
The common person will be used to genetically manipulated foods, treatments for congenital defects and the use of genetic science in every day applications. They would be concerned if they had to deal with a construct due to a perceived instability in its emotional makeup.
Holographic Projectors
The leaders in the field of holographic technology are the J'Hat-Itar. They have some of the most believable projectors available. They also produce a personal version, which can be worn as a light net over the body. It is important to remember that these projectors only change appearance and not physical attributes. A Dremin could look like a human but not fit through a small opening. Despite this holo projectors can be quite handy when the need arises to appear as someone else or create a false wall to hide behind.
There are no holo-chambers where virtual reality is brought to life. This is not so much a technical restriction as a lack of demand. Virtual reality is much more readily created (and more cheaply) with direct neuro-simulators, or DNS (described earlier in this chapter).
Information Processing
Computers in Nebuleon are based on fiber optics and crystal optics. Crystal storage is the brain child of the scientists of the Third Millennium, even though fiber optics and crystal processors were used in the earliest InterStar FTL ships. With crystal storage, terabytes are able to be stored and managed on a few cubic centimeters of crystal. Combined with the crystal processors this makes for incredibly fast computers.
The Toaffi are rumored to have created super computers able to perform googles of processes per micro-second, but it has yet to be seen if this is true. Processing on this magnitude would make an AI even more powerful.
Nanotechnology
Nanotechnology is a relatively new field and one that has a great deal of prejudice against it. This stems from the general perception that nanobots embrace both pathogens and artificial intelligence in one package. The truth of the matter is this technology is limited in its use. Buildings are not grown with it nor are worlds turned into sludge. Nanobots are highly effective in the medical sciences as treatments for viral and bacterial infections and diseases. They are also useful as alternatives to surgery by allowing a "work crew" to be assigned to the damaged area. By necessity of size, the nanobots have a very limited power source and are destroyed by the end of the procedure or shortly thereafter.
A more nefarious application for nanobots is as a means of assassination. Since the nanobots manufactured for medical purposes are easily degraded, they make the perfect murder weapon. Unfortunately, it also means they do not survive in open air and must be administered either orally or by injection. This limits their usefulness.
The final use for nanobots is in industry as constructors of fine circuitry or equally fine machines. These industrial nanobots have the most potential since a great deal of research is being put into developing their life span and industrial capabilities.
An ancient civilization called the Solarians were masters of nanotechnology and artifacts from their age have yielded some of the most sophisticated examples of this technology. Although study with such samples continues, the Solarians were so far beyond current technology that containment, much less study, is often impossible.
Stealth Technology
Stealth technology is not very advanced. Mostly this falls into the realm of fooling sensors or sensor deflection. There is little in the way of light bending technology but some holo projectors can be configured to create a chameleon effect, allowing someone to blend with the background.
Suspended Animation
Called by many names (cold sleep, hibernation, etc.), suspended animation (SA) is an ancient technology. Perfected by many races as early as the Second Millennium, it has grown to the point where one unit can support a variety of races. SA sustains the life functions of a creature indefinitely, or at least until the power fails.
Terra-forming
Terra-forming is when a world with an uninhabitable atmosphere is altered to Standard Atmosphere, which is defined as 1.2 atmospheres and containing 20-25% oxygen. This mix supports most life in known space. The tera-forming process usually takes oxygen trapped in some medium on a planet and releases it to create breathable atmosphere. It can take anywhere from ten to fifty years to complete the process and take up to 100 terra-forming processors. It is not a small undertaking but can be quite profitable for the entity that undertakes it.
The Improbable
This section deals with technology that has either been lost or is still in the experimental stage. Some alien artifacts are know to deal with these technologies but no current civilization has mastered them.
Cloaking Technology
It was rumored that the Gren possessed such technology at one time, but it seems doubtful in current times. Although some holo projectors can create the illusion of invisibility, the equipment to produce a sensor dampening field of the magnitude to hide an entire ship is unrealized. Many scientists from all sectors are researching this technology but the final product is still too bulky to be practical for use in ships.
Energy to Matter
Although simple raw materials have been produced in laboratory conditions, no practical application has yet been developed. The problem lies in the shear magnitude of computing power required to organize even small amounts of molecules. Combine this with the enormous energy requirements and this technology becomes less than economical. It is far easier and cheaper to bring supplies than create them from energy.
Instantaneous Interstellar Communication
The Thri-T'Kree had a communication method utilizing tachyons in a matrix formation. This technology is lost to the citizens of known space. It did exist, though, and that means it can exist again.
Organic Self Healing Equipment
This supposedly was one of the Thri-T'Kree technological advances. It is not currently available in known space, but it is rumored that there are megacorps working on this technology. Should such a breakthrough be made, the effects on the interstellar economies would be drastic. It is doubtful that such equipment would be released to the general public and would most likely be retained for military applications.
Personal Force Shields
Personal force shields are too power intensive to allow for a simple belt. Some heavy powered assault armors have enough energy to create a limited force shield, but it is nothing compared to the power of a base force shield.
Legend has it that individual societies had such items in the past, but no particular race is ever sited.
The Impossible
This sections deals with those technologies which have been lost, never developed or are considered outright impossible. Some of the technologies are present in alien artifacts but their secrets have not been revealed as of yet.
Reincarnation/Resurrection
Cloning can allow a continuation of a copy of a person, but that does not mean that person has all the memories up to their death. The subject will only remember events up to the time of the recording. However, if the dead person's head is properly preserved within six minutes of death, a copy of their memories can still be made.
Teleportation
Teleportation, or beamed matter transportation, is not possible. It has never been recorded as being successfully performed in spite of a great deal of research applied to producing the effect.
Modern Weapons
Some weapons are unavailable except through illegal means such as the black market or theft. Most weapons are the domain of police and military forces. Acquiring weapons should be role played out or explained in the character history. Such weapons should not be treated as "off the shelf" items. Firearms do not receive the STR bonus to damage.
Blasters Name Att Dam Clip SEU/Att Type Range Cost Series 10 BLASTER (C)Blasters use controlled fusion reaction focused by magnetic fields into a beam. 4 2d10 100 5 Pistol 40 m 100
Series 20 BLASTER 3 4d10 200 10 Rifle 180 m 200
Series 40 BLASTER (A) 2 7d10 400 20 Light Machine Gun 1000 m 550
Series 50 BLASTER (A) 1 2d10 HULL 600 50 Artillery 20 k 1000
Series 100 BLASTER 1 4d10 HULL - 375 Artillery 30000 k 1200
LASER RIFLE (C)Laser weapons create a beam of focused light capable of burning matter. 4 3d8 200 20 Rifle 800 m 165
LASER PISTOL(C) 5 2d12 200 10 Pistol 300 m 80
SONIC DISRUPTERThis weapon can be set to deliver stunning force instead of killing force. This weapon uses sound wave and will not work in a vacuum. 6 5d4 200 8 Pistol 200 m 65
W.A.R. IndustriesPhased Plasma Weapon (PPW)LVL1Phased plasma weapons use a magnetic "compression" chamber to convert a supply of hydrogen to create a beam of plasma. 3 5d10 200 25 Pistol 200 m 185
Phased Plasma Weapon (PPW) LVL2 1 8d10 200 40 Heavy Machine Gun 800 m 235
Phased Plasma (A) Weapon (PPW) RIFLE 2 5d10 200 24 Rifle 400 m 280
LASER CARBINE (A) 2 6d12 200 60 Light Machine Gun 2000 m 6000
ION DISINTEGRATORThis weapon can be set to deliver concussion force (see Concussion Damage on page 134) instead of killing force.Ion disintegrators use charged particles disrupt a creatures nervous system or disrupt cellular cohesion. 2 2d10 200 20 Pistol 300 m 100
(A) - Weapon can be set to automatic rate of fire, granting a +3 to hit but consuming twice the SEU.(C) - Weapon can be set to continuous fire, granting a +6 to hit but consuming three times the SEU.SEU - Salable Energy Unit - The common measure of power in known space.
Grenades
Name Damage Rnds/clip Burst Att Type Cost GRENADE RIFLE By Grenade 4/clip VAR. 4 Rifle 500 FRAG GRENADEChemical explosive wrapped in steel wire. 12d10 -- 20 m 1 Grenade 400 PHOSPHORUS GRENADEBurns with a bright, hot white phosphorous. Blind 1-6 RND10d10 -- 10 m 1 Grenade 100 TANGLER GRENADETangler grenades use elastic plasteel to entangle a target. Solvent can be used to free the target from the plasteel. Save vs CONEntangled 1-6 Turn -- 5 m 1 Grenade 150 TANGLER GRENADE Save vs STREntangled 1-4 Turn -- 5 m 1 Grenade 200 DOZE GRENADEUtilizes a chemical sleep agent. Save vs CONSleep 1-8 Turn -- 10 m 1 Grenade 80 SONIC DOZE GRENADEUses sound waves to induce unconsciousness. Save vs INTStun 1-6 Turn -- 15 m 1 Grenade 350 ANTIMATTER GRENADEUses anti electrons to cause a sub-atomic reaction. 11d20 -- 320 m 1 Grenade 1200 NUCLEAR GRENADEUses a nuclear reaction to cause an explosion. 8d20 -- 110 m 1 Grenade 1000 Grenades receive a +4 to hit due to blast radius. Grenades, and other weapons with blast radii, do damage to all areas of a target. Targeting is only needed when applied to vehicles, buildings, or other similarly sized objects.
Missiles
Name Damage Clip Att Type Range Cost ANTI-ARMOR H.E. 2d10 Hull Hand Held4PK 4 Missile 7000 m 2 KC MULTI-WARHEAD ANTI-PERS. 7d20 Hand Held3PK 1 Missile 750 m 25 KC MULTI-WARHEAD ANTI-PERS. 5d20 Hand Held2PK 1 Missile 2000 m 22 KC ANTI-AIRCRAFT HE 3d10 Hull Hand Held4PK 2 Missile 1000 m 18 KC ANTI-AIRCRAFT NUCLEAR 5d20 Hull Platform2PK 1 Missile Platform 1500 m 25 KC BALLISTIC MAMUses anti electrons to cause a sub-atomic reaction. 8d20 Hull Platform1PK 1 Missile Platform 20000 km 1.5MC SHOULDER LAUNCHED MAM 25d20 Hand Held2PK 1 Missile 4000 m 3 KC SONIC LONG RANGE MISSILE 5d10 Concussion Hand Held6PK 1 Missile 2000 m 12 KC SONIC SHORT RANGE MISSILE 6d10 Concussion Hand Held8PK 2 Missile 1000 m 1 KC LR SHIP TO SHIP MAM 12d20 Hull Assembly1-5 1 Missile Platform 150 Mm 2MC PLASMA TORPEDO 8d20 Hull Platform1-10 2 Missile Platform 100 Mm 1.8MC MINI PLASMA TORPEDO 4d20 Hull Platform2-20 4 Missile Platform 20 Mm 1MC H.E. ARMOR-PIERCING 6d10 Hull Hand Held8PK 2 Missile 500 m 500KC 1 Hull Point = 100 Fortitude PointMAM = Matter-Anti-MatterAll hand held missiles have a burst radius of 30 m except for platform missiles which have a radius of 1 km. This means that some missiles are meant to be fired from a protected location due to their range and blast radius.All missiles receive a +4 to hit due to blast radius.Anti-Armor and Armor Piercing will do x2 to hardened targets. This includes tanks, bunkers, ships and powered armor. They will only do 1/2 damage to personnel.
Ships Weapons
Name Damage SEU/Att Att Type Range Cost Series 200 BLASTER 3d20 Hull 775 1 Artillery 40 Mm 100 KC 4M PROJECTILE CANNON 5d20 Hull 1 1/2 Artillery 10 Mm 150 KC 88mm ANTI AIRCRAFT GUN 2d10 Hull 1 2 Artillery 40000 km 80 KC LIQUID THROWER CANNONUses high pressure liquid. 1d20 Hull 70/Container 2 Artillery 1000 km 120 KC LAZON ARMOR PIERC. PART.Uses focused sub-atomic particles.. 4d20 Hull 500 1 Artillery 50 Mm 90 KC PROTON CANNONUses focused protons focused via a negatively charged toroid. 8d20 Hull 700 1 Artillery 20 Mm 10 MC FUSION CANNONUses a controlled fusion reaction focused via a gravitational containment field. 15d20 Hull 800 1 Artillery 5 Mm 200 MC PHASED PLASMA CANNON 10d20 Hull X 2 Artillery 10 Mm 500 MC 1 Hull Point = 100 Fortitude PointModern Armor
Standard Armors Name Armor Factor Armor Mod. Type Cost Animal Skins 25 0 Leather 100 Normal Clothing 10 0 None 150 Vegi-Plac Shield
40 0 Shield 20 Tychromium Shield 100 0 Shield 40 Plasteel Shield 65 0 Shield 30 Vegi-Plac Armor
40 -2 Leather 200 Padded Foam Armor 50 -5 Leather 100 Civilian Mesh Jumper
20 0 None 150 Military Mesh Fatigues
30 0 Linked 400 Scale Armor 40 -4 Linked 400 Banded Armor 50 -6 Linked 500 Steel Plate Armor 65 -8 Plate 600 Plastic Armors Plastic Plate Armor 50 -2 Plate 500 Plasteel Plate Armor 65 -4 Plate 600 Tank Pilot Armor CLS A (Comp Jack, Comm Set, Electronocs, MFD, Ballistics Computer (+4 To Hit and To Damage)) Sentec- 41A
Although designated a Tank Pilot armor it is in fact used by pilots of all types. 75 -3 Linked 2000Medic Light Armor CLS A (Comm Set, Electronocs, MFD, Mini- Med Computer, MedKit (+20 to field surgery and first aid), and an molecular analyzer)
MIRCA-844The MIRCA-844T is a tech armor that has a tech kit instead of a med kit. 40 0 Linked 5000 Medic Medium Armor CLS B (Comm Set, Electronocs, MFD, Mini- Med Computer, MedKit (+10 to field surgery and first aid), Combat Knife)OS-2088The OS-2089 is a tech armor that has a tech kit instead of a med kit. 60 -3 Linked 4000 Pilot Armor CLS A (Comp Jack, Comm Set, Para-glider, MFD)HW-910 40 -2 Linked 4500 Scout Armor CLS A (L.R. Tight Beam Comm Set, MFD, Light Intensifier and Infra-red Scopes, Electronocs, 100 m cord and hoist, Senacron)Menciun-2108 50 -1 Linked 6000Scout Armor CLS B (Tight Beam Comm Set, MFD, Light Intensifier Scope, Electronocs, Senacron, Long Range Jump Jets)
W.A.R.-111 PURSUIT 75 -2 Linked 8000 Combat Armor CLS A (L.I. and I.R. Scopes, MFD, Senacron, Targeting Computer(+ 2 To Hit and To Damage), Comm Set, One 20 grenade/missile launcher pod)W.A.R.-211 100 body125 helmet -4 Plate 10kCombat Armor CLS B (L.I. and I.R. Scopes, MFD, Senacron, Targeting Computer(+ 1 To Hit and To Damage), Comm Set)
W.A.R.-610 125 body150 helmet -5 Plate 7500 Hardened Vac SuitSelf propulsion thrusters, electronocs, 100 hours of life support, 2 days of food and waterW.A.R. - 1020 60 -2 Vac Suit 12000 Vac Suit4 days of food and water, 200 hours of life support, electronocs, Comm unitOmegaStar Protector-21 10 -4 Vac Suit 8000 Environment Suit150 hours life support, 1 day of waterMenciun Enden Corr - EPS-2201 10 0 Vac Suit 1100
Powered Assault Armor Description Man. Armor Factor Defense Modifier Type Cost Skret Powered Assault Armor FPA - 2 Artemis 200 - 6 Powered 800,000 (L.I. and I.R. Scopes, MFD, Senacron, Targeting Computer (+4 To Hit and To Damage),
2 - A. C. 34mm MAG. SLUG THROWER 20 rnd clip,On-board Combat Computer1 Enden Cor Mekka HAP-13 Ajax 250 -5 Powered 950,000 Targeting Computer (+4 To Hit and To Damage),
1 - A. C. 34mm MAG. SLUG THROWER 20 rnd clip,1- MENCIUN CORP. GL-880 GRENADE RIFLE 10 round capacity,On-board Combat Computer1 Heavy Powered Assault Armors Raven Heavy Assault Armor SP-4 W.A.R. 400 -8 Powered 8,500,000 Available SEU: 1400 SEU battery
weight: 800 kgHeight/Width: 3.0 m/2.2 mTargeting Computer (+8 To Hit and To Damage),2 - W.A.R Ind. B1233 HEAVY SUPPRESSOR Series 40 BLASTER,1- MENCIUN CORP. GL-880 GRENADE RIFLE 10 rd. capacity,1 - W.A.R. MWSR-2121 GROWLER / GRD. TO GRD MULTI-WARHEAD ANTI-PERS. 4 rd. pod, 2 - Combat Knives (arms), On-board Combat Computer1, 300 HP Shield Generator (200 SEU to regenerate), +6 to STR Vindicator Heavy Assault Armor GP-28 W.A.R. 500 -9 Powered 10,000,000 Available SEU: 2000 SEU battery
weight: 1.2 MTHeight/Width: 3.4 m/2.5 mTargeting Computer (+6 To Hit and To Damage),2 - W.A.R. Ind. B1255 ANTI-SHIP GUN Series 50 BLASTER, 1 - W.A.R. PH-1412 PHOENIX HAWK ANTI-ARMOR HIGH EXPLOSIVE 8 rd. pod, 2 - Combat Knives (arms), On-board Combat Computer1,300 HP Shield Generator (400 SEU to regenerate), +8 STRModern armor covers a number of different types of armor from simple animal skins to advanced powered armors. Although some armors have built in functions, this does not make that armor powered. Powered armors have servos to assist the user in moving the heavy impact armor. Powered armors also have their own power plants, as opposed to plate armors which either have no power or merely battery power.
The amount of areas that shields cover are as follows: Bracers will cover two areas as long as the character's arms are free; a buckler will cover one area if one arm is free; small shields will cover three connecting areas; and a large shield covers five connecting areas.
The armor modifier represents the effect of large, bulky armor on defense stat. Plate mail offers incredible protection but slows a person down, making them easier to hit. A character's strength score, as well as specializing in the specific armor, can be used to offset these minuses to defense stat due to heavy armors.
Note: Armors may be mixed and matched according to the character's tastes. However, if a character has no skill in an armor, then the armor modifier is doubled with a minimum of -2. If a character layers armors, then armor modifiers for each armor are doubled and added with a minimum of -2 for each armor. When armors are mixed, then the modifier of the armor worn in more than 5 areas is applied. If both armors cover five areas then the greater of the two is taken. Mixing armor cannot be done with powered armors since they are assembled as a system.
Archaic Weapons
Weapons of past ages are not always the easiest to acquire. In many cases, a non-weapon must be substituted to make due. A combat knife might be used as a dagger, or a wood axe could become a battle axe. Much of this depends on the locale and availability of a craftsman. Different societies have different types of archaic weapons, but most will fall into the following categories. Crossbows do not receive the STR bonus to damage.
Blades (Edged Weapons) Weapon Damage Attacks Range Weight Type Cost Axe 3d6 2 1 m 2 kg Axe 50 Bardiche, Halberd 6d12 2 2.5 m 7 kg Axe 100 Battle Axe 3d12 2 1 m 5 kg Axe 70 Broad Sword 3d10 2 1 m 3 kg Sword 150 Dagger/Combat Knife 1d8 4 .5 m .5 kg Knife 30 Hatchet 1d10 3 .5 m 1 kg Axe 45 Knife 1d6 4 .5 m .5 kg Knife 20 Long Sword 3d8 2 1 m 2 kg Sword 140 Machete 1d8 3 1 m 1 kg Sword 25 Short Sword 2d10 3 1 m 1.5 kg Sword 30 Scimitar 3d8 2 1 m 2 kg Sword 110 Two-Handed Sword 5d10 2 2 m 4 kg Sword 200
Hammer & Clubs (Blunt Weapons) Weapon Damage Attacks Range Weight Type Cost Club 1d10 3 1 m 2 kg Bludgeon 5 Flail 1d20 3 1.5 m 2 kg Bludgeon 45 Hammer 1d6 2 1 m 4 kg Bludgeon 30 Lucern Hammer 1d8 2 2 m 6.5 kg Bludgeon 80 Mace 3d12 2 1.5 m 4.5 kg Bludgeon 60 Morning Star 3d12 2 1.5 m 3.5 kg Bludgeon 100 Staff 1d10 3 2 m 2 kg Staff 10 Shod Staff 3d10 2 2 m 2.5 kg Staff 20 Whip 1d6 2 3-4 m 1 kg Whip 35
Bows & Spears (Piercing Weapons) Weapon Damage Attacks Range Weight Type Cost Awl Pike 1d6 1 4 m 7 kg Staff 40 Darts 1d6 4 3 m/pt STR 200 g Dart 3 Hand Crossbow See Ammo 2 100 m 1 kg Bow 80 Heavy Crossbow See Ammo 1/2 250 m 4 kg Bow 350 Light Crossbow See Ammo 1 160 m 1.5 kg Bow 190 Long Bow See Ammo 2 240 m 1 kg Bow 140 Short Bow See Ammo 3 150 m .5 kg Bow 70 Sling See Ammo 2 160 m 200 g Sling 25 Spear 2d10 1 or 2 5 m/pt STR 1 kg Staff 10Ammunition for bows determines the amount of damage and each has different attributes. Some of these are additional damage vs flesh or armor.
For a detailed description of Weapon Proficiencies please refer to (WEAPON PROFICIENCIES on page 61).
Ammunition Ammunition Dmg Notes Weight Cost Short Bow .5 kg/20 Field Tip x2 against armor, 1/2 against flesh 10 Broad Head x2 against flesh, 1/2 against armor 30 Barbed Broad Head same as above, 1d8 removal dmg. 60 Leaf Head Standard Arrow. 100 Long Bow .5 kg/20 Field Tip x2 against armor, 1/2 against flesh 10 Broad Head x2 against flesh, 1/2 against armor 30 Barbed Broad Head same as above, 1d8 removal dmg. 60 Leaf Head Standard Arrow. 100 Hand Crossbow .5 kg/20 Field Tip x2 against armor, 1/2 against flesh 10 Broad Head x2 against flesh, 1/2 against armor 30 Barbed Broad Head same as above, 1d8 removal dmg. 60 Leaf Head Standard Arrow. 100 Light Crossbow .5 kg/20 Field Tip x2 against armor, 1/2 against flesh 10 Broad Head x2 against flesh, 1/2 against armor 30 Barbed Broad Head same as above, 1d8 removal dmg. 60 Leaf Head Standard Arrow. 100 Heavy Crossbow .5 kg/20 Field Tip x2 against armor, 1/2 against flesh 10 Broad Head x2 against flesh, 1/2 against armor 30 Barbed Broad Head same as above, 1d8 removal dmg. 60 Leaf Head Standard Arrow. 100 Sling Bullets Stone Bullets Standard Stones .1 kg/20 3 Iron Bullets Iron Pellets .3 kg/20 8 Hollow Clay Bullets Hollow clay bullets for delivering poison or other liquids. .5 kg/20 10 Projectile Ammo Pistol Standard .5 kg/100 80 Sabot x2 against armor, 1/2 against flesh 250 Explosive x2 against flesh, 1/2 against armor 300 Rifle .5 kg/50 120 Sabot x2 against armor, 1/2 against flesh 350 Explosive x2 against flesh, 1/2 against armor 500 Radium Rounds Radium Sabot .8 kg/30 800 Argon Pistol Rounds Argon Plasma Converting rounds 1 kg/30 1200Money in Known Space
There are many different types of money throughout known space. The three most common, in order of decreasing value, are the ACG solar, the ITO credit and the RFW scrip. The solar is broken down in factors of 8 demi-solar and the demi-solar into 8 stars. Credits are broken down into units of 10 called deci-creds, and each deci-cred is made up of 10 centi-creds. Scrip is broken down in decimals so that one would refer to .37 scrip, for example.
Money comes in several forms in known space. The first is cash. Many worlds have discussed getting rid of cash, based on arguments ranging from sanitary issues to reduction of crime, but the truth is it will never happen. The need for untraceable transactions is too high. Even legal transactions are often private matters and therefore cash exists. The most common form of cash is small plasteel disks. The issuer and denomination are stamped right on the surface. Another form of cash is nearly indestructible plastic filament. It has a holograph imprinted on it along with the denomination.
The second form of money is contained in a Personal Data Stick (PDS). A PDS contains all necessary information for an individual, including electronic cash. All vendors have readers, and individuals may swap amounts of money by touching their end of the PDS with the vendor's.
Finally, money is kept on account, and transfers are verified by DNA. All that is required is a thumb imprint and a small sample of skin taken during the imprint. The amount is then verified as available and transferred to the waiting party. This function can be done using a senacron with a Security SCIM.
Although the individual exchange rates change slightly from location to location and over time, some suggested conversion rates are as follows.
Base Currency Converted amount 1 Solar 2 Credits 1 Solar 10 Scrip 1 Credit 5 Scrip 1 Scrip 7 Stars or 2 deci-credsPlayers are encouraged to develop their own backgrounds, especially where money is concerned. This helps to flesh the character out and outline starting resources. However, it is not always easy to do, so a table has been provided to generate starting wealth.
d100 Starting Wealth 1-50 5d20 Credits 51-70 2d100 Credits 71-85 5d100 Credits 86-95 d100 x 10 Credits 96-100 d100 x 100 CreditsPlayers may decide that the amount of money is wrong for their character and take less. If more would be appropriate, it should be discussed as part of the story with the GM.
Wealth
Wealth in the Nebuleos is a relative concept but the following items are generally accepted in the interstellar economy as being valuable. These are treasures that might be found in the normal course of a campaign. Treasure takes many forms but there are many things that are worth cash due to the inability of science to duplicate the effect. Some are difficult to find technology.
Quick Heal Drugs
Many variations exist for these kinds of drugs. They will heal as little as 1d10 or much as 5d10 FP. Side effects include fatigue requiring the subject to rest for 1 minute for every 10 FP healed. Some people can become addicted to these drugs, although that is rare.
Fire Crystals
The fire crystals of Jasper in the Attertria system glow with a bioluminescence that scientist have yet to be able to duplicate. Normally a deep red light emanates from these stones, but they change color if a sentient being touches them. They work differently for different races and turn black in the hands of an AI. The stone's value differs based on size and perfection of the stone. Stones are generally large and start at 1 carat. The price is roughly 4000 credits for a 1 carat stone up to 200,000 credits for a 20 carat flawless stone. Exact price can be determined by the Appraisal skill.
Edika Water
This liquid is not actually water but does appear like a light blue transparent liquid. Edika was a Toaffi botanist who discovered a plant that had curative properties for the condition that all races fear, old age. One dose, approximately 20 deciliters, will render the body 10 years younger and extend life by up to 5 years. This is accomplished by the harvesting of the secretions of the Edika plant. A native of the Spice system planet Kovia, it has resisted any attempt to transplant it to any other world. In fact, it does not flourish well even on Kovia, leading some biologists to believe it is not native there either. Whatever the source, the Edika plant exudes its complex bio-chemical at an excruciatingly slow rate of 40 deciliters per year. All attempts to duplicate the formula in a lab have failed. One dose can go for as much as 80,000 credits.
Temper Tea
Valued as an entertainment drug, this tea has an amphetamine effect on most races in the Nebuleos. It is not addictive but will impact energy and alertness for up to 24 hours. It is often used at the more wild parties the mog might throw. It costs 130 credits per gram and it takes up to 50 grams (6500 credits) for one dose. It has a slightly bitter taste that is generally covered with sugar. It is native to the Tea and Spice systems.
DNS Control Net
A DNS control net (see Direct Neuro-Simulators (DNS) on page 72) is a meeting place or shared network space for people using the DNS console. These are not so much illegal as they are heavily regulated. If a person were able to get their hands on such a piece of technology then they could sell it on the black market for at least 50,000 per console it could support. Control Nets are rated by the number of consoles (and thus the number of people) it can host. These are used by the wealthy for all manner of indulgence and by back alley Net Houses as virtual panderers. There is risk but an average Control Net can host 10 consoles at one time.
Raw Materials
Minerals and metals still have considerable worth in known space. It is true that some materials can be synthesized, but it does not mean that it can be synthesized inexpensively. Gold, platinum, rubies, diamonds and the like still fetch a price at the jewelers. Gems tend to be easier to replicate than metals and therefore are worth less. Of course, all prices are based on purity and lack of flaws. Prices also vary from system to system depending on demand and local supply.
Material Worth Biderium 4 credits per gram Diamond 600 per carat Gold 1 credit per gram Platinum 3 credits per gram Ruby 400 credits per carat Sapphire 800 credits per carat Silver .25 credits per gram Thados 8 credits per gramThados is a base element needed for the production of Tychromium, a ceramic composite used in the construction of all manner of durable good. It is used in place of steel and is lighter and stronger than titanium. Biderium is a crystal additive for the growth of Crystal Information Modules (see Information Processing on page 74). Biderium is not required for the C.I.S. technology to work but it has been found to enhance storage and performance of crystals grown using a biderium seed.
Examples of Lost Technology
These examples are of advanced and alien origin. They should be considered extraordinary finds. Lesser versions of these items may be found at times. Any attempts to reverse engineer these items may lead to horrible accidents (i.e. booby traps) or destruction of the items (i.e. ignorant of how it works). There are many sources for the "Lost" technology. The Solarian civilization, named for the stylized sun which adorns all their artifacts, died out over 4000 years ago due to a cataclysmic event that is still unknown. A second source for alien artifacts are the Thri-T'kree that invaded known space about 3000 years ago. They died out due to environmental sensitivity. Another source for "Lost" technology is the civilizations in known space. There have been two major dark ages were many of the technological advances of past eras have been lost to the Interregnum.
Cloaking Web
This is meant to be worn over armor or clothing. It creates a sensor scrambling field which causes anyone attempting to detect them with sensors to roll a Sensor Operations check at a -40. In addition, it gives a +4 to defense when activated. It may be activated for 1 hour of operation before it needs to be recharged. A skill check against Armor Technology at -20 must be made to connect it to standard power recharger.
Matter Transporter
This is a point to point matter transporter contained in two 20 kg disks. It transports matter from one disk to another. It must be connected to an external power source. It draws 2000 SEU per transport and there is a 5% chance of failure, resulting in death or the non-materialization of the item. This chance must be rolled every time the device is used. As the device is used it slowly goes out of adjustment, requiring a successful Electronics Technology check at -30 to readjust it. For every 10 uses the chance for a malfunction goes up 1%. For example, 10 uses would be a 6% chance for malfunction, 20 would be 7%. The readjustment process requires 1 day.
Self Guiding Skill Implant
This is a device approximately 25 cm in length, 1 cm thick, with a silver sheen. When placed at the base of the neck it bores its way into the brain. During the process it secretes anesthetic and a quick healing medication. There is some pain but at the end the user obtains 3-7 new skill levels. The GM may grant either additional skill levels to existing skills or a pre-existing array of skills such as an alien language.
Personal Force Shield
Personal force shields come in a number of different forms, from light webbing that is able to be worn over or under clothing and armor to belts or wrist bands. The Thri-T'Kree technology usually used the webbing. These shields protect the wearer for 100-600 points of damage, then need to be repaired by either an Armor Technology skill made by 30 or an Electronics Technology made by 20. Once repaired and charged with 200 SEU, the force shield will operate again.
Regeneration Drugs
These drugs need to be kept in a pure oxygen atmosphere at 0 degrees celsius until they are ready to be used. Once administered to a patient who has lost a limb, the limb will begin to regrow. It takes 3-12 days to regrow but after it has the patient will be able to get up and go about their business with just one day's rest. During the regrowth process the patient will be unable to move or do any work.
Solar Nano-enhancers
This technology is the product of an ancient civilization known only as the Solar, named for the solar disk emblem that adorns all their artifacts. The nano-enhancers add 1 - 4 points to one physical or mental stat at any one time. They can work together to raise different statistics, but never the same statistic. So, if someone uses a set of nano-enhancers to raise STR by 4, then uses another designed to raise STR by 1, the end result is a STR increase of 4. Solar nano-enhancers are rated 1 to 4 and can be sold for 300,000 per rating. For example, a rating 2 nano-enhancer sells for 600,000 credits.
General Equipment
This section deals with basic equipment. All costs are in ITO Credits. This is meant as a guide to allow the estimation of the cost of items not listed in the following table.
General Equipment Item Weight Cost 1 average meal -- 12 1 poor meal -- 6 1 rich meal -- 30 1 week rich food -- 100 1 week staples -- 50 Ale 4 lt 3 Backpack, plastic frame 2 kg 30 (1) Backpack, steel frame 4 kg 20 (1) Batteries (100 SEU) 200 g 50 Battle Drug - JPL-4 10cc 250 (10) Battle Drug - Menciun H-4 5cc 400 (10) Battle Drug - OS-44 20 cc 500 (10) Beer 4 lt 6 Belt 200 g 15 Bicycle 5 kg 60 Boat, small 1000 kg 800 Boots 400 g 60 Boots, leather moccasin 300 g 40 Brandy 1 lt 30 Brimmed hat 150 g 25 Camera 1 kg 200 Candy 20 pces 1 Cap 100 g 10 Captain hat 200 g 35 Cart 500 kg 400 Clock 400 g 130 Coat, dress 900 g 220 Coat, fur lined 1 kg 300 Communications Unit 400 g 450 (6) Dress, gown 1 kg 250 Dress, work 900 g 70 Electronocs 600 g 550 (7) Explosive, Durex DT-3301 100 g 2000 (14) Explosive, Forite 500 g 3000 (14) Explosive, Hruronat 300 g 4000 (14) Flashlight 500 g 45 (4) Grapple 500 g 40 (3) Ground Vehicle 1000 kg 8 k Hook 200 g 20 (3) Kit, Locksmith's 3 kg 450 (5) Kit, Mechanic's 3 kg 600 (5) Kit, Medical 3 kg 2000 (5) Kit, Technician's 3 kg 900 (5) Lantern oil 1 lt 30 Lantern, bull's-eye 1 kg 60 (4) Lantern, normal 800 g 40 (4) Large flask 500 g 100 Large pouch 400 g 25 (1) Lighter 200 g 25 Multi-Function Display 600 g 1200 (11) Pack, Battery 1 kg 200 (1) Poison 1 dose 200 (13) Pouch, small 100 g 10 (1) Recreational Drug - Fridah 1 lt 50 (12) Recreational Drug - Taoman 8 doses 120 (12) Recreational Drug - Uda 5 doses 150 (12) Rope, cord 10 m 500 g 100 (2) Rope, Plasteel 10 m 800 g 300 (2) Rucksack 500 g 120 (1) S.C.I.M. stick 100 g 1000 (8) Salable Energy Unit 2 SEU 1 Sandals 300 g 25 Senacron 600 g 1800 (8) Sensor Scram 350 g 13 K (8) Shirt 400 g 40 Shoes, leather 600 g 30 Shoes, leather moccasin 400 g 20 Skin, small 500 g 80 Small Flask 400 g 60 Tangler Grenade Solvent 1 lt 200 Targeting Computer 100 g 1000 (9) Tent, one person 1.5 kg 400 Tent, two-six people 3 kg 600 Torch 500 g 15 (4) Trousers 500 g 50 Vector Thrust Vehicle(4 passenger) 1500 kg 20 k Vest 100 g 20 Wallet 500 g 50 (1) Watered wine 4 lt 60 Whiskey 1 lt 70a na Wine 4 lt 120(1) The amount that each item is able to hold.
Type Factor of Weight Steel frame backpack 0.5 Plastic frame backpack 0.25 Rucksack 1 Wallet 1 Small pouch 1 Medium pouch 1 Large pouch 1 Battery Pack --These weight adjustments for the preceding packs apply to those items carried within. If you place a one person tent in a steel frame backpack, instead of weighing 1.5 kg the tent would only weigh (1.5 *0.5) = 0.75 kg. The backpack can still only hold what would be reasonable, so you may not place a vector thrust vehicle in such a pack.
Battery packs store 1000 SEU and vary in size. For every 300 credits spent the SEU stored increases by 500 with a maximum of 3000. This pack can be worn on the back but is often worn across the small of the back.
(2) The amount of dead weight that each type of rope will hold.
Plasteel Rope 10 m 1000 kg Cord Rope 10 m 250 kg(3) The chance that one will be able to grapple.
Hook 50% + 5% for each point of dex above 16 Grapple 75% + 7% for each point of dex above 16However, these percentages are subject to the referee's adjustments for conditions, environment, etc.
(4) The following are the radii which each device will illuminate.
Light Source Radius Illuminated Normal lantern 8 m Bull's-eye lantern 12 m Torch 3 m Flashlight 20 m beam(5) Kits vary in complexity and capabilities depending on the need and situation. The simplest is a type A kit which is a small bundle that can be attached to a belt. Type E kits tend to be mobile facilities, sometimes self propelled.
The cost and weight of a kit doubles each time the type increases.
Kit Bonuses Weight Cost Type A + 0 x1 x1 Type B + 10 x2 x2 Type C + 20 x4 x4 Type D + 30 x8 x8 Type E + 40 x16 x16
(6) Comm Units are very common items in known space. They automatically connect to local communications networks allowing global communication on the space faring worlds. Individual units may vary but the broad statistics for the devices are here.
Function Detail Range 50000 km Battery life 1000 hour Bands 358 standard channels Encryption 2000 rotating cipher keys Interface voice, holoprojector, Universal interdevice connector
Comm Units can be linked with a number of different devices through their UIDC assuming the device is a standard interstellar device. Local technology may be inferior or superior to the unit but will most likely have its own communication protocols. This means that an Electronics Technology skill roll must be made to connect the device. If failed, it may be tried again but will require time. How much time is up to the Game Master.
(7) Electronocs are an electronic version of optical binoculars. They use a microcomputer to enhance viewed images, allowing a number of filters to be applied such as infrared, low light and various forms of radiation. Electronocs also perform mundane tasks of range finding, global positioning of targets and painting targets.
(8) Senacrons are a multipurpose tool. They primarily act as a small hand sensor, a hand computer and an audio-visual display. The senacron has a series of holoprojectors and sensors that allow the senacron to read hand movements, resulting in a holo-touch screen. This allows entry of information and the ability to navigate via a holo-interface. The senacron will interface with a MFD for more detailed holographic displays.The senacron may also perform a number of different functions via a modular upgrade called Skill Crystal Information Management (SCIM) sticks. A senacron may hold up to three SCIM sticks at one time. SCIM sticks come in a number of different functions and allow sensory information to be analyzed. The SCIM sticks come in the following disciplines.
Physics Chemical Weapons Tech Armor Tech Structural Ship's Tech Medical Environmental SecuritySensor Scrams are devices ranging in size from 350g to 3 kg. They are used to block sensor probe from senacrons and even ship sensors. They have a limited area of effect that increases with size and expense.
Class Sensor Ops Modifier Area Size Cost A -30 1m 350 g 10k B -50 3m 700 g 20k C -70 6m 1 kg 40k D -90 10m 2 kg 80k E -110 30m 3 kg 160kThe Sensor Ops Modifier column in the table above is applied against the Sensor Operations skill of the person trying to eavesdrop, scan or in other ways record the conversation. This applies to devices that people within the field operate as well.
(9) Targeting computers work with any firearm. A small display is either fitted directly to the optic nerve, onto a headset or into a helmet and is connected to a ballistics computer. The price for this device varies depending on the sophistication of the unit. The modifier applies to both to hit and to damage.
Modifier +th/td Cost +1 1000 credits +2 3000 credits +3 7000 credits +4 11000 credits +5 22000 credits +6 44000 credits(10) Battle Drugs are illegal outside of the military and even the Mog follow this practice. Even in the military they are strictly regulated since they are highly addictive.
Each time a person takes a battle drug, they must make a save vs WIL - the number of times the drug has been taken before. For example, if someone took a battle drug for the first time then it is a simple save vs WIL. The second time it would be a save vs WIL - 1. If the imbiber fails, then they become addicted. The following table outlines addiction effects.
Battle Drug Effect JPL-4 +4 to STR, +3 AGL, +6 CON, +3 DEX. Lasts 8 hours. Menciun H-4 Double FP to all areas, ignore pain meaning no save vs WIL to remain conscious when FP drop below 0, + 5 to DEX. Lasts 24 hours. OS-44 Eliminates fear responses, +4 to STR, +5 to AGL, grants Low Light vision, 1 extra action in a round. Lasts 4 hours.
Battle Drug Redosing Period Effect JPL-4 every day Unceasing cravings drive the user back to this drug. If they are kept from it for 1 week the cravings will decrease and fade over a 12 week period. For the first week the user will be bedridden and suffer from alternating fever and chills. There is no chemical treatment for this drug. Menciun H-4 weekly If the addicted does not receive a weekly dose they will die within 1-4 weeks. This addiction is physical and can be treated with a substitute. Prolonged use causes loss of feeling to extremities. Imbiber loses 1 point of AGL per month used until AGL reaches 0 and the imbiber is rendered paralyzed. OS-44 During stress More and more of this drug is required as the user builds a resistance to it. During times of stress, the user must make a save vs WIL or succumb to the need to take another dose. This is not limited to combat but can occur at any time for any type of stress. If the user is not allowed to take the drug then they become comatose until administered the drug. There is no known cure.Battle drugs are engineered to work on all known races except for Dras. The effects may vary slightly but not enough to notice. In some cases, versions especially engineered for a certain race will be produced.
(11) Multi-Function Display (MFD) fits on the wrist of most races and is used for translation, local time tracking, personal identification, and personal data management. It has the same kind of holographic display as the senacron but with a much more sophisticated scope and is used to display information. The MFD is usually voice activated and can be linked to a number of other devices including the senacron and Comm Unit. Translation is limited to the races of known space and it has no capability to extrapolate languages.(12) Recreational drugs are produced mostly by the Mog and are engineered much the same way as battle drugs to work across races. They are produced in pharmaceutical factories to high standards. Cheap street versions are available but hardly ever used due to poorer quality.
Drug Effect Fridah Fridah is a traditional herbal brew of the Mog. It causes a slowing of reaction time, euphoria and mild hallucinations. It is typically drunk in large cups, but it is unusual for someone to make it to the end of a second cup without falling asleep. It has a pleasant lemon taste and is commonly served iced. Taoman Taoman is a derivative of a Gren psi drug. It was used to go on spirit journeys by ancient Gren mystics. The drug normally lasts 4 - 8 hours and causes hallucinations and euphoria. For the duration of the drug the user will have a +3 to PIE and a -8 to AGL and WIS. Uda Uda is a variation on an ancient Dremin battle drug but synthesized at a much less powerful level. The effects last 12 hours and include a higher level of confidence, a sense of superiority and invulnerability. For the duration of the dosage, the user will have a +2 to WIL and a -6 to WIS. Uda can be habit forming especially among humans and Baleks.Most recreational drugs are only addictive in those prone to such behavior. None of them is physically addictive, and the Mog, as a primary supplier of such drugs, would not produce one that is.
(13)Poisons cause varying effects, including unconsciousness, sickness, insanity and, of course, death. It is left to the discretion of the GM what the effect will be and whether there is a chance for someone to save. For instance, most poisons that a person would save against will leave them very ill for a period of time. A save might be allowed if the dosage is important to the effect. Too much and the victim becomes sick, but too little and the effect is not total. An individual poison has a base modifier, usually 0. The poisoner needs to make a check vs their Poison Skill. The level of the skill is then added to the poison's base modifier. In the case of someone with four skill levels in Poisons the target would need to make a save vs CON - 4. All poison saves are made vs CON. If the poisoner does not make their Poison Skill check, then the target will detect the poison or the poison will have no effect.
(14) Explosives come in a number of forms and are fairly specialized. The three most commonly used explosives are listed here.
Explosive Damage Durex DT-3301 1 Hull Point/100 g Forite 3 Hull Points/100 g Hruronat 6 Hull Points/100 gDurex is a compound used in the mining industry. It is not as powerful as many explosives in use but it is extremely stable. It has the consistency of putty and is slightly adhesive. It will explode only with an electronic charge.
Forite was developed by Kiran asteroid miners. It is specially designed to explode in the vacuum of space. It uses a plasma detonator as a trigger. Forite is normally transported in a binary liquid. When combined it becomes a foam which can be applied to blast through a shaped area.
Hruronat is used in the construction industry and by the military as a high explosive. It is stored normally at a temperature of zero degrees celsius. If it rises above that temperature, it becomes unstable and has a 20% chance of exploding if jarred. It is normally in a putty form and is detonated with an electronic charge. Fire will also detonate Hruronat.
Tamping with a successful Explosives Skill check will double the damage done by an explosive. Plasma Detonators cost 100 credits and inflict 50 Fortitude points. One Hull Point equals 100 FP. An Explosives Skill check is required to set the explosives.
Vehicles
Vehicles refer to a number of different types of transportation in Nebuleon. Most are powered by fusion engines, while some of the most advanced star ships are powered by matter anti-matter (MAM) reactors.
Personal vehicles are a rarity, so most people use mass transit. To that end most vehicles are designed for specific purposes, functions and needs.
In Nebuleon vehicles are a means of transport and occasionally get shot at. If someone wants to use their vehicle to stop another vehicle, they simply make a contested roll vs their Piloting skill. If the attacker rolls under his Piloting skill by more then the opponent, then he has successfully run that vehicle off the road or disabled it. Smaller vehicles have more difficulty disabling large vehicles (GM determines minuses to Piloting skill rolls).
Boarding a star ship can only be done if the attacking pilot makes a contested Piloting skill roll vs. the defending pilot.
Combat against another vehicle is conducted much the same as combat between individuals. Pilots roll initiative with no modifiers. Then weapons fire is exchanged or actions are performed by initiative. To hit a vehicle, one must roll a d20 and roll above the target vehicle's defense. Damage is applied to any protective shield, then a specific armor area, then to the structure.
If attacking the passengers in the vehicle, the shooter must make a Targeting roll at -40. The target will only take 1/2 damage, though, due to the protection provided by the chassis of the vehicle. This assumes a clear line of sight and is not possible with star ships or armored vehicles.
Hull points are equal to 100 FP. This is used as short hand for many armors and will be denoted by the abbreviation HP. Objects with Hull Points will not be harmed by hand weapons.
These rules include the Standard Rules except where noted below. Vehicle definitions may be used for either Standard or Optional rules.
When a vehicle has armor, it is not affected by any firearm less than a Light Machine Gun (LMG). Grenades, mines and explosives reduce the armor normally. Once the armor is reduced to 0, it no longer protects the passengers and the internal FP is affected. Internal FP must be reduced to 0 to wound the passengers.
Vehicle fortitude represents the actual toughness of the vehicle. As the fortitude of the vehicle decreases the area will function at the remaining ratio in efficiency. For example, a vehicle with 100 points in the engine area will work at half speed or power if it is damaged for 50 points in that area.
In addition, the GM should apply a modifier to any Driving or Piloting checks if the vehicle is damaged. Taking the example above, a Driving skill check could be made at half the normal skill.
Once the FP is reduced in an area that would provide access to the passenger compartment or that the GM judges would allow line of site to a passenger, then the passengers may be targeted. If area effect weapons such as grenades are used, then the vehicle FP may be bypassed.
A vehicle is broken up into a number of areas representing the systems on that vehicle. If an area is reduced its ability to function is similarly reduced. For example, if a third of the fortitude is gone, then whenever the pilot attempts to change direction they must roll at a -33% on their skill roll. If that area is reduced to 0 then that area will cease to perform its function. For example, if area 1 (Command Control) on a Vector Thrust Vehicle is reduced to 0 fortitude then the vehicle will no longer be able to be steered.
d10 Area Description 1 Command Control The ability to steer the vehicle. Degradation to this system causes a second check to any Piloting Skill roll. 2 Power Systems This is the system that distributes power to the vehicle. Any system that uses power will be affected by damage to this system. 3 Shield Generator This generates not only the protective force shield but also the re-entry heat shields and deep space radiation shields. Degradation of this system will decrease the shield protection. 4 Engine This is the power plant of the vehicle. Degradation of this area will reduce functioning in all areas. 5 Propulsion This is the propulsion for the vehicle. Degradation of this system will decrease speed of the vehicle. 6 Navigation This area is the on-board navigation and communications. 7 Structural The physical structural integrity of the vehicle. This comes into play for retaining atmosphere in space. For land vehicles this could mean degradation in handling or the vehicle could simply fall apart. 8 Weapon Control Weapons will do less damage or cease to function. 9 Interstellar Drive This is the interstellar drive of a star ship. Degradation to this will decrease speed of the ship. 10 Life Support This is the system which recycles food, air and water for the crew. Damage to this system will affect the number of people that can be supported by the system.Planetary vehicles only use the first 8 areas.
Vehicles have statistics just like people. Each type of vehicle has roughly the same statistics, although they may vary slightly due to age or damage.
Base Defense Base defensive value of the vehicle Power How much pulling power the vehicle has Speed Max speed/cruising speed Capacity crew/passengers/cargo (HxWxD) Range Vehicle range on one fueling. Ceiling An aircraft's effective operating ceiling Sensor Package Sensors are rated from 1 (least effective) to 10 (most effective). They adjust the Sensor Operation skill check as follows:1: -402: -303: -204: -105: 06: +107: +208: +309: +4010: +50 Life Support Type of life support a vehicle has Engine type Type of power plant the vehicle has SEU/Round These are the energy units produced per round/energy consumed by normal system operation per round/energy consumed at maximum speed.GMs may make tests vs these stats much like they would for players. If a sharp turn is taken at an unsafe speed, a check vs Maneuverability with minuses based on the severity of the turn might be made. If failed then the driver might be allowed a Drive skill check to see if they can recover.
In combat from vehicle to vehicle, the same combat modifiers covered in Combat, Critical Failure and Success on page 129 apply. For instance, if a vehicle has 100% cover it will be impossible to hit until the cover it is hiding behind is destroyed.
In the case of firing from a moving vehicle, a modifier of -4 to hit is applied. If firing at a moving vehicle from a moving vehicle, a total of -8 is applied. This is covered in the chapter on combat.
The final defense stat for a vehicle is determined by the driver rolling a Drive Skill Check. If successful then the drivers Drive Skill level is added to the base defense stat of the vehicle. For example, Joe is driving a Bush Lord with a base defense of 12. He has 5 levels of Drive giving him a total of 80%. He rolls a 46% making his Drive Skill check. The effective defense for the encounter of the Bush Lord is 17. If he had not made his check then the defense for the Bush Lord during the encounter would have remained 12.
Flux rate is a referential measurement of a vessel's ability to shift to hyperspace. The higher the flux rate the less mass, inertia and general effect for real space is applied on the ship. High states of flux for prolonged periods of time have been shown to affect a living creature's ability to reason and perception of reality; they have even been known to drive people to psychosis. Vessels in Flux pass through real space at the following rates.
Flux Rate Speed 1 1 light year per hour 2 2 light year per hour 3 3 light year per hour 4 4 light year per hour 5 5 light year per hour 6 6 light year per hour 7 7 light year per hour 8 8 light year per hour 9 9 light year per hour 10 10 light year per hourThe following table represents the market prices for the vehicles listed in this chapter.
Vehicle Price Swiftwind 16 KC Bush Lord 12 KC Rrladu Interceptor 300 KC Eioun Shuttle 600 KC Royu Hardened Shuttle 1.2 MC Erdago Technical Shuttle 1.9 MC Trabado Cargo Hauler 4.5 MC Hiradi Class Destroyer 8.3 MC Doyu Transport 17.0 MC Valiant Class Pinnance 34.5 MC Hisoyu Explorer 44.9 MCMaintenance costs for the above ships amount to 10% of their purchase price per year. For example, a Hisoyu Explorer would cost 4.9 million credits to maintain in normal use through a year of operation. If a ship is not used then maintenance can be as little as zero credits.
Planetary Vehicles
Planetary vehicles are those vehicles which are not used for travel between planets or stars. They are most commonly used as means to travel on a planet's surface or between ships in space.
The Swiftwind is one of the most popular scout vehicles in known space. The Swiftwind comes with minimal armor and no weapons. It may be modified with a pair of Series 50 blasters once in the field. They have the ability to hover and the range to travel between bases and perform scouting operations. The sensors are a minimal package compared to some but are serviceable. The Swiftwind has no space capabilities.
The Swiftwind is a favorite of colony worlds since it requires little maintenance and allows the detailed survey of vast areas. It has the capability to land vertically and on rough terrain. A skilled pilot can make the vehicle hover allowing for the survey of a landing site. The Swiftwind is not so popular in urban centers due to the high level of noise but the vertical take off and landing capabilities make it a commuter's dream.
Swiftwind SW-133 OmegaStar Vector Thrust Vehicle 18 Max: 350 k.p.h.Cruising: 150 k.p.h. Crew: 1; Passengers: 5;Cargo: 500 kg 5000 m 3000 km 3 Pressurized Cabin Battery Cap: 60000 SEU Produced:150Consumed Norm:50Consumed Max Speed:100
30 10 Command Control 30 10 Power Systems 30 10 Shield Generator 30 10 Engine 30 10 Propulsion 30 10 Navigation 30 10 Structural 30 10 Weapon ControlBush Lord
Bush Lord BL-22 W.A.R. Industries Hover Craft 12 Max: 200k.p.hCruising: 100 k.p.h. Crew: 2; Passenger: 16;Cargo: 4000 kg (1.5mx3mx4m) 40 m 1000 km 4 None Battery Cap:30000 SEU Produced:150Consumed Norm:50Consumed Max: 100
50 30 Command Control 50 30 Power Systems 50 30 Shield Generator 50 30 Engine 50 30 Propulsion 50 30 Navigation 50 30 Structural 50 30 Weapon Control
The Bush Lord is technically a cargo hover craft utilizing standard anti-gravity technology. It is meant to skim along any terrain, and a skilled pilot can even take it over cliffs. It comes weaponless from the manufacturer but can support a pair of Series 50 Blasters. It is often converted to a personnel transport and has a large crew area with folding benches.
The Bush Lord can be flown at high altitudes (although the manufacturer suggested ceiling is 40 m) if necessary but it is not advised since it is highly instable in such high flight. It is not aerodynamic and the drag created often causes it to flip and spin out of control. It is also used in a mundane setting of cities as delivery trucks. For the amount of cargo it can carry it is also quite energy efficient.
Inter-Planetary Vessels
Interplanetary vessels come in a number of different types but almost all use anti-gravity generators as the primary propulsion. They serve several different functions including cargo hauling, mass transit and defense. Most interplanetary vehicles use a form of the hyper-field to negate their mass, allowing acceleration to relativistic speeds.
Rrladu Interceptor
Rrladu RI - 890 Tradali Concern Aerospace Fighter 16 Cruising: 540000 Mm/hourMax: 860000 Mm/hour Crew: 2; Passenger: 0;Cargo: 500 kg (weapons) Space -- 5 100 hours Cabin Separation (balance of life support) Fusion Produced: 2000Consumed Norm: 300Consumed Max: 500 1 LR SHIP TO SHIP MAM2 Series 200 Blaster None
60 100 Command Control 60 100 Power Systems 60 100 Shield Generator 60 100 Engine 60 100 Propulsion 60 100 Navigation 60 100 Structural 60 100 Weapon Control 60 100 Interstellar Drive 60 100 Life Support
The Rrladu Interceptor is the premiere Grou-Lynn aerospace fighter. It is commonly used for patrol, interdiction and planetary assault. As with most interplanetary vehicles it carries a simplified version of the hyper-field generator allowing it to approach the speed of light by decreasing its reference to real space. If this unit is damaged or destroyed, the vessel's speed will be decreased to 1/4 max. Rrladu are often based in star ship carriers or on an asteroid in a deep space response position.
Eioun Shuttle Craft
Eioun EI - 244 Tradali Concern Aerospace Shuttle 10 Cruising: 340000 Mm/hourMax: 460000 Mm/hour Crew: 2; Passenger: 20Cargo: 6500 kg (10mx5mx5m) Space -- 3 200 hours 4 pods w/ 6 capacity (200 hours of Life support ea) Fusion Produced: 2000Consumed Norm: 300Consumed Max: 500 1 Series 100 Blaster 20 points
60 Command Control 60 Power Systems 60 Shield Generator 60 Engine 60 Propulsion 60 Navigation 60 Structural 60 Weapon Control 60 Interstellar Drive 60 Life Support
The Eioun is used as a lifeboat for many star ships. If necessary it can be loaded with cargo or personnel for transport to a planet.
The Royu is a favorite of military transports as a means of dropping into compromised landing zones. It has the power and capacity to ensure a quick takeoff and landing. The four Series 50 blasters give it the firepower to lay down a suppressing fire for any who are disembarking. Although a little too heavy for some non-military transports to carry system to system, it more than pays for itself when facing an armed foe.
Royu OmegaStar Hardened Aerospace Shuttle 12 Cruising: 450000 Mm/hourMax: 560000 Mm/hour Crew: 6; Passenger: 50;Cargo: 20000 kg (10mx10mx15m) Space -- 4 250 hours 6 with 10 capacity (200 hours life support) Fusion Produced: 2000Consumed Norm: 300Consumed Max: 500 4 Series 50 Blasters 40 points
60 100 Command Control 60 100 Power Systems 60 100 Shield Generator 60 100 Engine 60 100 Propulsion 60 100 Navigation 60 100 Structural 60 100 Weapon Control 60 100 Interstellar Drive 60 100 Life SupportErdago Technical Shuttle Craft
Erdago ACG Tech Aerospace Shuttle 14 Cruising: 250000 Mm/hourMAx: 360000 Mm/hour Crew:4; Passenger: 10;Cargo: 10000 kg (3mx5mx10m) Space -- 4 450 hours 2 with 8 capacity (300 hours Life support) 2 Fusion Produced: 4000Consumed Norm: 300Consumed Max: 500 None 40 points
60 Command Control 60 Power Systems 60 Shield Generator 60 Engine 60 Propulsion 60 Navigation 60 Structural 60 Weapon Control 60 Interstellar Drive 60 Life Support
The Erdago is meant to transport personnel to the surface then serve as a base for their operations. Built into the shuttle craft is a Type E tech kit. At times, these shuttle craft may be converted to serve as a medical aid station with the tech kit swapped for a medical kit.
Trabado Cargo Hauler
Trabado ACG Cargo Vessel 11 Cruising: 200000 Mm/hourMax: 432000 Mm/hour Crew: 4; Passenger: 2000Cargo: 20000 Metric Tons(100mx100mx30m) Space, planetary landing capable -- 3 Recycled scrubbers, emergency max 2500, rec. 2004 100 with 20 capacity (500 hours life support) 2 Fusion Reactors Produced: 6000Consumed Norm: 3000Consumed Max: 3000 1 Series 200 Blaster None
100 10 Command Control 100 10 Power Systems 100 10 Shield Generator 100 10 Engine 100 10 Propulsion 100 10 Navigation 100 10 Structural 100 10 Weapon Control 100 10 Interstellar Drive 100 10 Life Support
The Trabado is the workhorse of in-system cargo ships. These ships can be modified by adding a 100 point military surplus shield generator to protect them from attacks by raiders. These ships are sometimes converted to people haulers by adding seating and some basic amenities. Although armed with a Series 200 blaster, they are seldom a match for an attacking craft.
The Hiradi destroyer is a preferred vessel for guarding, patrolling and protecting stellar assets. It can carry a complement of marines for assaulting raider bases or boarding enemy craft. In addition, it carries two long range sensor pods which, once deployed, can double the range of the sensors. These can keep pace with the destroyer while cruising for a period of 10 hours before requiring refuelling.
Hiradi OmegaStar Destroyer 14 Cruising: 700000 Mm/hourMax: 432900000 Mm/hour Crew: 38; Passenger: 400;Cargo: 100 Metric Tons (10mx30mx30m) Space, planetary landing capable -- 8 Range: 50 Mm Recycled scrubbers, emergency max 500, rec. 400 10 with capacity 50 (300 hours life support) 4 Fusion Reactors Produced: 8000Consumed Norm: 3000Consumed Max: 4000 2 Launchers PLASMA TORPEDO;4 Proton Cannons 200
100 200 Command Control 100 200 Power Systems 100 200 Shield Generator 100 200 Engine 100 200 Propulsion 100 200 Navigation 100 200 Structural 100 200 Weapon Control 100 200 Interstellar Drive 100 200 Life SupportInterstellar Vessels
Star ships are quite common in the Third Millennia. They vary in design and capabilities, and even the same company may have dozens of different models depending on the use and requirements.
Although slightly outdated, the Doyu class of transport has aged well. It is still in service all over known space and is known for its durability. It is often equipped with two surface shuttles for the convenience of guests or officers. Although used as a cargo hauler, it is much more common to see the Doyu as a luxury class vessel.
Doyu OmegaStar Cargo/Transport 12 Cruising: 300000 Mm/hourMax: 400000 Mm/hourMax Flux: 4 Flux Rate Crew: 5; Passenger: 300;Cargo: 10000 Metric Tons(100mx40mx50m) Space Only 3 Range: 10 Mm Cultured Algae, Full recyclers, emergency max 400, rec. 305 10 with 30 capacity (500 hours life support) 2 Fusion Reactors Produced: 4000Consumed Norm: 3000Consumed Max: 1000 None 50
100 0 Command Control 100 0 Power Systems 100 0 Shield Generator 100 0 Engine 100 0 Propulsion 100 0 Navigation 100 0 Structural 100 0 Weapon Control 100 0 Interstellar Drive 100 0 Life SupportValiant Class Pinnance
Valiant ACG Armed Cargo/Transport 17 Cruising: 500000 Mm/hourMax: 700000 Mm/hourMax Flux: 6 Flux Rate Crew: 15; Passenger: 100;Cargo: 1000 Metric Tons(10mx50mx50m) Space, Planetary Landing capable 6 Range: 70 Mm Cultured Algae, Full recyclers, emergency max 200, rec. 100 10 with capacity 12 (200 hours life support) 4 Fusion Reactors Produced: 9000Consumed Norm: 3000Consumed Max: 3000 3 launchers, PLASMA TORPEDO, 30 on board; 4 Proton Cannons 200
150 200 Command Control 150 200 Power Systems 150 200 Shield Generator 150 200 Engine 150 200 Propulsion 150 200 Navigation 150 200 Structural 150 200 Weapon Control 150 200 Interstellar Drive 150 200 Life Support
The ACG is very proud of their Valiant class due to its impressive array of armaments and cargo space. This class of ship is often used for long range patrols, a variety of missions where troops and machinery need to move quickly, and as an armed transport for dignitaries. It has seen a number of different types of mission and has been used even as an invasion vehicle. Its versatility makes it a perfect fit for the Andromedaen Marines but it is also used by many other navies throughout known space. It has been in service for close to 50 years with four redesign efforts.
Hisoyu Explorer
Hisoyu OmegaStar Exploration Vessel 14 Cruising: 700000 Mm/hourMax: 900000 Mm/hourMax Flux: 8 Flux Rate Crew: 180; Passenger: 70;Cargo: 1000 Metric Tons(10mx50mx50m); 1 docking bay Space 8 Range: 120 Mm Cultured Algae, Full recyclers, emergency max 400, rec. 200 10 with 15 capacity (1000 hours life support) 1 MAM Reactors Produced: 12,000Consumed Norm: 3000Consumed Max: 3000 6 launchers, PLASMA TORPEDO, 120 on board4 Fusion Cannons 400
200 300 Command Control 200 300 Power Systems 200 300 Shield Generator 200 300 Engine 200 300 Propulsion 200 300 Navigation 200 300 Structural 200 300 Weapon Control 200 300 Interstellar Drive 200 300 Life Support
The Hisoyu is heavily used by the Confederation of Five of the Zantoni System for their science ships. Equipped with four laboratories (+50 to technical skill checks) and two med bays (+50 to medical skill checks) it is quite capable of completing a thorough analysis of any planet. In addition, it has at least two shuttle craft in its docking bay. With its shield, armor and weapons capability, it is a formidable vessel able to hold its own with all but outright military vessels.
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