New Equipment

Availability Score

All of the equipment found in this chapter has an additional statistic that was not included in previous lists. Unless a ‘-’ symbol is found, meaning the item is commonly available, there will be a difficulty number such as ‘8+’ listed for the items. This is the item’s Availability. When a character wants to purchase a piece of equipment from this chapter that has an Availability score, they will first need to succeed in a Broker or Streetwise throw made at the listed difficulty. Characters with military or mercenary career terms in their background can add their current Rank to this check as a DM. If the throw is failed, the character cannot acquire a way to purchase the equipment this month. Success means that the character has found a source and can buy a number of items in one purchase up to his Social Standing score.

New Armour

Armour Type Protection Cost Availability Required Skill Mass (kg)
Plate Armour (TL1) 3 200 None 20
Protec Suit (TL9) 4 350 None 2
Poly Carapace (TL10) (TL11) (TL13) 10 12 16 150,000 250,000 500,000 8+ 8+ 9+ None None None 12 12 12
Boarding Vacc Suit (TL11) (TL12) (TL14) 8 12 15 12,000 20,000 80,000 9+ 10+ 10+ Vacc Suit 1 Vacc Suit 1 Vacc Suit 0 30 28 26
Artillery Battle Dress (TL13) (TL14) 17 20 2,000,000 4,000,000 10+ 11+ Battle Dress 2 Battle Dress 2 28 14
Plate Armour: (TL1): Due to its encumbering nature, the wearer of plate armour suffers a -2DM to any sort of skill throw requiring manual dexterity, co-ordination or balance. Wt: 20, Cr. 200. Ballistic Vest (TL8): Wt: 1. Cr. 400. Protec Suit (TL9): Can be worn under other types of armour. Wt: 2. Cr. 350. Poly Carapace (TL10): This armour imposes a -1 DM to all Dexterity based skill rolls. Wt: 12. Cr. 150,000.
  • (TL11) Wt: 12; Cr. 250,000
  • (TL13) Wt: 12; Dexterity penalty is removed; Cr. 500,000
Boarding Vacc Suit (TL11): A boarding vac suit will have a melee weapon/pistol combination grafted to the cuffs on the suit for the wearer’s use. Wt: 30. Cr. 12,000.
  • (TL12): Wt: 28; Cr. 20,000
  • (TL14): Wt: 26; Cr. 80,000
Artillery Battle Dress (TL13): The servomotors in the suit are designed to increase the user’s stability and strength in order to fire its on-board weaponry, increasing his Strength by +6 while wearing the armour. Damage to the wearer’s Strength characteristic is calculated as normal, but the value from the armour are used for all other purposes such as hand to hand damage or skill checks. On-board computer/2 gives tactical information and communication, and the suit is frequently outfitted with numerous upgrades. The suit is fully enclosed, with a five-hour air supply and gives full protection against NBC (nuclear/biological/chemical) hazards. The right arm and shoulder area of a suit of artillery battle dress is always replaced with one of the weapon choices found in the Options section below. Adapted for computerised firing by the armour, the wearer’s right arm is used to operate the weapon system from inside the suit, and the cost for the weapon is not included in the profile of the armour. Wt. 28. Cr. 2,000,000. (TL14): Artillery Battle Dress This design is considerably stronger, giving Strength 16, and has upgrades to its internal systems to give it computer/3. Additionally, the suit’s left arm has an integral gauss pistol built into the forearm. Wt. 14. Cr. 4,000,000


Friend or Foe HUD (TL11): Several tiny scanners and cameras implanted in the armour keep track of registered friendly transponders (the suit comes with 100 transponders) and marks targets without transponders as enemies. This information shows up on a visor-based HUD, allowing the wearer to know the exact location of allies and enemies within his line of sight or up to a kilometre away, whichever is greater, giving a +1 DM bonus to any Tactics throws. Friend or Foe HUD costs Cr. 4,000. Additional transponders cost Cr. 100 for twenty. Gyro-Stabiliser Rig (TL12): This upgrade can be added to Combat Armour or Battle Dress only, adding a localised motion-pivot at the waist that counters the effects of recoil at the cost of Cr. 10,000. By spending 1d6 minutes attaching the rig’s arms to a heavy weapon or rifle, it reduces the weapon’s Recoil number by 2 (to a minimum of 0).
  • (TL14): The TL14 version is internal, affecting any weapon the wearer is holding. Costs Cr. 50,000.
Mounted Mortar (TL11): This upgrade can only be added to Artillery Battle Dress armour. This adds a single Field Mortar weapon system to the suit, allowing it to hold twelve rounds for it inside of an internal feed system. Costs Cr. 800.
  • (TL13) The TL13 version mounts the TL13 version of the Field Mortar and holds a capacitor that can fire 50 shots. Costs Cr. 30,000.
Mounted AT Gun (TL11): This upgrade can only be added to Artillery Battle Dress armour. This adds a single AT Gun weapon system to the suit, allowing it to hold two magazines of six rounds inside the armoured compartment. Costs Cr. 3,000.
  • (TL14) The TL14 version mounts the TL14 version of the AT Gun and uses a capacitor that can fire 50 shots before recharging. Costs Cr. 50,000.
Mounted Frag Cannon (TL12): This upgrade can only be added to Artillery Battle Dress armour. This adds a single Frag Cannon weapon system to the suit, allowing it to hold twenty rounds for it along a belt-fed ammunition system. Costs Cr. 4,000.
  • (TL13) The TL13 version mounts the TL13 version of the Frag Cannon and internalises the ammunition system, increasing capacity to forty rounds. Costs Cr. 10,000.
Mounted MRL Pack (TL12): This upgrade can only be added to Artillery Battle Dress armour. This adds a single MRL pack weapon system to the suit, allowing it to hold twenty-four rockets for it within an armoured drop-feed system. Costs Cr. 10,000. Mounted Mass Driver (TL10): This upgrade can only be added to Artillery Battle Dress armour. This adds a single Mass Driver weapon system to the suit, attaching it to a rear-feed ammunition system that comes standard with 100 shots. Costs Cr. 4,500. Mounted MagRail Minigun (TL14): This upgrade can only be added to Artillery Battle Dress armour. This adds a single MagRail Minigun weapon system to the suit, allowing it to hold two-hundred rounds for it inside of an armoured ammunition drum-loader. Costs Cr. 175,000.
  • (TL14) The TL14 version mounts two of the MagRail Miniguns, allowing it to increase its Auto rating to 12. Ammunition loads are suitably doubled. Costs Cr. 400,000.
Man-Portable Mount (TL12): This upgrade can only be added to Artillery Battle Dress armour. This allows for a single Man-Portable weapon system (PGMP, ARMP and so on) to be attached to the suit. If ammunition is a concern, the mount holds 100 rounds in an internal storage system. The mount costs Cr. 500 plus the cost of the Man-Portable weapon.
  • (TL14) The TL14 version is able to mount the FGMP. Costs Cr. 500.

New Augments

Advanced Subdermal Armour (TL12): Advanced subdermal armour still stacks with other protection, but not other types of subdermal armour.
TL12 Armour 4 Availability 10+ Cr. 250,000
TL14 Armour 5 Availability 11+ Cr. 500,000

Cyber-claw (TL10)

Weapon Optimum Range Damage Wt. Heft Availability Cost
Cyber-claw Natural Attack (Claw) 1d6+1 9+ Cr. 20,000

Assisted Ambulation Augmentation (TL13)

TL13 4 hours of sleep; thrice normal dietary need Availability 9+ Cr. 100,000
TL14 2 hours of sleep; twice normal dietary need Availability 9+ Cr. 300,000
TL15 1 hours of sleep; half-again normal dietary need Availability 10+ Cr. 500,000
Ballistic Tracking Lenses (TL12): BTLs (as they are called) give the character a +1 DM on all ranged attacks. Costs Cr. 40,000 with an Availability of 10+. The character’s eyes will shine strangely in direct lighting, revealing the BTLs to observers. Weapon Implant (TL10): Opening in two halves, from between the middle and ring fingers to the elbow, the implant hides a small weapon that is shielded from most scanners (TL12 and lower). The weapon is modified in structure to fit in the implant and operates on nervous impulse, but is otherwise the same as its common counterpart.
Hidden Weapon Availability Cost
Dagger 8+ Cr. 5,000
Stunstick 8+ Cr. 10,000
Autopistol 9+ Cr. 12,000
Laser Pistol 10+ Cr. 25,000
Mechanostatic Scanner (TL13): When activated, any cybernetically augmented individuals within twenty metres will give off a traceable buzz that the character can hear. Although this does not help in any way, it can help the character be aware of augmented threats nearby his location. Costs Cr. 10,000 with an Availability of 9+. Smuggling Container (TL9): Using a trigger that looks like a blemish or scar to open, the pocket can hold roughly 10 pounds of weight and nothing larger than eight inches in diameter. Costs Cr. 15,000 with an Availability of 11+ (due to its illegality). It would take a Life Sciences or Investigate throw 10+ to discover the container when closed.

New Communications Gear

Battle Computer (TL 9): The battle computer is a man-portable system (backpack weighing 18 kilograms) capable of capturing and collating intelligence and providing approximations of enemy forces. It can be linked to untended ground sensors via communication links to increase its potential and can provide visual displays overlaid on maps when interfaced with a map box (see below). When attached to a communicator it can direct a powerful laser communication beam at one of several preprogrammed targets (such as relay satellites or tactical communication hubs) and automatically switch to back-up relays if primaries are jammed or rendered inaccessible. A battle computer system grants the commander of any battle a +2DM to all Tactics throws when dealing with a monitored area. Availability is 10+, cost is Cr. 100,000. Gun Cam (TL8): The camera takes several seconds of recording around the pulling of the weapon’s trigger, allowing for slow-motion playback to see what the shooter was doing right or wrong – or for the verification of kills. The gun cam costs Cr. 150 and has an Availability of 7+. Tactical Relay Network (TL6+): Every participating member on a tactical relay network can use the Tactics skill of the character monitoring the central hub, to a limit depending on the TL of the network.

Tactical Relay Network

TL Information Relayed Maximum Tactics Level Used Availability Cost1
TL6 Audio only Tactics 1 Cr. 50
TL8 Audio and visual Tactics 2 7+ Cr. 100
TL10 A/V, Transponder location, Computer/0 Tactics 3 9+ Cr. 200
TL12 A/V, medical readings, equipment status, Computer/1 Tactics 5 10+ Cr. 350
1 This cost is per member unit; the central hub costs ten times this amount. Rescue Transponder (TL8): Activated with a quick snap of a safety tag, normally when wounded or captured, the tracker sends out a nearly constant emergency signal across several bandwidths to let allies know where the wearer is. It has a 10 km range, lasts twelve hours, has no Availability score, and costs Cr. 50. (TL 10): This version is more efficient, raising the range to 200 km and the cost to Cr. 200. (TL 13): This version is not worn; it is swallowed and has a 1000 km range. It costs Cr. 750. Radio Jammers (TL6): First available in base-camp versions, and then made portable by tech level 8, the radio jammer suite is a static generator that fills the wavelengths with incomprehensible noise. The basic models make radio-wave communications impossible up to 2 km of its location. It requires an Electronics throw with a difficulty equal to the TL of the jammer to get a single transmission through. Most jammers are not effective against tight beam laser communication, however. Availability 8+, costs Cr. 500.
  • (TL 8): This version is more efficient, raising the range to 5 km and the cost to Cr. 2,000.
  • (TL 10): personal This version is as small as a cufflink, and has a 10 km range. It costs Cr. 5,000.
  • (TL 10): stationary This is a huge version of a jammer attached to a power plant or starship, jamming unsanctioned radio communications up to 100 km away from its location. It costs Cr. 20,000.

New Medical Supplies

Adhesive Bandages (TL6): The use of adhesive bandages while using the Medic skill halves the time it takes to perform first aid, but incurs a -1 DM to the Medic skill roll. The cost is Cr. 10 for a three-dose tube.
  • TL8: Cr. 50 for a five use spray.
  • TL10: Cr. 75 for a ten use roll-on.
  • TL12: Cr. 100 for twenty use applicator wand.
  • TL14: Cr. 500 for a hundred use gelling gun.
Trauma Pack (TL8): The use of a trauma pack requires a Medic throw 8+, but will give a wounded character back a temporary 1d6 Endurance. This Endurance can be used to bring a technically ‘dead’ character back from 0 or less Endurance (so long as the new total is above 0), so long as they suffered their last wound within 30 seconds. This regained Endurance lasts for 1d6 hours – at which point it vanishes, potentially killing them. A character can only benefit from one administration of a trauma pack per day. Higher technological versions of the trauma pack are not any more efficient, merely lighter. The TL8 trauma pack weighs 2 kg, has an Availability of 9+, and costs Cr. 750.
  • TL10: Weight: 1 kg.; Availability 9+; Cr. 1,500.
  • TL12: Weight: 0.5 kg.; Availability 9+; Cr. 3,500.
  • TL14: Negligible Weight; Availability 10+; Cr. 7,500.


Adrenaliser (TL10): One dose of the drug is the equivalent of ten hours of sleep, after which the user will have 2d6 x 5 minutes to find someplace to lay down – because the lost amount of sleep will hit him without fail at the end of that time. The drug has an Availability of 9+, and cost Cr. 150 per dose. Clotting Aid (TL9): Someone currently on a daily dosage of clotting aids will give a +1 DM to other people’s Medic throws to treat them. They have an Availability of 8+, and cost Cr. 200 per 30 day bottle. Meta-Performance Enhancer (‘Titan Drug’, TL10): The drug kicks in 60 seconds after injection, and lasts for around fifteen minutes, adding 6 to the user’s strength (up to a maximum total strength of 16 for a human). When the drug wears off, the user’s muscles cramp painfully under the stress and fatigue. He suffers 1d6 points of damage and is instantly enfeebled (Str of 5 for 1d6 hours). Meta-Performance Enhancer costs 600 credits per dose and has an Availability of 9+. Nervous Response Dampeners (TL9): Taken a few hours before battle, the dampeners last for a day or so, granting the user a bonus point of Morale for 2d6 x 3 hours. They have an Availability of 8+, and cost Cr. 100 per dose. Starlight Drops (TL12): In darkness or near-dark environments, any DM penalty is negated, as the character can see perfectly well. The effects of the drug last for 1d6 hours, during which time the user’s eyes look silvery and cloudy. A dropper of starlight drops carries 6 doses (12 eyes), has an Availability of 8+ and costs Cr. 500.

Medical Care

A patient undergoing regular therapy (at least one session per month) becomes immune to Suppression Fire but is unable to use the Panic Fire rule. These sessions will cost of 50 Cr. per character, per session.

New Robots and Drones

Loader Robot (TL9): The robot effectively has Heavy Weapons (Field Artillery) 1. Armour 8, Hull 3. Availability 10+. Costs Cr. 80,000. Minesweeper Drone (TL10): The drone has Combat Engineering 2 for the purposes of finding landmines, and its weapon can set off a pressure or trip-based mine safely on a basic throw of 8+. Armour 4, Hull 2. Availability 9+. Costs Cr. 95,000. Recon Drone (TL9): They can be fitted with up to three additional types of sensor packages for the appropriate cost, and can be remote-linked to a battle computer (see below) or other monitors. Remote drones also come with two hardpoints where pistols or rifles could be mounted and fired by remote control as well. Availability 9+, base cost is Cr. 200,000. Spotter Drone (TL10): The small spheroid zooms out to where the artillery needs to fire, spends 1-6 minor actions holding a laser designator on the potential target, and waits for the attack. This requires the drone’s operator to pass a throw 9+, but will add a +4DM to the designated artillery team’s next attack roll when shooting at the target. Hull 1. Availability 8+. Cost Cr. 12,000.



Explodes as per a frag grenade with a 5 metre radius when directed to do so with a Remote Operations throw 9+, but increases the drone’s cost by 25%. The high cost is to protect the drone from accidental or enemy self-destruct activation.

New Sensors

Energy Emission Warning Beacon (TL13): Any character hooked up to an EEWB feed adds an additional -1DM to attackers using energy weaponry at Long Range or farther when they react. Weighs 4.5 kg, Availability 10+, cost Cr. 60,000. Forensic Sweeper (TL13): Within an hour of sweeping a twenty square metre area with the handheld wand, and succeeding in an Investigate throw 8+, the device will know all of the following pieces of information. Weighs 2 kg, Availability 10+, cost Cr. 7,500.
  • The types of weapons fired in past 36 hours.
  • The known species of any beings passing through the area in the past 12 hours.
  • The known species of anyone injured in the area during the past 48 hours.
  • If any chemicals (drugs, poisons and so on.) were in use during the past 12 hours.
Anti-personnel Equipment Scanner (TL10): By looking at a target with great scrutiny (1-6 minutes) within five metres, the character may make an Investigate throw 8+. If successful, the goggles penetrated the target’s clothing/armour and found all inorganic devices in or on them. Weighs 1 kg, Availability 9+, cost Cr. 10,000.


Helmet Reader (TL9): A single type of sensor feed can be wirelessly fed into the eyepiece HUD of a basic combat helmet with this option. Cost Cr. 250.
  • TL10: Can receive up to three feeds at once. Cost Cr. 500.
  • TL11: Can receive up to five feeds at once. Cost Cr. 750.
  • TL12: Can receive up to eight feeds at once. Cost Cr. 1,000.
  • TL15: Can receive information from unlimited feeds at once. Cost Cr. 5,000.

New Survival Gear & Supplies

Chemical Sniffer (TL9): Availability 7+, costs Cr. 2,500. Protein Tap (TL9): The device adds a +1 DM to all Survival skill checks made to ‘find’ food in the wild. Cost Cr. 1,000. Map Box (TL9): Scale may be adjusted by hand using a few button presses or voice commands (TL11 or higher). Most inhabited planets have insert wafers available for Cr. 150 each that will update the box appropriately. When not available, two orbital sweeps of the world are required to obtain the necessary photographs to construct a map wafer. Blank map box wafers are available for Cr. 30. The use of a map box grants the user a +2 DM bonus to all skill throws involving direction and navigation of the mapped planet. The cost of a map box (with one planet preprogrammed) is Cr. 3,000. Nuclear Dampers (TL13): Any nuclear devices that are not currently already in a state of fusion (fusion cells, starship cores, etc.) will have a penalty of the Effect of the damper operator’s Computer skill throw to any attacks made. The range of the damper field is proportional to the distance separating the two stations. At tech level 13, the ratio is 100:1 (a separation of 50 metres between stations would give a field range of 5 kilometres). Each damper station weighs 75 kg, and the maximum distance the stations can be apart before the field disperses is 200 metres. Availability 11+, cost MCr. 5. Helmet Reader (TL9): A single type of sensor feed can be wirelessly fed into the eyepiece HUD of a basic combat helmet with this option. Cost Cr. 250.
  • (TL14): As above, and the ratio is now 500:1. Availability 12+, cost MCr. 10.
  • (TL16): As above, and the ratio is now 1,000:1. Availability 13+, cost MCr. 20.
Purifier Tabs (TL6): These small chemical tablets are dropped into potentially questionable water, turning up to one gallon of it into drinkable (perhaps not tasty) water. The process takes only a few minutes, and turns the water an off-blue colour. The tablet only purifies natural contaminants, not synthetic poisons or toxins. Cost Cr. 10 per tablet.
  • TL10: More advanced chemicals will even isolate and purify man-made toxins and pollutants. Cost Cr. 50.
Tent-barracks (TL8):The pole structure requires 1-6 man hours to set up properly. Weight 10 kg. Cost Cr. 500.
  • (TL10) The TL10 version can be effectively pressurised using a chemical seal from the inside. There is no actual airlock – the tent depressurises when it is opened. Availability 8+, cost Cr. 5,000.


Armoured (TL9): Survival structures (tents, habitats and so on) can be layered with the armoured option, granting Armour 5 to those inside from attacks originating outside of the structure (and vice versa). This triples the weight of the structure. Availability 9+, Cr. 2,500. Chameleonic Fibres (TL12): The structure gains the benefits of advanced camouflage. The TL12 version bleeds heat excesses to match the background infrared levels and effectively renders those inside invisible to IR sensors (Hard (-4) to detect with sensors). Availability 10+, cost Cr. 8,000.
  • (TL13) The advanced TL13 version uses both the IR and Vislight camouflage technologies, adding light-bending technology to the structure, making everyone inside nearly invisible to the naked eye (Hard (-4) to spot). Availability 11+, cost Cr. 60,000.

New Field Toolkits

Some technical and specialist skills require specific tools of various kinds. These tool kits contain everything that a character would need to fully utilise the skill. All field tool kits have an Availability of 9+ and weigh roughly 5 kg.
  • Combat Engineering – cost is equal to Cr. 50 times Technology Level
  • Interrogation – cost is equal to Cr. 25 times Technology Level
  • Weapon Engineering – cost is equal to Cr. 100 times Technology Level

New Weapons

Blade Weapons

Axe (TL1): A heavy wedge-shaped blade at the end of a stout haft, normally wielded in two hands to deliver powerful chopping blows. Spear (TL1): A long haft of wood tipped with a sharp end, used to thrust into a target. Can also be used as a Thrown weapon with a +1DM to hit. Stiletto (TL2): A long, thin blade used to puncture rather than slice. Often 30-40 centimetres in length for reaching organs. Spring-blade (TL4): A thin-bladed dagger set into a spring-loaded or hydraulic sheath located on or around the forearm, used for surprise attacks. Spring-blades have a +2 DM for their initial surprise attack, but suffer a -1DM for parrying. Monoblade (TL8): A light one-handed sword with a polymer blade honed to a monomolecular edge by the mechanisms in the supplied scabbard.

Bludgeon Weapons

Mace (TL1): A heavy weight at the end of a short haft sometimes spiked or flanged. Sap (TL2): This melee weapon deals 1d6+1 stun damage in addition to its normal damage. A character struck by a sap must make an Endurance check. If this Endurance check is failed, the character is knocked unconscious.

Melee Weapons

Weapon Range Damage Heft Mass (kg) Availability Cost (Cr.)
Axe Melee (large blade) 3d6 2 6 60
Spear Melee (large blade) 2d6 2 50
Stiletto Melee (small blade) 1d6+2 -1 7+ 50
Spring-blade Melee (small blade) 1d6+1 +0 0.5 9+ 200
Monoblade Melee (large blade) 2d6+5 -2 1 10+ 1,000
Mace Melee (bludgeon) 2d6+2 3 5 20
Sap Melee (unarmed) 1d6 +0 1 30

Primitive Projectile Weapons

Attacks with primitive projectile weapons use the Athletics (archery) skill. Bow (TL1): A stout but supple piece of wood carved to a specific shape and strung with a piece of cord, string or gut to increase tension. The string is pulled back and released to hurl an arrow long distances with surprising force. At higher technology levels, bows are modified with additional strings and pulley systems to add accuracy and power. Crossbow (TL2): A horizontal bow set into a mechanical firing mechanism and stronger-than-normal pull, crossbows are very powerful weapons that are very time consuming to reload. At higher technology levels, crossbows are built with crank and pulley systems that make the weapons easier to reload, even self-loading at TL9. Reloading a TL2 crossbow takes 6 minor actions, at TL4 this is reduced to 3 minor actions.

Primitive Projectile Weapons

Weapon TL Range Damage Auto Recoil Mass Magazine Availability Cost (Cr.) Ammo Cost (Cr.)
Bow 1 2 5 7 Ranged (assault weapon) Ranged (rifle) Ranged (rifle) Ranged (rifle) 1d6 1d6 1d6+1 2d6 No 1 1 1 1 1 1 2 2 1 1 1 1 – – – – 60 70 75 100 1 1 1 1
Crossbow 2 4 9 Ranged (rifle) Ranged (rifle) Ranged (assault weapon) 1d6+3 2d6 2d6+4 No 2 2 1 3 3 2.5 1 1 6 – – 7+ 75 100 500 2 2 2

Slug Throwers

Zip Gun: A one-use pistol made from makeshift materials, the ‘zip gun’ is a catch-all title used to describe any one-shot homemade firearm. Zip guns have a -1 DM to attacks. Flechette Pistol: A small and light pistol that uses air pressure to all-but-silently hurl tiny slivers of metal with great accuracy. Often considered to be an assassin’s preferred sidearm due to its inherent quietness. Cartridge Pistol: A revolver-style pistol that fires shotgun ammunition at very close range. It comes standard with an attached arm brace to help absorb some of the considerable recoil created by the weapon’s discharge. MagRail Pistol: Using the basic MagRail principle of much larger weaponry, this pistol magnetically projects five-centimetre diameter alloy discs at astonishing velocity. Although it has a slower rate of fire due to the limits of its attached power pack, its munitions can cut through armour and flesh with ease. Antique Carbine: A breach-loading short rifle-like weapon often used by horsemen or cavalry to fill the role between pistols and rifles. Unless the weapon is especially well made, it will have a -1 DM to attacks. Antique carbines require a successful Slug Carbine check to reload. Autocarbine: Fast firing slug throwers that only require one hand to fire, but can be terribly inaccurate without a second hand to steady it. Autocarbines are considered to be a good standard firearm for most security forces. Flechette Carbine: A short-barrelled weapon capable of shooting metallic flechettes at longer ranges than the standard pistol. Accelerator Carbine: Also known as a gyrojet carbine, accelerator carbines are designed for zero-gravity combat. They discharge tiny missile munitions that leave the barrel with minimal velocity and recoil before accelerating to higher impact speeds. Gauss Carbine: Not as bulky as the gauss rifle, gauss carbines fire high-velocity projectiles using electromagnetic rails. Gauss carbines are the favoured weapon of boarding marines because of their size and ease of use. MagRail Carbine: Using the attached power cell to augment firing rate, this carbine projects the same five-centimetre diameter alloy discs as its pistol version. It uses a larger magazine and a more rapid fire rate, but does not increase the velocity or the ‘calibre’ of the projectiles. Sniper Rifle: A high-calibre rifle designed not for rapid firing, but instead for penetration and visceral damage. With its integrated silencer and magnification scope (see below), long-distance targets can be killed quietly and efficiently. Flechette Rifle: Much like the normal autorifle, the flechette rifle has a decent rate of fire and moderate takedown potential. Its metallic slivers punch through lightly armoured targets easily, making it a good assault weapon when dealing with common infantry. MagRail Rifle: With the larger frame of the rifle stock, a larger power source can allow for even larger ammunition to be hurled by this wide-barrelled weapon. Fifteen centimetres in diameter, the alloy discs shot by the MagRail rifle can tear humanoid targets apart in seconds if held on target.

One-Handed Carbines

Carbines are designed to be fired in one hand with relative ease, but it is harder to keep them under control when doing so. Because of this, carbine weaponry has two listed Recoil numbers. The number found in parentheses is the Recoil of the weapon if being fired in one hand.

Slug Throwers

Weapon TL Range Damage Recoil Auto Mass Magazine Availability Cost Ammo Cost
Zip Gun 3 Ranged (pistol) 2d6-1 2 No 0.5 1 80 5
Flechette Pistol 9 Ranged (pistol) 3d6-2 1 4 1 20 8+ 250 10
Cartridge Pistol 7 Ranged (pistol) 2d6+3 4 No 1.5 6 8+ 300 10
MagRail Pistol 14 Ranged (pistol) 3d6+2 0 No 1 10 9+ 600 25
Antique Carbine 4 Ranged (pistol) 3d6-3 2 (4) No 4 1 80 10
Autocarbine 5 Ranged (shotgun) 3d6-2 2 (4) 4 4 18 7+ 800 10
Flechette Carbine 9 Ranged (shotgun) 3d6 1 (2) 4 3 40 8+ 500 10
Accelerator Carbine 9 Ranged (shotgun) 3d6-2 0 (0) 4 1.5 12 9+ 750 30
Gauss Carbine 12 Ranged (assault weapon) 3d6 1 (2) 4 3 60 10+ 1,200 30
MagRail Carbine 14 Ranged (assault weapon) 3d6+2 0 (1) 4 3 20 10+ 2,000 40
Sniper Rifle 4 8 Ranged (rifle) 2d6+6 3d6+3 3 2 No 5.5 5 1 4 8+ 9+ 500 700 5 10
Flechette Rifle 9 Ranged (rifle) 3d6 2 6 4.5 60 8+ 800 10
MagRail Rifle 13 Ranged (rifle) 4d6+2 1 4 4 30 10+ 2,200 50

Energy Weapons

Fusion Pistol: Using advanced directional gravitics, the fusion pistol projects a small blast of fusion energy from its attached power source at respectable ranges. Those without radiation protection who are in Personal range of the weapon when a fusion pistol is fired will suffer a moderate dose of radiation – each firing of a fusion pistol emits 1d6x5 rads. Stagger Laser: The first energy weapon designed to effectively hurl multiple shots, the stagger laser actually just uses an industrial beam splitter to create the effect of several smaller beams in place of a single solid one. Matter Disintegrator: This weapon was specifically designed for killing heavy infantry. The science behind the weapon is simple; causing the target to shed neutrons at an alarming rate and using its own matter against it. The larger or more dense a target is, the larger the reaction. The Effect used with a matter disintegrator is not determined by the attack roll; instead it is equal to the Armour rating of the target – meaning that the weapon will always inflict damage if it hits.


Useful for clearing bunkers and trenches without putting oneself in direct danger, grenades are fantastic ways of dealing with several enemies at once. All grenades (including those listed in the core rulebook) can be purchased specifically for the use in a grenade launcher. EMP: Electromagnetic Pulse grenades are used to knock out drones, robots, computers and electronic equipment. Any unshielded electronic technology caught in the radius of an EMP grenade will automatically shut down for 1d6 minutes unless equipped with shielding to prevent this. Few high-tech mercenaries use these devices due to the erratic nature of their effect radius – which can effect their own gear on occasion. Incendiary: Incendiary grenades deal 1d6 heat damage to characters within three metres of the blast; the radius is considered to be ablaze for 2d6 minutes – inflicting 2d6 fire damage to anything that enters the area. Plasma: Plasma grenades use two chemical agents and an electric pulse to start a massive reaction in the grenade’s shell, causing it to explode in a small orb of superheated gas.

Energy Weapons

Weapon TL Range Damage Auto Recoil Mass Magazine Availability Cost (Cr.) Power Pack (Cr.)
Fusion Pistol 17 18 19 Ranged (pistol) Ranged (pistol) Ranged (pistol) 4d6+2 4d6+4 4d6+6 No 2 2 1 4 3.5 3.5 – – – 10+ 10+ 10+ 10,000 12,000 15,000 5,000 7,000 10,000
Stagger Laser 12 14 Ranged (assault weapon) Ranged (rifle) 4d6 4d6+3 4 4 0 0 9 7 75 100 9+ 10+ 7,500 10,000 1,500 3,000
Matter Disintegrator 18 19 Ranged (pistol) Ranged (shotgun) 2d6 3d6 No 3 10 13+ 300,000 500,000 500,000


Weapon TL Range Damage Mass Blast Radius Availability Cost (Cr.)
EMP 9 Ranged (thrown) None 0.5 2d6 metres 10+ 100
Incendiary 5 Ranged (thrown) 3d6 0.5 3 metres 7+ 30
Plasma 12 Ranged (thrown) 5d6 0.5 1.5 metres 9+ 50

Heavy Weapons

Flamethrower: A pressurised tank of combustible fuel attached to a projecting nozzle, the flamethrower shoots a long stream of burning liquid and flame at its targets. When fired, the flamethrower’s stream strikes a single target and expands in all directions to consume it and the area around it. The fuel does not puncture armour like a bullet, but instead coats the target in burning fuel – which will continue to blaze for several seconds. As technology advances the type of fuel becomes more efficient, eventually reaching the heights of the blue-white plasma thrower at TL14. In game terms, a flamethrower targets a single point of contact within range, making attack rolls against everything in a straight line from the firer to that point (rolling in order) – stopping when an attack hits. When the stream hits a target however, it breaks the projection and fills a radius of 3 metres around the target, rolling the damage for the weapon as normal. Anything that suffers damage from a flamethrower will continue to suffer half (round down) the current damage value every round until the damage is halved eventually to 0. Due to the lack of penetration available to a flamethrower’s stream, armour values are doubled against flamethrower attacks. Light Machine Gun (LMG): A heavier belt fed version of the automatic rifle, the LMG fires standard ammunition at staggering speeds. Ammunition is provided in 100 round belts. Reloading requires six minor actions if the weapon is manned by a single individual, two minor actions if a dedicated loader is present. If a loader is present, he may choose to link two 100 round belts to form a 200 round belt on the spot as a minor action. This may not generally be done ahead of time as each belt is carried in its own ammo box. Linked 200 round belts are often provided ahead of time if the weapon is emplaced in a defensive structure or is vehicle mounted. Light Assault Gun (LAG): Essentially a superheavy rifle, the LAG fires a single solid slug at extreme distances with armour piercing capability. A magazine containing five rounds is inserted into the underside of the weapon, ahead of the trigger guard, and locked into place before firing. The weapon comes standard with both a manually set tripod and an over-the-back sling to assist in carrying from place to place. Armour Rifle, Man Portable (ARMP): Designed to be the epitome of sniper rifles, the ARMP is a single-shot, bolt action heavy rifle that can puncture the plate armour of personnel carriers. With the integrated bio-mass range finder (see below) and adjustable pivoting bipod, an ARMP properly set up with a clear line of fire can kill a target that thinks it is safe behind cover. Little can withstand a well-aimed direct hit from the ARMP’s specialised ammunition. Auto Cannon: A gravity fed, fully automatic weapon, the auto cannon fires a large-calibre round at amazing velocities with a practical rate of fire reaching 200 rounds per minute. Ammunition is provided in two large drums, placed to either side of the firing position. Empty drums may be changed independently of one another by a secondary loader, allowing the weapon to be fired while being reloaded. Replacing an ammunition drum requires the normal 6 minor actions, but is doubled to 12 if performed while the gun is being fired. This ammunition system is so heavy, that the weapon must be mounted on a vehicle or emplacement to be fired effectively. VRF Gauss Rifle: Standing for Very Rapid Fire, the gauss rifle is a shoulder-slung gauss weapon that uses an attached power backpack to accelerate hundreds of metal darts per second at targets over a hundred metres away. Generally only carried by soldiers in battle dress, the VRF gauss rifle is a heavy rig that must be set on a stationary pintle-mount if it is to be fired by any character not wearing powered armour. MagRail Minigun: Modified to fire steady streams of twenty-centimetre discs of sharpened metal, the MagRail minigun does not use revolving barrels like conventional slug-throwing miniguns, although it does have four individual firing ports. It uses a compartmentalised energy cell to direct the individual barrels to fire in alternating patterns, drawing from a single drum-sorted ammunition feed located under the weapon’s rear.

Heavy Weapons

Weapon TL Range Damage Auto Recoil Mass (kg) Magazine Availability Cost Ammo Cost
Flamethrower 4 6 8 14 Ranged (shotgun) Ranged (shotgun) Ranged (assault weapon) Ranged (assault weapon) 4d6 4d6 3d6+6 8d6 No 3 2 1 0 25 20 20 8 30 25 25 30 8+ 9+ 9+ 10+ 800 1,400 2,500 15,000 40 70 110 300
LMG 5 Ranged (assault weapon) 4d6 6 2 20 100 8+ 3,000 80
LAG 5 8 Ranged (rifle) Ranged (rocket) 6d6 8d6 No 5 4 30 5 9+ 9+ 3,500 5,000 100 160
ARMP 10 Ranged (rocket) 10d6 No 4 15 1 8+ 10,000 250
Auto Cannon 8 10 Ranged (rifle) Ranged (rifle) 4d6 4d6+4 8 8 3 2 35 (50 with both drums) 200/200 9+ 9+ 7,500 10,000 100 140
VRF Gauss Rifle 14 Ranged (rifle) 5d6 10 2 40 1,000 10+ 50,000 500
MagRail Minigun 15 Ranged (assault weapon) 5d6+4 12 2 25 500 11+ 250,000 1,500


Bipod/Tripod (TL4): Any weapon that has been fitted with a stabilising bipod or tripod can be set up in two minor actions to halve the weapon’s Recoil (round down), so long as the weapon is not moved. Costs Cr. 50. Magnification Scope (TL4): When Aiming with a rifle, the firer can reduce the effective range of the attack for the purposes of DMs by up to 2 range bands. Costs Cr. 25. Bio-Mass Range Finder (TL10): Using sophisticated density and IR recognition scanning, the computerised scope draws reliable outlines of where living targets are, despite up to twelve inches of inorganic material between target and firer. This eliminates up to 2 points of DM penalty from Cover. Costs Cr. 500.
  • TL12 3-D imaging and motion tracking is added to the scope. This eliminates up to 4 points of DM from Cover. Costs Cr. 750.

Support Weapons (Field Artillery)

Field Mortar: A simple aiming and firing mechanism based on self-propelled rounds being dropped into a tube, the field mortar is primarily used to drop parabolic attacks into the rear of an enemy formation. At TL8, the fragmentation shell has been re-designed to be more aerodynamic. At TL11 the mortar actually uses a power pack to create charged balls of energy to launch into the enemy. Ammunition for the field mortar cost 50 credits per shot, except for the power pack fuelled TL11 version. AT Gun: The single best way to deal with an armoured target, the Anti-Tank gun is a huge cannon that fires a single armour-piercing, high-fragmentation shell that is designed to punch through armour and explode. At early technology levels, the gun is called a ‘howitzer’ and is used to lob shells in wide arcs. As technology increases, the AT Gun’s ammunition becomes more and more efficient as it is made from better materials, allowing it to be fired more like a conventional gun. At TL15 however, the AT Gun fires a directed plasma lancet of energy drawn off a huge fusion pack attached to it by cables and conduits. For the earlier versions, ammunition for the AT Gun cost 25 credits x the Technology Level. Frag Cannon: A high-calibre parabolic cannon, the frag cannon is used to launch special anti-personnel rounds over a battlefield. The rounds explode when they reach a certain falling velocity, hurling thousands of chunks of superheated shrapnel into the masses below. It is a weapon that cannot be used in areas where allied forces might be, as the airbursts are not easily contained. As technology increases, the frag cannon becomes more computerised and easier to manage with fewer crew. Ammunition for the frag cannon costs 50 credits x the Technology Level of the weapon. MRL Pack: The multiple rocket launcher pack is a rack of motorised launch tubes that uses the same ignition system to rapidly deploy payloads. Earlier versions use simple ‘aim and fire’ rockets that required several crew to load, direct and fire properly. As technology increased, the MRL becomes a radar-controlled automated system with contained loading systems and laser-guided rockets. MRL packs fire either single shots or a number of rockets as a separate attacks roll up to half (round up) the pack’s Technology Level, and have a rate of fire equal to three times the number of rockets launched. Missile reloads cost 25 credits x the TL of the MRL pack each. Mass Driver: This simple gravitic weapon hurls clusters of dense matter at dangerous velocities. The ammunition used in a mass driver is little more than metallic or polymer ovoid-shaped pellets the size of a human fist. Dozens of these pellets are fired in a tight grouping, striking a relatively small area with tremendous force, like an artillery shotgun of sorts. Meson Accelerator: Using nuclei-stripping technologies originally discovered for the nuclear dampers protecting many major population centres in the galaxy, the meson accelerator is a huge field-focussing device that disintegrates matter caught in its focused energy emissions. The ‘beam’ fired by the accelerator is actually invisible except for its effects, but the weapon’s designers added a harmless light-projection system to colour the area of effect a bright blue immediately before it fires – allowing allies to steer clear of the coloured area!

Field Artillery Rules

Effective Range: Field Artillery is designed to fire at very long ranges. The number listed is the farthest the target of a Field Artillery attack can possibly be, suffering no penalties at that range. Firing at targets up to +50% of that range will suffer a -4DM to hit. Anything farther cannot be hit at all. Minimum Range: Either due to how difficult to physically manipulate or due to the requirement of parabolic firing arcs, some weapons are extremely difficult to fire at close ranges. For every range band closer to the firing weapon than what is listed, the attack suffers a -4 DM to hit. Rate of Fire: Artillery is difficult to fire rapidly due to reloading and re-aiming constraints. The number listed is the amount of minor actions that must be spent preparing the weapon before firing again; treated similar to a Reload score. Minimum Operating Crew: This is the number of skilled Artillerists needed on hand to ready/aim/fire the weapon properly. Each crewman contributes to the overall firing skill of the artillery piece, figured by taking the average of all crewmen’s Heavy Weapons (field artillery) skill levels. For each crewman less than the listed minimum, the weapon suffers a -2 DM to hit rolls.

Support Weapons

Weapon TL Minimum Range Effective Range Damage Radius Rate of Fire Minimum Operating Crew Availability Cost
Field Mortar 3 8 11 L M M 2,000 metres 2 kilometres 10 kilometres 3d6 4d6 5d6 6 metres 9 metres 9 metres 6 3 3 2 2 1 8+ 9+ 9+ 600 1,250 25,000
AT Gun 6 8 12 15 L L M M 2 kilometres 500 kilometres 750 kilometres 1,000 kilometres 6d6 8d6 8d6+4 10d6 9 6 6 6 4 4 3 2 8+ 8+ 9+ 10+ 2,000 4,000 8,000 40,000
Frag Cannon 5 8 10 M S S 1 kilometre 600 kilometres 750 kilometres 5d6+5 6d6+5 8d6+5 5 metres 5 metres 10 metres 12 9 6 6 4 3 9+ 9+ 10+ 2,500 5,000 8,000
MRL Pack 6 8 10 12 L M S S 1 kilometre 50 kilometres 75 kilometres 100 kilometres 4d6 5d6 5d6 6d6 5 metres 4 metres 4 metres 3 metres Special 5 4 3 2 9+ 9+ 10+ 10+ 3,000 10,000 15,000 20,000
Mass Driver 10 M 1,000 kilometres 10d6 2 metres 4 3 9+ 3,000
Meson Accelerator 15 L Line of Sight 18d6 10 metres 12 4 14+ MCr 20


Assault-cycle: A semi-enclosed, one-man armoured motorcycle that moves at very high speeds while allowing the rider to fire twin LMGs at targets that it passes by. Gunskiff: A mobile, gravitic gun platform that lets its passengers fire their weaponry over the somewhat precarious railing. Hovertrak: A bit of a misnomer, the hovertrak anti-armour tank has no ‘trak’ portion of it at all. It was originally named for the tracked version of its chassis, now obsolete with the advent of its hovering capabilities. Fully enclosed and supporting a small anti-personnel weapon, the main reason the hovertrak exists is to support its powerful anti-tank cannon turret. Few mercenary units can afford these behemoths, but those who can will never be without a job. Gravcopter: Fast and agile, the gravcopter uses two small gravitic generators located to either side of the passenger cabin to propel itself across the sky. It is lightly armoured and armed, mainly used to deliver troops to hard-to-reach places very quickly. Hydrofoil: A fast-moving boat that actually lifts above the water on a set of ski-like ‘foils’, this is the best watercraft for aquatic assaults. Carry-All: A huge helicopter with four massive rotors positioned at the corner of its expansive crew and cargo compartment, the Carry-All is the best way to bring a single platoon to a specific point of interest safely – albeit slowly. The passenger limit listed is an utter maximum, and can be reduced by bringing other vehicles within the cargo hold of the Carry-All. Every Hull point worth of vehicle carried by the Carry-All takes up three passengers worth of room. Unfortunately, the Carry-All cannot have the Deployment Ramps/Harnesses option added to it. Assault Capsule: A cylindrical vehicle designed for tunnelling under enemy lines to deliver soldiers, the assault capsule can take a squad through solid rock rather quickly. Using a dozen individual and spinning plasma-cutting devices, the capsule liquefies the ground it draws itself through. It can be used above ground like a slow-moving car, but it is better suited for underground travel. The second Speed score listed is for its tunnelling rate. ATGT: The All Terrain Gun Transport is nothing more than a tracked weapons platform. It carries two powerful fusion cannons into battle and allows the gunner to fire them in tandem, shielding both driver and gunner from the dangerous radiation such weapons produce. Some replace these weapons with a single meson accelerator, but such weapons are still semi-experimental and too expensive to risk.


Radiation Shielding (TL8): By using special alloys and aerosol medications in the crew passenger compartments of a vehicle, it can render all passengers immune to radiation while on board. This adds +10% to the vehicle’s cost and can only be used on enclosed vehicles. ECM Shielding (TL9): Vehicles that purchase this option are immune to the effects of ECM grenades and effects. This costs 25% of the vehicle’s total cost, and can even be added to a grav belt. Deployment Ramps/Harnesses (TL4): The vehicle with this option can deploy all of its passengers in a single 1-6 second action if the vehicle is held steady. This costs 100 credits per passenger-capacity of the vehicle. Reflec Covering (TL11): The vehicle is coated with the expensive Reflec armour polymer, a plastic made with layers of reflective material and heat-dispersing gel. It is highly effective against lasers, increasing the Armour rating by +5 against laser weaponry, but provides no other protection against other attacks. Once the vehicle has taken half (round down) of its Hull points in damage, the Reflec has torn free or burnt off, and the bonus no longer applies. This costs 1,000 credits x the sum of the Armour and Hull ratings of the vehicle.


Vehicle TL Skill Agility Speed Crew and Passengers Open/Closed Armour Hull Structure Weapons Availability Cost
Assault-cycle 8 Drive (wheeled) +2 180 kph 1 driver Open 9 2 1 2 x LMG (front) 9+ 35,000
Gunskiff 9 Flyer (grav) +0 150 kph 1 driver, 12 passengers Open 10 4 3 LAG (turret) 10+ 75,000
Hovertrak 12 Drive (hover) +0 70 kph 1 driver, 2 gunners, 5 passengers Closed 18 8 6 LMG (front) and AT Gun (turret) 11+ 5 MCr
Gravcopter 13 Flyer (grav) +3 250 kph 1 driver, 1 gunner, 12 passengers Closed 10 8 3 Twin ACRs (turret) and MRL pack (front) 10+ 300,000
Hydrofoil 8 Seafarer (ocean ships) +1 135 kph 1 driver, 8 passengers Closed 12 6 4 LMG (turret) 9+ 50,000
Carry-All 10 Flyer (rotor) -2 100 kph 1 pilot, 1 co-pilot, 50 passengers Closed 20 15 8 2 x Auto Cannon (turret) 12+ 8 MCr
Assault Capsule 13 Drive (mole) -2 40 kph / 10kph 1 pilot, 8 passengers Closed 18 6 4 None 11+ 2 MCr
ATGT 15 Drive (tracked) +0 180 kph 1 driver, 4 gunners Closed 22 8 8 2 x Fusion Gun (front) 13+ 12 MCr
scroll to top