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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.

Weapons and Equipment

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
 
W.A.R. Ind. B1211
Series 10 BLASTER (C)
Blasters use controlled fusion reaction focused by magnetic fields into a beam.
4
2d10
100
5
Pistol
40 m
100


W.A.R. Ind. B1222 P. SIDEARM
Series 20 BLASTER
3
4d10
200
10
Rifle
180 m
200


W.A.R. Ind. B1233
HEAVY SUPPRESSOR
Series 40 BLASTER (A)
2
7d10
400
20
Light Machine Gun
1000 m
550


W.A.R. Ind. B1255
ANTI-SHIP GUN
Series 50 BLASTER (A)
1
2d10 HULL
600
50
Artillery
20 k
1000


W.A.R. Ind. BE1277
ARTILLERY PIECE
Series 100 BLASTER
1
4d10 HULL
-
375
Artillery
30000 k
1200


OmegaStar LZ-240
LASER RIFLE (C)
Laser weapons create a beam of focused light capable of burning matter.
4
3d8
200
20
Rifle
800 m
165


OmegaStar LZ-40
LASER PISTOL(C)
5
2d12
200
10
Pistol
300 m
80


K'TEIKENT SIRYN
SONIC DISRUPTER
This 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. Industries
Phased Plasma Weapon (PPW)LVL1
Phased 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


W.A.R. Industries
Phased Plasma Weapon (PPW) LVL2
1
8d10
200
40
Heavy Machine Gun
800 m
235


W.A.R. Industries
Phased Plasma (A) Weapon (PPW) RIFLE
2
5d10
200
24
Rifle
400 m
280


OMEGASTAR A9220
ANNIHILATOR
LASER CARBINE (A)
2
6d12
200
60
Light Machine Gun
2000 m
6000


B'Seck Combine
ION DISINTEGRATOR
This 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.

Projectiles
Name
Att
Dam
Clip
Type
Range
Cost
 
Tradali RAD-X
RADIUM PISTOL
Radium pistols use radium sabot rounds.
4
5d10
8RND/CLIP
Pistol
500 m
8000


Tradali RAD-X
RADIUM RIFLE
3
8d10
15RND/CLIP
Rifle
1200 m
11000


MENCIUN CORPS
ARGON PISTOL
Argon Pistols use rounds that convert a small amount of argon gas into super heated gas.
3
6d10
10RND/CLIP
Pistol
600 m
12000


OMEGASTAR
TYP-2000
PISTOL
5
4d8
10RND/CLIP
Pistol
120 m
40


OMEGASTAR
TYP-3000
RIFLE
3
4d12
20RND/CLIP
Rifle
800 m
70


OMEGASTAR
TYP-4000
AUTO RIFLE (A)
4
6d10
200RND/CLIP
Sub Machine Gun
400 m
85


MEDTECH LTD
NEEDLER
PISTOL (A)
Needler weapons fire hyper thin plasteel darts at subsonic speeds.
4
3d8*
100RND/CLIP
Pistol
60 m
130


MEDTECH LTD
NEEDLER RIFLE
2
6d8*
200RND/CLIP
Rifle
300 m
210


Tessreck Labs M-19
PULSE RIFLE (A)
Pulse rifles use chemical propulsion assisted with a gauss field to fire iron rounds.
4
4d10**
100RND/CLIP
Rifle
600 m
490


Tessreck Labs
34mm MAG. SLUG THROWER (A)
Slug throwers use magnetic fields to accelerate iron bullets.
1
15d10
4RND/CLIP
Heavy Machine Gun
6000 m
6000


* Plus drug - The weapon is capable of delivering a dosage of chemicals.
** Or grenade - The weapon has an integrated grenade launcher.
(A) - Weapon can be set to automatic rate of fire, granting a +3 to hit but consuming twice the ammunition.
 

Grenades

Name
Damage
Rnds/clip
Burst
Att
Type
Cost
MENCIUN CORP. GL-880
GRENADE RIFLE
By Grenade
4/clip
VAR.
4
Rifle
500
AJAX AP-440 ANT TRAP
FRAG GRENADE
Chemical explosive wrapped in steel wire.
12d10
--
20 m
1
Grenade
400
AJAX PH1240 BLIND SIGHT
PHOSPHORUS GRENADE
Burns with a bright, hot white phosphorous.
Blind 1-6 RND
10d10
--
10 m
1
Grenade
100
Menciun T14 OCTOPUS
TANGLER GRENADE
Tangler grenades use elastic plasteel to entangle a target. Solvent can be used to free the target from the plasteel.
Save vs CON
Entangled 1-6 Turn
--
5 m
1
Grenade
150
HERCULES TA9 GRAPPLER
TANGLER GRENADE
Save vs STR
Entangled 1-4 Turn
--
5 m
1
Grenade
200
MEDTECH D-112 LULLABY
DOZE GRENADE
Utilizes a chemical sleep agent.
Save vs CON
Sleep 1-8 Turn
--
10 m
1
Grenade
80
W.A.R. SL-44 SLEEPER
SONIC DOZE GRENADE
Uses sound waves to induce unconsciousness.
Save vs INT
Stun 1-6 Turn
--
15 m
1
Grenade
350
OMEGRA-STAR MAM-IV ANNIHILATOR
ANTIMATTER GRENADE
Uses anti electrons to cause a sub-atomic reaction.
11d20
--
320 m
1
Grenade
1200
OMEGRA-STAR NUC-1490
EXTERMINATOR
NUCLEAR GRENADE
Uses 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
W.A.R. PH-1412 PHOENIX HAWK
ANTI-ARMOR H.E.
2d10 Hull
Hand Held
4PK
4
Missile
7000 m
2 KC
W.A.R. MWSR-2112 MOUSER
MULTI-WARHEAD ANTI-PERS.
7d20
Hand Held
3PK
1
Missile
750 m
25 KC
W.A.R. MWSR-2121 GROWLER / GRD. TO GRD
MULTI-WARHEAD ANTI-PERS.
5d20
Hand Held
2PK
1
Missile
2000 m
22 KC
W.A.R. HEMR-1441 HUMMER /
GRD. TO AIR
ANTI-AIRCRAFT HE
3d10 Hull
Hand Held
4PK
2
Missile
1000 m
18 KC
OmegaStar AARM-II HAMMER / GRD. TO AIR
ANTI-AIRCRAFT NUCLEAR
5d20 Hull
Platform
2PK
1
Missile Platform
1500 m
25 KC
OmegaStar BARSL-12 BAPTIST
BALLISTIC MAM
Uses anti electrons to cause a sub-atomic reaction.
8d20 Hull
Platform
1PK
1
Missile Platform
20000 km
1.5MC
OmegaStar AMSL-44 BARB HEAD
SHOULDER LAUNCHED MAM
25d20
Hand Held
2PK
1
Missile
4000 m
3 KC
W.A.R. SOLR-5150 SOLAR
SONIC LONG RANGE MISSILE
5d10 Concussion
Hand Held
6PK
1
Missile
2000 m
12 KC
W.A.R. SOLR-5140 SCREAMER
SONIC SHORT RANGE MISSILE
6d10 Concussion
Hand Held
8PK
2
Missile
1000 m
1 KC
OmegaStar AMA LR-J7 MAULER
LR SHIP TO SHIP MAM
12d20 Hull
Assembly
1-5
1
Missile Platform
150 Mm
2MC
Tradali PHT-MARK V TORP
PLASMA TORPEDO
8d20 Hull
Platform
1-10
2
Missile Platform
100 Mm
1.8MC
Tradali MPHTMARK VII SHIP TO GRD.
MINI PLASMA TORPEDO
4d20 Hull
Platform
2-20
4
Missile Platform
20 Mm
1MC
Tradali HEML-4 HELLR /
GRD. TO GRD.
H.E. ARMOR-PIERCING
6d10 Hull
Hand Held
8PK
2
Missile
500 m
500KC
1 Hull Point = 100 Fortitude Point
MAM = Matter-Anti-Matter
All 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
W.A.R. PEC-419 PECKER
Series 200 BLASTER
3d20 Hull
775
1
Artillery
40 Mm
100 KC
W.A.R. MPC-790 SLEDGE HAMMER
4M PROJECTILE CANNON
5d20 Hull
1
1/2
Artillery
10 Mm
150 KC
ANDROMEDAEN CONG. MP.AAG-IX PUG
88mm ANTI AIRCRAFT GUN
2d10 Hull
1
2
Artillery
40000 km
80 KC
MENCIUN CORP. LC4000 SQUIRT
LIQUID THROWER CANNON
Uses high pressure liquid.
1d20 Hull
70/Container
2
Artillery
1000 km
120 KC
OmegaStar LAPPW-1298 LAPPER
LAZON ARMOR PIERC. PART.
Uses focused sub-atomic particles..
4d20 Hull
500
1
Artillery
50 Mm
90 KC
W.A.R. IND. NGP-A4 NEGOTIATOR
PROTON CANNON
Uses focused protons focused via a negatively charged toroid.
8d20 Hull
700
1
Artillery
20 Mm
10 MC
SOLARIAN FC-12 SOLAR FLARE
FUSION CANNON
Uses 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 Point

Modern 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
2000
Medic Light Armor CLS A (Comm Set, Electronocs, MFD, Mini- Med Computer, MedKit (+20 to field surgery and first aid), and an molecular analyzer)
MIRCA-844
 
The 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-2088
The 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
6000
Scout 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 body
125 helmet
-4
Plate
10k
Combat 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 body
150 helmet
-5
Plate
7500
Hardened Vac Suit
Self propulsion thrusters, electronocs, 100 hours of life support, 2 days of food and water
W.A.R. - 1020
60
-2
Vac Suit
12000
Vac Suit
4 days of food and water, 200 hours of life support, electronocs, Comm unit
OmegaStar Protector-21
10
-4
Vac Suit
8000
Environment Suit
150 hours life support, 1 day of water
Menciun 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 kg
Height/Width: 3.0 m/2.2 m
Targeting 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 MT
Height/Width: 3.4 m/2.5 m
Targeting 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 STR

Modern 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
10

Ammunition 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

2d10

x2 against armor, 1/2 against flesh
 
10
Broad Head

3d8

x2 against flesh, 1/2 against armor
 
30
Barbed Broad Head

3d8

same as above, 1d8 removal dmg.
 
60
Leaf Head

2d10

Standard Arrow.
 
100
Long Bow
 
 
.5 kg/20
 
Field Tip

3d10

x2 against armor, 1/2 against flesh
 
10
Broad Head

4d8

x2 against flesh, 1/2 against armor
 
30
Barbed Broad Head

4d8

same as above, 1d8 removal dmg.
 
60
Leaf Head

3d10

Standard Arrow.
 
100
Hand Crossbow
 
 
.5 kg/20
 
Field Tip

3d8

x2 against armor, 1/2 against flesh
 
10
Broad Head

4d10

x2 against flesh, 1/2 against armor
 
30
Barbed Broad Head

4d10

same as above, 1d8 removal dmg.
 
60
Leaf Head

3d8

Standard Arrow.
 
100
Light Crossbow
 
 
.5 kg/20
 
Field Tip

5d8

x2 against armor, 1/2 against flesh
 
10
Broad Head

5d10

x2 against flesh, 1/2 against armor
 
30
Barbed Broad Head

5d10

same as above, 1d8 removal dmg.
 
60
Leaf Head

5d8

Standard Arrow.
 
100
Heavy Crossbow
 
 
.5 kg/20
 
Field Tip

5d10

x2 against armor, 1/2 against flesh
 
10
Broad Head

5d12

x2 against flesh, 1/2 against armor
 
30
Barbed Broad Head

5d12

same as above, 1d8 removal dmg.
 
60
Leaf Head

5d10

Standard Arrow.
 
100
Sling Bullets

 

 
 
 
Stone Bullets

1d6

Standard Stones
.1 kg/20
3
Iron Bullets

1d8

Iron Pellets
.3 kg/20
8
Hollow Clay Bullets

1d2

Hollow clay bullets for delivering poison or other liquids.
.5 kg/20
10
Projectile Ammo

 

 
 
 
Pistol

As Weapon

Standard
.5 kg/100
80
Sabot

 

x2 against armor, 1/2 against flesh
 
250
Explosive

 

x2 against flesh, 1/2 against armor
 
300
Rifle

As Weapon

 
.5 kg/50
120
Sabot

 

x2 against armor, 1/2 against flesh
 
350
Explosive

 

x2 against flesh, 1/2 against armor
 
500
Radium Rounds

As Weapon

Radium Sabot
.8 kg/30
800
Argon Pistol Rounds

As Weapon

Argon Plasma Converting rounds
1 kg/30
1200

Money 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-creds

Players 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 Credits

Players 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 gram

Thados 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
70
a 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 16

However, 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.
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
The cost and weight of a kit doubles each time the type increases.

(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
Security

Sensor 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
160k

The 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.
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.
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
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 g

Durex 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.

Standard Vehicle Rules

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.

Attacking a Moving Vehicle

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.

Attacking Passengers

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

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.

Optional Vehicle Rules

These rules include the Standard Rules except where noted below. Vehicle definitions may be used for either Standard or Optional rules.

Armor

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

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.

Areas

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.

Statistics

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: -40
2: -30
3: -20
4: -10
5: 0
6: +10
7: +20
8: +30
9: +40
10: +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.

Modifiers to Combat

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.

Vehicle Defense

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

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 hour

Ship Worth

The 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 MC

Maintenance 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.



Swiftwind

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.
Model
Swiftwind SW-133
Manufacturer
OmegaStar
Type
Vector Thrust Vehicle
Base Defense
18
Speed
Max: 350 k.p.h.
Cruising: 150 k.p.h.
Capacity
Crew: 1; Passengers: 5;
Cargo: 500 kg
Ceiling
5000 m
Range
3000 km
Sensor Package
3
Life Support
Pressurized Cabin
Engine Type
Battery Cap: 60000 SEU
SEU/Round
Produced:150
Consumed Norm:50
Consumed Max Speed:100
Area
Hull Points
Armor
Detail
1
30
10
Command Control
2
30
10
Power Systems
3
30
10
Shield Generator
4
30
10
Engine
5
30
10
Propulsion
6
30
10
Navigation
7
30
10
Structural
8
30
10
Weapon Control

Bush Lord
Model
Bush Lord BL-22
Manufacturer
W.A.R. Industries
Type
Hover Craft
Base Defense
12
Speed
Max: 200k.p.h
Cruising: 100 k.p.h.
Capacity
Crew: 2; Passenger: 16;
Cargo: 4000 kg (1.5mx3mx4m)
Ceiling
40 m
Range
1000 km
Sensor Package
4
Life Support
None
Engine Type
Battery Cap:30000 SEU
SEU/Round
Produced:150
Consumed Norm:50
Consumed Max: 100
Area
Hull Points
Armor
Detail
1
50
30
Command Control
2
50
30
Power Systems
3
50
30
Shield Generator
4
50
30
Engine
5
50
30
Propulsion
6
50
30
Navigation
7
50
30
Structural
8
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
Model
Rrladu RI - 890
Manufacturer
Tradali Concern
Type
Aerospace Fighter
Base Defense
16
Speed
Cruising: 540000 Mm/hour
Max: 860000 Mm/hour
Capacity
Crew: 2; Passenger: 0;
Cargo: 500 kg (weapons)
Ceiling
Space
Range
--
Sensor Package
5
Life Support
100 hours
Escape Pod
Cabin Separation (balance of life support)
Engine Type
Fusion
SEU/Round
Produced: 2000
Consumed Norm: 300
Consumed Max: 500
Armament
1 LR SHIP TO SHIP MAM
2 Series 200 Blaster
Shields
None
Area
Hull Points
Armor
Detail
1
60
100
Command Control
2
60
100
Power Systems
3
60
100
Shield Generator
4
60
100
Engine
5
60
100
Propulsion
6
60
100
Navigation
7
60
100
Structural
8
60
100
Weapon Control
9
60
100
Interstellar Drive
10
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
Model
Eioun EI - 244
Manufacturer
Tradali Concern
Type
Aerospace Shuttle
Base Defense
10
Speed
Cruising: 340000 Mm/hour
Max: 460000 Mm/hour
Capacity
Crew: 2; Passenger: 20
Cargo: 6500 kg (10mx5mx5m)
Ceiling
Space
Range
--
Sensor Package
3
Life Support
200 hours
Escape Pod
4 pods w/ 6 capacity (200 hours of Life support ea)
Engine Type
Fusion
SEU/Round
Produced: 2000
Consumed Norm: 300
Consumed Max: 500
Armament
1 Series 100 Blaster
Shields
20 points
Area
Hull Points
Armor
Detail
1
60
 
Command Control
2
60
 
Power Systems
3
60
 
Shield Generator
4
60
 
Engine
5
60
 
Propulsion
6
60
 
Navigation
7
60
 
Structural
8
60
 
Weapon Control
9
60
 
Interstellar Drive
10
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.

Royu Hardened Shuttle Craft


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.
Model
Royu
Manufacturer
OmegaStar
Type
Hardened Aerospace Shuttle
Base Defense
12
Speed
Cruising: 450000 Mm/hour
Max: 560000 Mm/hour
Capacity
Crew: 6; Passenger: 50;
Cargo: 20000 kg (10mx10mx15m)
Ceiling
Space
Range
--
Sensor Package
4
Life Support
250 hours
Escape Pod
6 with 10 capacity (200 hours life support)
Engine Type
Fusion
SEU/Round
Produced: 2000
Consumed Norm: 300
Consumed Max: 500
Armament
4 Series 50 Blasters
Shields
40 points
Area
Hull Points
Armor
Detail
1
60
100
Command Control
2
60
100
Power Systems
3
60
100
Shield Generator
4
60
100
Engine
5
60
100
Propulsion
6
60
100
Navigation
7
60
100
Structural
8
60
100
Weapon Control
9
60
100
Interstellar Drive
10
60
100
Life Support

Erdago Technical Shuttle Craft
Model
Erdago
Manufacturer
ACG
Type
Tech Aerospace Shuttle
Base Defense
14
Speed
Cruising: 250000 Mm/hour
MAx: 360000 Mm/hour
Capacity
Crew:4; Passenger: 10;
Cargo: 10000 kg (3mx5mx10m)
Ceiling
Space
Range
--
Sensor Package
4
Life Support
450 hours
Escape Pod
2 with 8 capacity (300 hours Life support)
Engine Type
2 Fusion
SEU/Round
Produced: 4000
Consumed Norm: 300
Consumed Max: 500
Armament
None
Shields
40 points
Area
Hull Points
Armor
Detail
1
60
 
Command Control
2
60
 
Power Systems
3
60
 
Shield Generator
4
60
 
Engine
5
60
 
Propulsion
6
60
 
Navigation
7
60
 
Structural
8
60
 
Weapon Control
9
60
 
Interstellar Drive
10
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
Model
Trabado
Manufacturer
ACG
Type
Cargo Vessel
Base Defense
11
Speed
Cruising: 200000 Mm/hour
Max: 432000 Mm/hour
Capacity
Crew: 4; Passenger: 2000
Cargo: 20000 Metric Tons
(100mx100mx30m)
Ceiling
Space, planetary landing capable
Range
--
Sensor Package
3
Life Support
Recycled scrubbers, emergency max 2500, rec. 2004
Escape Pod
100 with 20 capacity (500 hours life support)
Engine Type
2 Fusion Reactors
SEU/Round
Produced: 6000
Consumed Norm: 3000
Consumed Max: 3000
Armament
1 Series 200 Blaster
Shields
None
Area
Hull Points
Armor
Detail
1
100
10
Command Control
2
100
10
Power Systems
3
100
10
Shield Generator
4
100
10
Engine
5
100
10
Propulsion
6
100
10
Navigation
7
100
10
Structural
8
100
10
Weapon Control
9
100
10
Interstellar Drive
10
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.

Hiradi Class Destroyer


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.
Model
Hiradi
Manufacturer
OmegaStar
Type
Destroyer
Base Defense
14
Speed
Cruising: 700000 Mm/hour
Max: 432900000 Mm/hour
Capacity
Crew: 38; Passenger: 400;
Cargo: 100 Metric Tons (10mx30mx30m)
Ceiling
Space, planetary landing capable
Range
--
Sensor Package
8 Range: 50 Mm
Life Support
Recycled scrubbers, emergency max 500, rec. 400
Escape Pods
10 with capacity 50 (300 hours life support)
Engine Type
4 Fusion Reactors
SEU/Round
Produced: 8000
Consumed Norm: 3000
Consumed Max: 4000
Armament
2 Launchers PLASMA TORPEDO;4 Proton Cannons
Shields
200
Area
Hull Points
Armor
Detail
1
100
200
Command Control
2
100
200
Power Systems
3
100
200
Shield Generator
4
100
200
Engine
5
100
200
Propulsion
6
100
200
Navigation
7
100
200
Structural
8
100
200
Weapon Control
9
100
200
Interstellar Drive
10
100
200
Life Support

Interstellar 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.



Doyu Transport

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.
Model
Doyu
Manufacturer
OmegaStar
Type
Cargo/Transport
Base Defense
12
Speed
Cruising: 300000 Mm/hour
Max: 400000 Mm/hour
Max Flux: 4 Flux Rate
Capacity
Crew: 5; Passenger: 300;
Cargo: 10000 Metric Tons
(100mx40mx50m)
Ceiling
Space Only
Sensor Package
3 Range: 10 Mm
Life Support
Cultured Algae, Full recyclers, emergency max 400, rec. 305
Escape Pod
10 with 30 capacity (500 hours life support)
Engine Type
2 Fusion Reactors
SEU/Round
Produced: 4000
Consumed Norm: 3000
Consumed Max: 1000
Armament
None
Shields
50
Area
Hull Points
Armor
Detail
1
100
0
Command Control
2
100
0
Power Systems
3
100
0
Shield Generator
4
100
0
Engine
5
100
0
Propulsion
6
100
0
Navigation
7
100
0
Structural
8
100
0
Weapon Control
9
100
0
Interstellar Drive
10
100
0
Life Support

Valiant Class Pinnance
Model
Valiant
Manufacturer
ACG
Type
Armed Cargo/Transport
Base Defense
17
Speed
Cruising: 500000 Mm/hour
Max: 700000 Mm/hour
Max Flux: 6 Flux Rate
Capacity
Crew: 15; Passenger: 100;
Cargo: 1000 Metric Tons
(10mx50mx50m)
Ceiling
Space, Planetary Landing capable
Sensor Package
6 Range: 70 Mm
Life Support
Cultured Algae, Full recyclers, emergency max 200, rec. 100
Escape Pod
10 with capacity 12 (200 hours life support)
Engine Type
4 Fusion Reactors
SEU/Round
Produced: 9000
Consumed Norm: 3000
Consumed Max: 3000
Armament
3 launchers, PLASMA TORPEDO, 30 on board; 4 Proton Cannons
Shields
200
Area
Hull Points
Armor
Detail
1
150
200
Command Control
2
150
200
Power Systems
3
150
200
Shield Generator
4
150
200
Engine
5
150
200
Propulsion
6
150
200
Navigation
7
150
200
Structural
8
150
200
Weapon Control
9
150
200
Interstellar Drive
10
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
Model
Hisoyu
Manufacturer
OmegaStar
Type
Exploration Vessel
Base Defense
14
Speed
Cruising: 700000 Mm/hour
Max: 900000 Mm/hour
Max Flux: 8 Flux Rate
Capacity
Crew: 180; Passenger: 70;
Cargo: 1000 Metric Tons
(10mx50mx50m); 1 docking bay
Ceiling
Space
Sensor Package
8 Range: 120 Mm
Life Support
Cultured Algae, Full recyclers, emergency max 400, rec. 200
Escape Pod
10 with 15 capacity (1000 hours life support)
Engine Type
1 MAM Reactors
SEU/Round
Produced: 12,000
Consumed Norm: 3000
Consumed Max: 3000
Armament
6 launchers, PLASMA TORPEDO, 120 on board
4 Fusion Cannons
Shields
400
Area
Hull Points
Armor
Detail
1
200
300
Command Control
2
200
300
Power Systems
3
200
300
Shield Generator
4
200
300
Engine
5
200
300
Propulsion
6
200
300
Navigation
7
200
300
Structural
8
200
300
Weapon Control
9
200
300
Interstellar Drive
10
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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