pathfinder - Serena Dawn

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PATHFINDER: EDITION 2.1
AFTER SIX CENTURIES, MAN’S PAST IS CATCHING UP WITH HIM.
SECTION I:
PLANET LISTING
Colonies: The number of colonies including orbiting bases (not Skybases, Fueling stations, or Astrolabs), planets, moons,
military bases.
Locations: Notable places.
Value: From 1 and 10 for total value (mineral rights, colony population, strategic position, etc.) Not the value to the population.
The value to the government which controls it.
Legality:
Purpose:
--Total Restriction…one shave off a military state. Strict laws. All punishable.
--Very Major Restriction…Stunners are allowed and small blades. Nothing else.
--Major restriction…More powerful nonlethal…low tech weapons.
--Heavy restrictions…Hunting weapons, single shot rifles, low tech weapons allowed, nothing else.
--Medium Restriction…Rifles and Heavy weapons prohibited. Pistols require license.
--Minor Restrictions…Rifles and heavy weapons prohibited without a license. Pistols allowed.
--Very Minor Restrictions…Military weapons are prohibited. Heavy weapons require licenses.
Pistols recommended.
Zero -- Lawless…carry what you like. Pistols to Herks are OK.
Seven
Six
Five
Four
Three
Two
One
Barren—No value, no population we are ware of.
Cluster—Heavy populated location. Lots of everything. Balanced Population.
Capital—Dense Populated Location. Governmental focus. Balanced Population
Military—Military base with full space and ground capacity. Population is mostly soldiers.
Mine—Heavy mineral rights. Population is mostly miners.
Merchant—Riggers and Traders. Little value otherwise. Population is always changing.
Outpost—Minor populated location. Mostly surveyors.
Outcast—Would have fallen through if it wasn’t self-sufficient. Population does everything.
Colony—Basic populated location. Bits of everything. Balanced population.
Special—Special location for reasons explained in each case.
Purpose:
Merchant
Aarronn
Colonies:
None
Barmoon
Locations:
None
Colonies:
Two
Value:
Zero
Locations:
None
Legality: n/a
Value:
Six
Purpose:
Barren
Legality: Six
Purpose:
Colony
Alexandria
Colonies:
Three
Bastion
Locations:
None
Colonies:
Two
Value:
Five
Locations:
None
Legality: Five
Value:
Three
Purpose:
Cluster
Legality: Six
Purpose:
Colony
Antares
Colonies:
One
Berganofsky
Locations:
None
Colonies:
One
Value:
One
Locations:
Military Depot
Legality: Two
Value:
Ten
Purpose:
Merchant
Legality: Zero
Purpose:
Military
Baha
Colonies:
One
Notes: No civilian craft may approach within two
Locations:
None
parsecs.
Value:
Seven
Bernard’s Star
Legality: Three
Colonies:
One
Locations:
Value:
Legality: Zero
Purpose:
None
Five
Military
Booth
Colonies:
None
Locations:
Alphatech Sungun
Value:
Two
Purpose:
Barren
Legality: N/A
Notes: The Alphatech Sungun was recently
destroyed.
Bossilo
Colonies:
Four
Locations:
None
Value:
Six
Legality: Six
Purpose:
Colony
Brasenga
Colonies:
Four
Locations:
None
Value:
Nine
Legality: Six
Purpose:
Cluster
Breaker’s Star:
Colonies:
One
Locations:
Breaker’s Yard: One of the nicest terraform planets
(continuous twilight, no vegetation, very muggy, no clouds),
Breaker's Yard has become the Mule Capital. Where beautiful
cities would sprout, ugly cranes, factories, processing stations,
and shipyards now lay. With the planet mass of Titon, the
Yard is filled with 10% lounges, bars and clubs, 30% living
facilities, 20% reprocessing facilities, and 40% shipyards and
shipyard facilities. It is the centre-point of all freelance Mule
activity. Although the native population is only around 15 - 20
million, there is, at minimum, 220 -320 million people on there
at a time. Not all of them are Riggers. A lot are homeless
people who live in hulks left behind by Mules. Others are
visiting or here to make a quick buck. Embassies from all corporations and governments are present. Breaker's Yard outdates the Rigger industry by about 400 years, but it has always
been a trading center. It was discovered and named Helios in
the 23rd century. At first, it was a planet very close to "Earth
Standard" but not close enough. The "Helios Terra forming
Project" was formed fifty years later. After nearly 200 hundred years of slow terra forming, the project was finally
stopped because the planet refused to evolve to a perfect
match. What could have been a picture perfect Eden, an ugly
smog filled rock now stands...at least it was breathable. People have been living on Helios for three hundred years. It
quickly evolved to a trading outpost very quickly. Its new
name was an nickname that started only 150 years ago, It became its official designation just before the war.
Value:
Two
Legality: Two
Purpose:
Merchant
Bussard
Colonies:
Six
Locations:
None
Value:
Nine
Legality: Six
Purpose:
Cluster
Cameron
Colonies:
One
Locations:
None
Value:
Zero
Legality: One
Purpose:
Outcast
Caseopea
Colonies:
Three
Locations:
None
Value:
Four
Legality: Three
Purpose:
Mine
Carementol
Colonies:
Three
Locations:
None
Value:
Ten
Legality: Seven
Purpose:
Cluster
Corona
Colonies:
One
Locations:
None
Value:
Three
Legality: Two
Purpose:
Outpost
Crimmon
Colonies:
Three
Locations:
None
Value:
Ten
Legality: Six
Purpose:
Cluster
Deneate
Colonies:
One
Locations:
None
Value:
One
Legality: One
Purpose:
Outpost
Drome
Colonies:
Not any more
Locations:
Drome: A Commonwealth planet near the opposite
edge off space from the Bloc. It was a major colony, hundreds
of years ago. It was destroyed by unknown forces. The Authority placed a colony after, but after five years the colony
was abandoned for no reason. Being so far out...actually
slightly farther out than Periphery, it was considered to expensive to salvage the colony machinery.
Value:
Zero
Legality: N/A
Purpose:
Abandoned Colony.
Ergo:
Colonies:
Locations:
Value:
Legality: Six
Purpose:
Esque
Two
None
Six
Cluster
Colonies:
Locations:
Value:
Legality: Six
Purpose:
Seven
None
Ten
Cluster
Faust
Colonies:
One
Locations:
TMA Stockyards
Value:
Ten
Legality: Zero
Purpose:
Military
Notes: No civilian ship may approach within two
parsecs.
Finnegan's Folly
Colonies:
One
Locations:
Finnegan's Folly: This planet has only a reclusive
number of people because no one else will live on it. It was
adapted as a Military testing ground several centuries ago but
the project was scrapped after it was found that the planet's
gravitation fields and tectonic plates were abnormal and
caused continuous shifting that made permanent colonies difficult. The people living there now move in continuous caravans. The planetary survey reports from probes always give
different results so the exact identification of this planet is impossible. This planet looks completely different every 30
years. Some say this planet has secrets more incredible than
can ever be seen in deep space...but since it has no comparable
mineral deposits, no one has ever really checked. No ship has
been recorded crashed on Finnegan's Folly in over 165 years.
No attempt at contact has been established. The planet's dominant characteristic is that it emits sound waves in a range of
frequencies. As a result, the entire surface is in a state of agitation in sympathy with the various vibrations. Some of the
frequencies are within audible range, producing a continuous
and unsettling discord. The effect together with some of the
threshold wavelengths makes it impossible to tolerate exposure
for any significant length of time. Many attempts have been
made, centuries ago, to establish bases on the planet but the
constantly moving surface has made this impossible. Geological tests and drillings have failed to disclose any stable stratum
which might provide an anchorage for constructions of any
permanence. A further difficulty is that sound-proofed surface
installations would only be habitable for brief periods as the
unrelenting resonance has the effect of seriously disturbing
mental equilibrium. Absolutely no clue exists to the reason for
this phenomenon, nor do we have an explanation for the fact
that the planet has nomadic pockets of gravitational variation.
One suggestion put forward is that somewhere near the core
there exists a large number of very high-density bodies in a
state of constant movement. No attempt has been made to
initiate contact with the wayfarers, but several moving objects
detected in the Sea of Dust (the one big desert) seem to counter that they have died. It is unclear how they survive. It is
estimated that Finnegan's Folly was discovered early in the
22nd century. Early attempts at a colony proved fruitless and
the planet (initially named Rodo) was converted to a Military
testing ground. The name was then changed to the familiar
term. Folly's life as a military establishment lasted barely ten
years and in the 24th century, was totally deserted and left for
obscurity. Apparently, a cult that endorsed isolation, left to
colonize a world for their own. The only world they could be
assure of privacy was Folly. The ship landed and was never
heard from again. Repeated scanners paths have found nothing but one ship apparently picked up moving objects passing
over the Dune Seas. Since the initial landing, six ships have
crash or soft landed on Folly and have never returned
Value:
Zero
Legality: N/A
Purpose:
Outcast
Fusillade
Colonies:
One
Locations:
Firewalk: The planet in flames. The Firewalk colony is surrounded by them all the time and constantly fight off
the roaring fires in order to mine the massive deposits there.
People who move to Fusillade usually have no where else to
go and are desperately in debt. The hazard pay here is amazing.
Value:
Seven
Legality: Four
Purpose:
Mine
Futana
Colonies:
One
Locations:
None
Value:
Four
Legality: Five
Purpose:
Outpost
Galiton
Colonies:
Two
Locations:
None
Value:
Seven
Legality: Zero
Purpose:
Military
Garamond
Colonies:
Two
Locations:
None
Value:
Five
Legality: Zero
Purpose:
Mine
Gate
Colonies:
One
Locations:
None
Value:
Four
Legality: Five
Purpose:
Outpost
Grove
Colonies:
One
Locations:
Eden: This was the last Earth-like planet colonized
in this decade. Although its existence has been known for
decades, it has been left alone while scientific teams examined
the planet. It was declared off limits because of a pact of noninterference--the planet had been possibly sighted as a source
of intelligent life. This has been confirmed to be untrue. In
fact, no animal life at all in lives on Grove. It is unclear how
plan life sustains itself. The oxygen is rich but human life can
be sustained. Teams have discovered extremely rich soil and
preferable weather planets for Terran planet life. Two teams,
5 000 miles apart, are testing the planet for wide use. When
cleared, Grove could single-handedly eliminate all food problems in the Territory. No ships have allowed to land. The
colony has no interstellar spacecraft of any kind. The team
have nicknamed the planet "Eden." Both colonies were recently abandoned. No on has returned.
Value:
Ten
Legality: Seven
Purpose:
Special—Prohibited Area—
Laboratory and Nature Preserve.
Janus
Colonies:
One
Locations:
Bracken’s World: Bracken’s World is the single
source for the emergency and survival rations used on every
major vessel from every major corporation and government.
The entire planet has been modified with Kelp yard to produce
the single product.
Value:
One
Legality: Six
Purpose:
Colony
Kapteyn's Star
Colonies:
Two
Locations:
Chaos: A very unstable gas planet, Chaos is a star
that failed. It is always in a state of stress... some scientists say
it could go at any time. No one really knows why this planet
has managed to stay in one piece with 145 large moons tugging on it, but it is a very rich fuel area. Massive automated
gas collectors work night and day, processing the fuel. Chaos
is the only planet where all the ingredients for ship fuel can be
found. Because of the violent stresses, nobody lives near Chaos.
Value:
Ten
Legality: N/A
Purpose:
Mine
Keller
Colonies:
One
Locations:
None
Value:
One
Legality: Zero
Purpose:
Outpost
Lalande
Colonies:
None
Locations:
None
Value:
Zero
Legality: N/A
Purpose:
Barren
Minerva
Colonies:
Two
Locations:
None
Value:
Four
Legality: One
Purpose:
Merchant
Mirfak
Colonies:
Two
Locations:
None
Value:
Eight
Legality: N/A
Purpose:
Military
Noa
Colonies:
None
Locations:
None
Value:
Zero
Legality: N/A
Purpose:
Special
Notes: This dead, inhospitable, and nonatmospherically rock is rumored to have remnants of a past
civilization. Because of the nature of the planet, archeological
digs are rare. It has been dead for at least 1 000 years.
Noble
Colonies:
Three
Locations:
None
Value:
Six
Legality: Six
Purpose:
Mine / Colony
Oberon
Colonies:
None (…well…)
Locations:
Oberon: People say Oberon has got it all...before.
The one, enormous colony on it, New Palan, was nuked by a
stray Vulcan Hammer missile ten years before the war ended.
No one is willing to repopulate the "The Big Palan" now with
the rad count the way it is. That's too bad, since last count,
there was 14 000 tons of steel, 24 000 tons of aluminum and
titanium, 5-6 million miles of copper wire. Kitchen appliances, typewriters, audio gear, tons of spacecraft parts, works of
art just hanging the galleries waiting to be plucked, clothing,
toupees, bridgework, false teeth, prosthetic limbs can all be
found. You name it, Oberon has got it all. That is...if someone is willing to go down there. Some say Oberon was an Authority Planet bombed by a Commonwealth Cyclops. Some
say it was an Authority planet bombed by a Bloc Moray Eel.
The actual fact is that Oberon was, originally, Bloc controlled.
This is the only confirmed rumor. The official statement by
both governments is that a Cyclops, captured by the Authority
was redirected towards the Commonwealth planet of Pearl.
However, it went off guidance, and smacked Oberon. The
Authority, who now controls the planet, have released that the
very "dirty" Vulcan Hammer used on it released so much radiation, that nothing is salvageable. Some parts of the city remain standing but there is no reason to land. As a result, for
public safety, the planet is quarantined and constantly patrolled
by the TMA. No one has set foot on Oberon since it went
up...or down.
Value:
Zero (…well…)
Legality: N/A
Purpose:
Special
Osborne
Colonies:
Five
Locations:
None
Value:
Eight
Legality: Five
Purpose:
Colony / Military
Otto
Colonies:
Five
Locations:
None
Value:
Nine
Legality: Six
Purpose:
Palomino
Colonies:
Locations:
Value:
Legality: Six
Purpose:
Cluster
Two (the Lars military
base was recently destroyed).
Nunes military stockhold.
Four
Cluster
Palin
Colonies:
Locations:
Value:
Legality: Three
Purpose:
Five
None
Eight
Colony
Pavilion
Colonies:
One
Locations:
Pavilion: This is a planet on the Bloc border that
does not align itself with any government. The 5 000 people
that live there all speak PTL so contact has been limited.
Value:
Zero
Legality: Seven
Purpose:
Outcast
Pearl
Colonies:
Three
Locations:
None
Value:
Five
Legality: Five
Purpose:
Cluster
Periphery
Colonies:
One
Locations:
None
Value:
Three
Legality: Zero
Purpose:
Outpost
Perlmann
Colonies:
One
Locations:
None
Value:
One
Legality: One
Purpose:
Outpost
Quagmire
Colonies:
Not anymore
Locations:
Quagmire: Once a planet on the border between the
Bloc and Orion group, it was the site of the worst conflict of
the war. Because of massive fossil fuel deposits from a previous extinct ecosystem, Quagmire was considered a great commodity, although blanketed in low level, almost unforested
swamp, like the stretches of bijou countryside on Earth. A
ground war later almost fifteen years and still pushed more
than 6 months after the war concluded. In the end, the Orion
group abandoned its forces on planet for the Bloc forces to
overrun them. The resulting suicide fight ended in the destruction of most of the planetside and the sabotage of the mining
sites including oil fires. Although no mass weapons were used
on Quagmire, the entire planet is a wasteland. Remains of the
old oil rigs still float on the shallow waters. The sky is a reddish black from the damage, sometimes every few weeks, ionization causes it to change to an emerald green. Now totally
still. No waves, no war, no life. Quagmire was mankind's
greatest symbol of how war can drive people insane.
Value:
Zero
Legality: N/A
Purpose:
Special—Decimated Planet
Quiver
Colonies:
Three
Locations:
None
Value:
Five
Legality: Six
Purpose:
Colony
Shedar
Colonies:
One
Locations:
None
Value:
Six
Legality: Four
Purpose:
Mine
Sirius
Colonies:
Three
Locations:
Terran Wildlife Preserve
Value:
Two
Legality: Seven
Purpose:
Colony
Spirou
Colonies:
None
Locations:
None
Value:
Zero
Legality: Six
Purpose:
Barren
Sol (Terran Solar System):
Colonies:
Twelve
(Not including Earth)
Locations:
Mars Shipyards: The now defunct military
workyard that produced hundreds of warvessals during the war
every year. There are still many manufacturing facilities here
and it is where most Mules come to sell their Cargo.
Mars War Museum: An orbiting museum that pays
good prices for intact antique spacecraft, but not often as the
processing yards.
Panama Spaceport: Panama handles all Spacefaring
activity in the Terran system as well as beyond, but it specializes in short range craft. It stretches from Balboa, up to Cristobal, and across Mandinga, taking over the entire Canal. All
Sol System activity usually goes through this multipurpose
port.
Sydney Starport: The Starport is the largest commercial landing complex in existence. It is the heart of all
commercial traffic in the Territory. Always in expansion, the
port currently occupies most of Western Sydney, down to
Canberra, all the way North to Newcastle and west to Goulburn. It is broken up into sectors specializing in different
fields of commercial space travel. The largest individual region consists almost entirely of manufacturing and service sites
and includes a number of static test fields, each of several
square kilometers. The remaining regions are traffic handling
sites for the various space routes. Each site consists of arrival
and departure lounges, terminals for surface or atmosphere
transportation, transfer points, fueling and service bays, warehousing and the many other facilities. Where Breaker's Yard
is at the lower end of the class structure, Sydney is at the top.
The port looks "all bright and shiny" with massive upright
semi-spherical domes and white wall paneling everywhere.
The station is also completely reactionless and solar powered,
so no pollution is produced.
Star Oceana: The Sakarov--Phyrine funded underwater city with a population of around 250 000 people. It is
known to be Earth's best success story.
Value:
Ten
Legality: Five
Purpose:
Capital
Solas
Colonies:
One
Locations:
Solar City: A gas giant orbiting a small red dwarf,
Solas is the only gas planet with a breathable oxygen layer
within itself. When proven stable, the unique aspect was studied, because of the rising gases and thick thermal layer below,
it was found out that with very little energy, vehicles could
support themselves. It wasn't long before a floating colony,
named after the planet was set up. No, it doesn't look like
Cloud City. Rather, it is a huge city with many long tendrils
ending in gigantic altitude adjusters. Although the Solas project is threatened every year of being closed down, it maintains
itself because of its huge tourism industry and gas mining.
Value:
Eight
Legality: Seven
Purpose:
Special—Resort Colony.
Starling
Colonies:
One
Locations:
None
Value:
One
Legality: One
Purpose:
Outpost
Starros
Colonies:
None
Locations:
Starros: Starros is one of the last planets left that still
is virtually unmined. Although small, it could reap benefits.
There's just one problem. Starros is so close to its red supergiant that the planet is almost molten. The temperature on its
surface peaks over three times of that on Venus. The atmosphere has long since been vaporized. Most ship's reactors can't
operate in the environment, especially since the star is so large,
it takes up almost 40% of the sky. Even with its heavy shielding, the Van probably couldn't last more than 12 hours at
Starros before its reactor starts to have problems. Do not stay
longer than 48 hours.
Value:
Three
Legality: N/A
Purpose:
Special
Stasco
Colonies:
One
Locations:
Stasco: This is a big planet, the biggest in the territory... twice as big as Jupiter (a terrestrial planet). It is also volatile place. It is hot. 130 degrees inside and up to 180 degrees
outside in some places. This is explained by Stasco orbiting a
wobbly path among six suns. Because of the horrible environment, the populace is quartered in city blocks, about 5k high
which travel on a vast track. The track, made out of refined
rock (obsidian), is what Stasco is all about. The cities travel in
relation to the suns as they orbit Stasco so the structures move
along the track. The relation is critical as the cities are TOTALLY dependent on Solar energy. If a city stopped, all life
would perish in under three hours. Movement on the track is
paramount and rumors say there are explosives in the foundation to blow the city off in case of an actual breakdown as at
anytime there are twenty cities on a given section of track.
Why are people subjected to this hostile environment: The
almighty dollar. Stasco is still the richest planet in the territory
after 300 years of clean and strip-mining. The Bloc and the
Authority rules the planet together. One of the greatest
achievements of all. Five kilometer tall building cruising on
tracks on an immense planet. If you can withstand the temperature, it is quite a sight. The planet, with it expanding deserts,
is also a scene to behold. The Stasco Towers are one of the 12
wonders of the world...for good reason. Estimated to be a
least 400 years old, the towers remain to be the greatest representation of technology we have lost. It is unsure how they
were built or how they run so perfectly with so little maintenance. Good thing to since no one is entirely sure how to repair them. If the secret of their efficiency can be solved, Mankind's energy problems would be over. They are of definite
Terran manufacture but history did not record when they were
built...and even why, since there are probably other, cheaper,
ways to mine the planet's recourses...back then. Now, they are
extremely useful.
Value:
Ten
Legality: Two
Purpose:
Mine
Storren:
Colonies:
One
Locations:
Storren: Storren is made up of two types of terrain's:
The Badlands and the Dagtal Swamps. Both are not very
friendly environments, but the swamps have the richest nonterran life forms and the Badlands have pockets of rich minerals. Rumors say that the Dagtal swamps are mined. The
swamps are heard to contain a pirate group known as "Grubs."
The desert is the rumored to hide the base of The Hive.
Value:
One
Legality: Zero
Purpose:
Outcast
Stos
Colonies:
One
Locations:
Stos: Cold...very cold. Stos is a planet whose internal furnace turned off. Then when its blue giant star winked
out into a brown dwarf, it got really cold. Near absolute zero,
the planet is dominated by moving glaciers and crumbling ice
mountains. There is no liquid here...it is totally frozen. Too
bad, most of the planet's ice is pure water. Berg runners don't
often come here because it is so hard to remove the ice since
the smallest glacier is 350 miles across.
Value:
One
Legality: N/A
Purpose:
Outpost
Tess
Colonies:
Three
Locations:
Tess: Also a planet rich in natural resources (fossil
fuels), Tess is totally covered in water with only a handful of
jutting lands masses. Because the oil and gas deposits are
small and scattered, instead of placing rigs everywhere, hundreds of super tankers roam across the surface and directly
mine the area, then move on.
Value:
Seven
Legality: Four
Purpose:
Mine
Toledo
Colonies:
One
Locations:
None
Value:
Zero
Legality: Zero
Purpose:
Merchant
Tower
Colonies:
Eight
Locations:
Bloc Tower: A huge tower ten times the size of the
old CN tower, the tallest free-standing structure in the Territory
Value:
Nine
Legality: Seven
Purpose:
Capital
Umbilico
Colonies:
One
Locations:
None
Value:
Four
Legality: Four
Purpose:
Colony
Van Maanen's Star
Colonies:
Two
Locations:
Berg Park: This is the name of a huge processing
station as well the Ice Field in sits in orbiting Van Maanen's
Star. The Park has the largest deposits of pure and polluted
water in the galactic arm. Huge chunks of ice are harvested
and purified. A massive 5 to 25 kilometer extra-hard Iceberg is
constructed where it is towed to places that need it.
Value:
Eight
Legality: Three
Purpose:
Mine
Vega
Colonies:
Three
Locations:
None
Value:
Eight
Legality: Seven
Purpose:
Cluster
Verheiden:
Colonies:
One
Locations:
None
Value:
One
Legality: Two
Purpose:
Outpost
Yascar
Colonies:
One
Locations:
Forest of Rock: Actually called Yascar, the planet
was never colonized but not because of a lack of minerals or a
low strategic value. Although the air is stale and almost totally
blanketed in twilight, Yascar can easily be inhabited. The
problem lies with the dense forest of 100 story tall limestone
and obsidian stalagmites that covers the globe. Almost indestructible, it has been deemed unfeasible to clear an area so a
colony can be placed. Several small independents have been
rumored to take up shelter there. Scavengers are known to
have a secret abode there. The Skips are also rumored to work
from this location.
Value:
One
Legality: Zero
Purpose:
Outpost
SECTION II:
OTHER LOCATIONS
Astrolab: Medical and Scientific orbiting ports. Not very equipped for spacecraft, they can supply emergency landings.
There are 16 currently operation. Four more are currently missing since their inception, 150 years ago.
Legality: Seven
Birdnest: The Birdnest is currently the only known type of Military mobile Base that can actually land. It's fifty odd
spindly legs move out and land very gently on virtually any surface. The base is disk-shaped with a large communications and
command cone on top. Don't get the wrong idea...it looks nothing like flying saucer, There are too many projections and the base is
not that smooth. It is also very large. The cone is actually a semi-sphere with a very large communications array on top. There is
also several large docking bays as well as two large vertical wing-like structures that house the enormous grav generators (unique
to this craft only). There are currently ten in use. Three crashed landing on planets and two more are missing.
Legality: Seven
Cluster-Dock: This is an expandable and portable dock that can be sent anywhere in the territory. It does not have much
physical mass figuring it is just a wire structure with a small control room.
Legality: Four
Fueling Stations: Often the covet of Rippers, Jackers, Pirates and Scavengers fueling stations are usually well protected.
They consist of large spherical tanks connected to each and with large docking systems. There are no enclosed docking ports of
any kind and the only population at these stations are usually security men and / or Federated Defense personnel. Mecktechs take
care of the rest. There are hundreds of these everywhere.
Legality: Six
Skybases: There were once thousands of these large, automated service ports, now there are only several hundred. They
are still fairly common to see however. Usually having a capacity of 4 to 6 craft, Skybases were deserted except the crews of other
ships, but because of the Mecktechs (automated service robots), the bases are virtually maintenance free. They are also equipped
with Docking robots and service pods that can leave the base as well.
Legality: Three
SpaceLanes: A popular racing area off the Sol system.
Legality: Five
SECTION III:
SHIPS:
AAF-212 Hornet: Before the Mule, there was this
large, fast interceptor, that could defeat even the Shark. No one
knows what it looks like or who made it. Some say it doesn’t
exist.
Angulan: The largest Battleship known to exist, rumors hold this ambiguous vessel is still in one piece. Hearsay
speaks of it so large (over 30 km), armed and armored (over 1
000 weapons), that nothing could attack it. The Commonwealth feared this Authority ship (which could not dock anywhere so it was outfitted with processing plants so it could get
its own fuel... nowadays, there are large enough bases) would
overwhelm them. A choppy rumor held that a virus was introduced, killing the lot of the crew, leaving the ship ready for the
taking by the other side...but vanished before it would be retrieved. The official report said it was destroyed by a
scrammed reactor breach when refueling near the hostile gas
planet, Chaos.
Banshee: ConAer’s successful military freighter
which resembles an oversized WW2 bomber with its wings
clipped.
Beetles: More current, efficient, "clean" mining craft.
K34 Bee: The Bee is a modest little automated craft
designed for Survey work. No longer made, these were progenitors of the Burners. Bees were very expensive to produce because the had very advanced scanning equipment, ten times
more advanced than the average Burner. Even more powerful
than small Trawler Nets. Burners were chosen, however, because there can be built in fleets and overall cost less, but if
Bees were scanning systems rather than Burners, there would
be a lot less false alarms.
Behemoth: The largest Freighter still being constructed, the Behemoth is the largest craft ever to roll off a regular assembly line. They are only built on mars, the only place
with a large enough shipyard. R.F.E. controls all the facets of
their construction and sale. Both TMA and Fastcore have purchased many for military transports because of their ease of
installing weapons.
Black Falcon: The most maneuverable of the Low
Yield craft, this ship has vectored engine power. It also has an
internal grav pod for additional power. The firepower is minor
though.
Burners: Cheap, micro-probes built in the thousands
during and after the war that are sent out in nets to scan for information on systems and areas of space. If this turns up information on a possible craft, a lead is made and sent back to
the corporation that sent it out. Some firms own Burners as
well as many independent groups. The Authority and Bloc now
send their own out but unlike the Syndicates, are Public Domain. A burner's construction cost is less than $150 for each
one. It utilizes the cheapest mineral recourses... recourses not
being used for any other machine constructed. The assembly
line is very efficient.
Calypso "Cargo Skiff" Mule Variant: Consolidated Aerospace's long rumored Mule design, the Calypso
supposedly is a combination of technologies between the
Outrigger and the Crab. Although small, the Cargo Skiff
has the potential of being heavy competition to an industry
almost totally run by Badger Engineering. It comes standard with 3 Sealed Cargo Grav Pods. Specifically made additions made by ConAer cost less that standard SCGPs only
work for the Cargo Skiff. These can be connected in sequence. A prototype model is in use with all known modifications which include 350 SCGPs that trail behind.
Cerebrus Class Destroyer: Carrying the most
powerful energy weapon ever made, the NA 3000 OPA
(Particle Accelerator), the CCD was a mainstream vessel
300 years ago…now, no one knows how such a massive
weapon was made.
Colonial: The largest ships ever constructed with the
exception of the Connestoga, these had the capability of shifting large pockets of civilization across the universe. These were
often escorted by two Connestogas. These craft were the ones
that expanded civilization. They planted their seeds and were
recalled, where they were refitted, and sent out again. Currently, only three exist.
Connestoga: Super High-Capacity freighter. The
largest craft moving great distances, these 25 kilometer awe
inspiring ships have the capability of moving all equipment of a
colony planet to a new destination. Since the prototype built
300 years ago, they have gotten bigger and faster. There are
currently six in operation. Four more were lost during the war.
The prototype has not been found either.
Customs Frigate: Used by every single alliance and
organization, Customs Frigates are larger than Freighters and
are armed. They are used to transport more important supplies.
Cutlass: A streamlined successor to the Stingray--a
larger, faster, more powerful local defense interceptor which no
one knows how to make anymore.
Dart: A cheap, mass produced, single-man craft used
commonly through the spaceports around the Territory. No one
really knows who built it. Everyone constructs it.
Deadalus: The first interstellar craft has yet to be
recovered. A valuable antique...and good mineral source. It
had huge inefficient Fusion drives so it has enormous tanks,
many of which are said to be still full.
"Demeter" Cargo Platform: This is an Avery
cargo platform. It is LITERALLY a very big Mule. In fact,
Avery had planned to release it as the ultimate Rigger vehicle...it is, but it is also the most expensive mule in history.
The Demeter Platform does no look like a normal ship, but
instead is a massive Grav Platform (a large, flat Grav Pod)
with four large towers sprouting from it that include the
main drive, the maneuvering thrusters, and the crew quarters. Its cargo space is slightly smaller than a Cobb, but it
can tow more than 20 Outriggers (unmodified). The ships
is also over a half a kilometer long and over 300 meters
high. Only very rich Riggers (3 minimum crew with the
capacity of 50 people) can afford the expensive craft. Most
are owned and operated by Avery because the cost is a tad
too steep for most Riggers.
DSRV: This is the shortened term for "Deep Space
Rescue Vehicle" that is a high powered vessel designed to dock
with another ship for emergency procedures. It is maneuverable and has a generic docking collar so it will mate with Authority, Bloc, just about anybody's craft. These things are everywhere in the Territory. It can be anywhere in less than 72
hours.
Experimental: These are craft based on an existing
design but modified with prototype hardware. No modifications are released and their existence is classified so none will
be mentioned here. Currently, only three of these ships have
been declassified. The ship design known only as Zed--001 is
the design used for testing of new weapons and new engines. A
Grav Drive was tested in a Zed as was the first NA-117 Particle
Accelerator. The last experimental was the not intended to be
known. This was the Eldridge which tested a new radar absorbing technology.
Fragmentation Mine: Not really a spacecraft, more
like a floating bomb. It can track a target and home in on targets. It is an extremely powerful explosive that can gut most
military frigates
Goulton: The only known Commonwealth destroyer
recorded.
Gourmet: These are horribly ugly, large, inefficient
strip mining spacecraft that were also very effective at doing
their jobs. No longer built, rumors disclose at least ten of these
ships roam the Territory.
Gunship: A common Authority craft embossed with
weapons but with a limited range. Dubbed "nuclear kites," these
craft would usually run dry during combat and had to be tugged
back (thus the nickname). Some were never reported and were
left flying into deep space, out of fuel, and intact...to be found
later.
“Hunchback” Long-Range Freighter: The
longest ranged Freighter around and the only vessel with the
equal of the Colonial and Conestoga. It has a gigantic
sphere in the nose that absorbs gases to extend its range.
Intrepid: Alphatech’s new line of Low Yield
Fighters. This short range fighter is equipped with missiles,
laserlances, and the very first Gattling laser. It is designed
primarily for speed.
Scavenger Ore Carrier: The design was stolen
by Scavengers many years ago. Only Jackers use this ship
and it is unclear how they construct them.
Kobyashi: This was once an experimental craft that
was mass produced during the war. Now nonexistent, people
have tried to find some of these rare craft in deep space. The
plans for their advanced and ultra-fast engines were lost and no
one has been able to duplicate them.
“Laing” Toxin Transports: These ships, although smaller than the average mule, has thicker armor than
most battleships. It is the only type of craft employed to
transport toxic chemicals. The craft, designed and built by
Schiller Biological, is the most popular ship not built by one
of the six multi-nationals. They are not often seen because
it is illegal from them to travel in normal spacelanes. The
big Yellow and Red Warning "Do Not Follow" on the rear
of it is a good suggestion. No TTs have ever broken but
Schiller is still holding its breath.
Low Yield Fighter: Alphatech’s new fleet of
small, short range, fighters. They are maneuverable, lightly
armored, but can carry a whollop.
Maco: A sphere with engines, these craft, no longer
constructed were the mainstream freighters until the Whale
came out.
Manta: Weapon transports with multi-purpose hardpoints. The only known ones intact are used by the Death's
Head Pirate group. The Control Compartment was a self contained module capable of sustaining life for about 200 days
when released in an emergency.
Mariposa, Corp. Vessel (CNN): The Central News
Network base design. These ships carry the most advanced
communications systems ever. The Comm system installed
take more that a 1/3 of its total mass. At least Fifty of these
things roam the territory and have a free roam over both governments.
Martian Princess: This is the luxurious, 200 hundred
year old spaceliner sought after by collectors. No craft today
has ever duplicated its comfort...not even 1st class on today's
spaceliners level up. She is the "Zepplin of the Space Age" A
replica of her lounge is at Mars War Museum and at Sydney. It
flew across the Cosmos for nearly a hundred years...then suddenly, it wasn't. It is assumes that the true fate of the Princess
was known at one point and recorded...but that information
became lost over time.
Midget: The Midget is a small maintenance flyer with
articulator arms that help in outside repairs of the craft. The are
sometimes also used as tugs--guiding large spacecraft to docking bays. (+4 all Engineering rolls).
Minnow: A long range interceptor scoutship constructed by the TMA and the only design they make open to the
general public, sans weapons of course. A Reliable and clean
2-person craft.
MISSILE BOATS:
The following ships have the capacity of mass destruction on a planetary scale. These four ships were the only dedicated nuclear platforms constructed before during, and after the
war. None are in production today. These list starts with the
least powerful and goes up to the single most powerful weapon
in history
Buster Manta: Not the same as a normal Manta,
Busters carry one type of armament, the medium-sized Buster
Tactical missiles. Each have the capacity of a 40 megaton warhead. The 15 missile capacity makes the Buster Manta best for
tactical deployment rather than brunt destruction.
Medusa: Before being configured for cargo use,
these ships carried one large, tactical nuclear weapon, the Medusa. More powerful than a 200 megaton warhead, these warheads had almost pinpoint accuracy. Only a few were rushed
into use after the war by the Authority when the Cyclops entered in battle. These missiles could fire through the atmosphere.
Cyclops: A Commonwealth Missile Carrier. These
ships were dubbed "Sitting Ducks" because most of the ships
couldn't get away from the blast sites. Now antiques, rumors
say only a handful are left. The single missile, the "Vulcan
Hammer" was the most powerful nuclear weapon dropped used.
Oberon was an early victim. One Hammer is powerful enough
to wipe out all of California.
Moray Eel: The Eel was the only attempt to make an
Interstellar Ballistic Missile. It didn't work. The Bloc launched
many in the final breath of freedom, but none reached their targets. The guidance system was later found out to be highly
fragile is susceptible radiation. The warhead on this unmanned
craft was powerful enough to level Olympus Mons, or perhaps
vaporize Haley's comet, or perhaps crack Phobos in two, or
even perhaps drive half of Asia into the Pacific.
MOBAS: The MOBile Armored Strongpoint, unlike
the Birdnest, DOES look a lot like a flying saucer (or more like
two bowls stuck together. Originally outfitted as part of a vast
network of perimeter defenses around Tower and the Bloc, the
MOBAS's current job is far less sinister. MOBAS were the
first to be outfitted with the new Grav Drives alone (no primary
propulsion), making it the Bloc proudest achievement, and after
the war were the first to be recalled and refitted. Those advanced Grav Drives were removed (dropping the value considerably) and became civilian residences (holding several families) because of the so many people left homeless after the war.
They were naturally durable structures, and plenty are still in
private ownership as second homes dotted around the planets of
all systems. A few were retrofitted with smaller, common, and
less efficient (and cheaper) grav pods for use as mobile accommodations for commercial operations such as mining and
agriculture. Four or five can still be seen floating in deep space
far out on the perimeter, where they are employed as automated
data-collection stations or navigation beacons. There are no
recorded accounts of any fitted with their original powerful
"Grav Drives" and no one is clear what happened to the ones
removed after the war although most assumes they were placed
in the large freighters, colony ships, and Battleships roaming
the Territory.
“Mobias” Multi-Role Tug: A new mule design from
Badger that is meant to be a successor to the popular Crab. It
incorporates many of the Snark’s sleek characteristics including
replacing the claw with a heavy-duty tractor beam. “Narcissus” Short-Range Cruiser: A large, streamlined destroyer
designed to maintain a battle line. Equipped with “Electrical”
Weapons…lightening weapons…
Nova: An armored freighter which everyone uses but
no one builds.
Orion: The only surviving craft from the Orion
group, these fast craft have often been adapted to Spaceracing.
Some of the best known ships in this industry are Orions.
Partisan: RFE’s Long range scoutship which is
equipped with a wopping 53 light particle accelerator.
Penatrator: Avery’s popular, mid-sized assault vehicle. One of the most efficient and deadly craft ever made.
Piranha: One man, mass produced, assault fighters
during the war, these craft are commonly recovered to be
shipped back to the Authority or the Bloc. Unlike others, Piranha are re-equipped to be sold to the public.
Phantom: The robust, general mass production model of the AT Low Yield series. This one has a variable wing
configuration for space and atmospheric use. It is also carries a
broad variety of weapons.
Pursuit Special (RFP Interceptor): The new speedy
police craft used by the RFP and Fedrict. Even though it is
constructed by the TMA, the design and all current models are
sold and maintained by the RFP. The craft is the only original
“Law Enforcement” design—the only used by the Police. It is
fast, and heavily armored.
Re-Entry Pod: The common craft installed I most
spacecraft as a mean of escape. Most have the capacity of
transporting people and / or cryo tubes.
Rock Gopher: Sometimes dedicated Mules or adapters placed on Tugs, these are craft that go on Rock Raids-Scavenging meteorites from a planet for salvage.
Romo: The Romo craft was an ingenious design
meant to replace the lumbering Connestoga and Whale. Simply
enough, it is composed of three modules: A Command module,
an Engine module, and a Communication module. In between
these were as many cargo modules as needed. One Romo had
over a hundred, stretching it over four kilometers. But these
were only used to ship minor amounts of cargo. Even today,
their benefits aren't utilized.
Sentinel Major: Automated defense rockets with
scattered weapons. Recalled after the war, reports indicated
some were not recovered. Be careful, some might still have
power.
Shark: Sharks were TMA's proudest fighter achievement. Fast and maneuverable (and 150 years old) these craft
can still outfight most craft today. Unfortunately, the plans
were lost and no more can be built. Several are still around,
though none in active service. Several attempts have been
made to strip a unit down to find how to build more, but the
construction is too difficult. There are reports than a hundred
may be unaccounted for.
Skyblade: The newest spaceliner from TGS. After
ten years of planning and design work, the prototype now carries hundreds in the lap of luxury. This is by far the most beautiful ship constructed by man. More are being planned.
Skymaster: Private Cruiser. The private yachts of the
space age.
Smilgasig: The only battlecruiser still constructed by
Fastcore and the only one with dropship capabilities.
Stock Freighter: Stock Freighters are bulk transports
common throughout the territory. They are cheap to produce
and maintain. They are used a lot by Merchants. They are not
armed.
Stingray: A Long-range, dual-environment interceptor. They still can be seen practically everywhere even though
not a single one has been constructed in twenty years.
Tarantula: Land-based, automated spacecraft that
destroyed many Authority ships on the Commonwealth's side,
these ships are sought after because they have a radioactive
weapon of mass destruction that has yet to be reproduced.
These were the Sub-Atomic Particle Oscillators (SAPO) able to
project an omni-directional field which disrupted the relationships between atomic components. Everything within 5-600
meters was instantly and entirely dispersed, leaving a collection
of boiling gases, and occasionally particle collision would set
off a chain of nuclear reactions which not only devastated a
wider areas but destroyed the Tarantula as well. These craft
would construct screened silos under the ground, wait for an
unsuspecting ship to pass above, and then blow off their camouflage covers and erupting from beneath the surface with a shriek
of jetstream. These unmanned ships were recalled, but some
were unaccounted for. Many casualties were reported for some
time after hostilities were over as a result of the triggering of
these forgotten machines. These were the land mines of the
26th century.
Thaddeus: First manned interstellar craft. Currently
rotting in the Mars War Museum.
Toad: An ugly local defense interceptor constructed
for a brief time by Fastcore.
Underwater Supertanker: The vehicles used in
Stos. They don't submerge but the only parts of the boat visible
are four plotting and radar towers the large command bridge.
The bulk of the vessel is underneath the surface.
Vendetta: Plans for this ship were lost and no one
is exactly sure who built it but it is assumed it was a
Fastcore design. It vanished 40 years ago in the Kapteyn's
star system. Rumors hold it met the same fate as the Angulan.
Viper: Badger’s answer to the Behemoth which is not
longer constructed.
Warhawk / Cranefly: These are identical and very
well designed ships from the TMA. They are delta-winged
spacecraft capable of traversing every atmosphere possible and
can even traverse heavy pressure environments. The Warhawk
is the military and the Cranefly is the civilian variant.
Warhawk II: Alphatech’s most advanced Low Yield
craft, this one is larger and more heavily armed than the others.
It is designed to keep behind and provide covering fire.
Whale: High Capacity freighter. Don't improve perfection. These ships haven't changed in 200 hundred years, so
have commonly been found on the shipping lanes. The Whale
is also the only ship to have undertaken a major redesign. All
models previous to 2558 looked almost completely different.
The Jade freighter was a later, smaller variant of the whale that
was duped after three years of mass production
SPECIFIC SHIPS
“Amariah” Missionary Vessel: A ship that travels in peace to pass the word of the lord to the stars.
Bismarck (Pirate Frigate): A single Pirate ship not allied to a single group. They have never had any motivation nor
has anyone met a single member of the crew. It just steals what it wants to maintain itself. It is an original constructed design that
seems to have run off a regular assembly line but no one knows by whom or when…and no one has single a another anywhere.
The "Convoy": This is a Colonial (Gagarin) and two Connestogas (Exeter and Patriot) that were sent to Corona Borealis 130 years ago. Contact was lost, and the entire group vanished. A survey team went to Corona fifty years later, but found no
evidence of their arrival. Six years ago, a marker beacon from the Colonial was discovered 200 parsecs from Corona, orbiting
Kapteyn's Star. Hundreds of Mules and Trawler Nets scrutinized the area for months but found nothing. Their fate remains a mystery.
“Cyrus” Missionary Knight: Similar to the Amariah, but of a different faith. They are more on a crusade to free the
Perimeter of the ravages of Satan.
Death's Head: A squadron of Manta's crewed by pirates. It is unclear how many are around but rumors hold about seven. Their trademark craft is at least 100 years old and has yet to be duplicated since the Syndicate that built them is gone and the
plans were lost. The ship is far superior, even compared to today's standards. These ships are seen nowhere else.
Glutton: This Gourmet is notorious for strip-mining near Antares. It has never been caught through 35 stripped comets,
asteroids, and small worlds and as a result, has become public enemy no. 1. The importance of their capture is higher than the
Death's Head.
“Mariposa” Network Ship: A customed designed vessel by ITNS that can move from place to place for large stories. It
contains the most powerful portable transmission base around. It has the capacity to short out the comm systems of vessels within
half a parsec.
Nemo: The name of the must lucrative and famous Rigger in history. His ship, the "Calypso" was responsible for todays
most valued artifacts from Earth's past. When on a lead to Beta Lyrae, following the path of the "Warthog" (a rare bulbous freighter), his ship vanished. Rumors still hold that he found the enigmatic carrier before he vanished. That was 15 years ago.
Nomad Industrial Complex (NIC): A monstrous 75 km. long multi-purpose manufacturing facility built by the Authority and moved to an outer system, but contact was lost and it was never heard from again. Nomad Industries constructed this legacy
before it folded. It was designed to be a single stop colony maker. The NIC enters orbit...within a month, you have yourself a perfectly self-sufficient armored Strongpoint.
SECTION IV:
CORPORATE LISTING
Syndicates are huge corporations not overseen by the two governments.
Their headquarters are placed only in one, however.
Aerospace Hulls (Syndicate): AeroHulls moved to the block only three years after it was formed. They have made
few designs but often are ridiculed because their designs are unpopular. Actually, AeroHulls makes quality, not quantity. Their
designs for the Romo revolutionized freighters but it fell upon deaf ears. They only ship that keep them afloat is the Snark, the
most popular and sought after mules around. AeroHulls also makes private cruisers and yachts. This is definitely a rich man's
corp. There have been stories that, at the beginning of the war, is almost economic ruin, AeroHulls picked up a very controversial contract that has yet to be confirmed. It is rumored that they picked up and created the most devastating weapon ever
made...the Tarantula. No one at AeroHulls is willing to admit it.
Notable Accomplishments: Snark, Tarantula,
Alphatech Hardware: Alphatech is the only civilian military contractor. It is not controlled by the Government but has
no link with the multi-nationals. It constructs few craft but it does make ground vehicles and weapons. It designs many of the popular ship weapon designs available. Alphatech is the largest non-Syndicate and one of the oldest corporations of all time. The reason why they have not expanded into Syndicate status remains a mystery.
Notable Accomplishments: Sungun, Sonic controlled weapon systems, Railcannons.
Avery Astronautics (Syndicate): The power this corporation has sometimes confused many. They have a policy of not
getting involved in war-contracts. They concentrate on colony hardware. A major scandal broke out sometime in the last century
where it was discovered that schematics for major ship designs were being smuggled out to other corporate groups. It is rumored
that the designs for the Nova, Penatrator and Skybase were stolen from Avery. The most lucrative lost contract was their only major military contribution, the Cutlass. Avery has stopped making weapons of war and has concentrated completely on colony ships.
Avery has a very distinguished reputation for making the largest ships for mankind. These include the huge Conestogas and the
monstrous Colonials. They are also responsible for the smallest. They constructed the popular Midget. Avery holds the contract
on the Burners, the most mass produced ship in history. The most respected ships ever made was constructed by Avery...the Astrolab. When the Mule project was put forward, Avery instantly put its long range Hornet on the market. Avery, the oldest of the
multi-nationals, is not the largest, but it is the most respected. It was founded in 2075 by Richard Avery III as the first corporation
to make and operate spacecraft. It gave Nasa a runs for its money and finally bankrupted the government group in 2120. The remains were absorbed by Avery. The only embarrassment ever encountered by Avery in its history was the Gourmet, which Avery
continually tries to forget.
Notable Accomplishments: Hornet, Cutlass, Conestogas, Colonials, Midget, Burners, Astrolab, Penatrator, Gourmet,
Badger Engineering (Syndicate): Badger started, as many cliched corps did, in a basement. It was formed to compete with the other two big multi-nationals, Avery and ConAer. It left with the Bloc because many of its offices were on Bloc
worlds and they also wished to leave the cornered market of the Authority. In the Bloc, they grew fast, but quickly became
outmatched by RFE and Fastcore. AeroHulls was completely outmatched. Badger was considered the Bloc equivalent to
Avery. They never picked up military contracts with the one exception of the Viper, a design never accepted by the Bloc. They
concentrated on civilian projects like the Skymaster and the very first mule offshoot, the Rock Gopher, which spiraled into its
own lucrative business. When the mule project went forward, Badger found new hope and instead of making one design, put
out two. The Outrigger was first and is considered the ultimate towing vehicle. Although initial sales were slim, they shot
through the roof when dock assist vehicles needed a successor. The Crab, the second design from Badger, quickly became the
best-selling mules around. The universal design was popular for all groups and many other corps have tried to duplicate its
design, to no avail. Their mules, above all others, keep Badger afloat.
Notable Accomplishments: Outrigger, Crab, Rock Gopher, Viper, Skymaster,
Consolidated Aerospace (Syndicate): The most aggressive corporation has also become the largest. ConAer was started
up to compete with the fledging Avery. They struggled but soon decided that any business was business and picked up every contract the morally controlled Avery wouldn't do. For the first few decades, ConAer was considered somewhat of a hired gun. it was
perhaps this reason, that they received the contract to make the Deadalus. This was a large boost that vaulted ConAer up with
Avery. The race was on now. The only civilian ships they made was also the most misdirected ship ever. ConAer stock went
through the roof when the constructed the Grav Drive and Pod. They immediately decided to see how big they could make a ship
that could land. Their purpose was to construct a ship that was the Colonial and Connestoga, put together. It was turned into the
largest, landable warship...the Birdnest. Most are surprised that ConAer never donated a ship in the now lucrative Mule project. It
was their only mistake. Since then, they still have not entered in that business. ConAer later picked up some very lucrative military
contracts including the Gunship, the Banshee and the Sentinel Majors. Avery, several centuries ago, publicly bashed ConAer for
the selfishness. It is rumored that ConAer started the Avery scandal. There is more bad water between Avery and ConAer than
there is between IBM and Mac or Pepsi and Coca-Cola.
Notable Accomplishments: Deadalus, Anti-Gravity Systems, Birdnest, Gunship, Banshee, Sentinel Majors.
Hector Mobility: A once division Alphatech, it broke away on friendly terms in order for the group to sell to groups that
find Alphatech too controversial. Hector is completing with BAHAL in producing Artificial Intelligence. However, unlike BAHAL, which has produced nothing, HM releases machines along a tradition evolutionary path. Minor robotics at first, now they
have moved onto perfecting Mecktecks (which they now Monopolize with Lancaster) as well as supercomputers. Their big
achievements have been their military accomplishments. They are producing computer targeting systems as well and AI combat
systems which may replace pilots by the next century. They have developed the 3M technology which almost every group uses in
their robotics. They also work on military drones including the military Sentry gun and the new, very popular, Hector Combat
Drone, which stands on its own as being the only mobile weapon. As a result, Hector has stood on its own and commonly works
with Aphatech on military projects. The HCD is armed with Alphatech weapons for example.
Notable Accomplishments: Sentry Gun, Hector Combat Drone, 3MT technology.
Lancaster corporation: This broad based, consumer product corporation. William Lancaster wanted to make a corporation that would make consumer products cheaply. As a result most of them are of poor quality. LanCorp is on Pearl.
Notable Accomplishments: Mecktecks, Aircar, Swamper.
Militech: A long defunct corporation that was the forerunner of small arms. They specialize is personal weapons for the
common user and seldom sold out to the larger contracts to make heavy weapons. They eventually went out of business when the
Syndicates started selling directly to the government their own designs. You can still find their weapons among the outer colonies.
Militech was a corporation that went under at a time where people were naive enough to think that personal conflicts and war were
a thing of the past, the peak of the “Frontier Days.” If they were still around today, they would have cornered the market in personal weapons. It is assumed hundreds of private groups and organizations construct their familiar designs because of their common
occurrence, centuries after the last production model rolled off the assembly line.
Notable Accomplishments: Guns, lots of ‘em.
Phyrine Biomechanics: The building for Phyrine is a large featureless black glass building with an old fashioned statue
of the Icarus on the top. It is stationed on Tower. Phyrine products are used by 20 million businesses. If a new prototype is invented, no matter what the cost in preparation, 20 million businesses will benefit. They work on creating newer computer systems.
They are willing to take more risks than other groups. They are the only ones who do experiments on Wetwear technology.
Phyrine is also doing works on creating an artificial life form.
Notable Accomplishments: Star Oceana.
Phyrine has one division:
BAHAL (Biomechanical, Artificially intelligent, High performance, Auto-systems independent,
Lifeform): This is the only division of Phyrine Biomechanics. Even though BAHAL is one of the newest
buildings created on Tower (only a few years old), it is very old fashioned, almost like a converted church.
There are no titles or any form of identification at all on the complex. Very ominous. It is 100 stories high. It
specializes with creating Wetwear computers and AIs.
R. Frost Engineering (Syndicate): RFE separated from ConAer after AeroHulls was formed. They followed them to
the Bloc, centuries later. Their first major contract was also known to be the first great step in the advancement of mankind.
RFE designed and mass produced the Beetle. It was criticized ant first since many were endorsing the fast and dirty Gourmet.
The Beetle's sales dropped but RFE kept the contract. Their faith would soon be reassured. In the meantime, they kept themselves busy to create landmark craft designs like the superfast Kobyashi and enormous military freighter, Behemoth. After the
war, the Authority and Bloc quickly put the Beetle top the bosom. It was heralded in the new age. Those who stuck with the
Gourmet found themselves in a minority. Beetle sales went through the roof securing RFE in the multi-national field.
Notable Accomplishments: Beetle, Kobyashi, Behemoth,
Sakarov Drive Systems: This is a large dodecahedron complex on Earth. Sakarov is the leader in the field of new power
systems. The Sakarov Drive (Cold Hydrogen Fusion Pulse) was Sakarov's proudest achievement. They where the first corporation
to make the Mass Driver and it is assumed that they will be the first to develop Anti-Matter.
Notable Accomplishments: Star Oceana, Sakarov Drive, Particle Accelerators
Sandstorm Inc: A new group that has come out to corner the ground vehicle market. Their first design is the multipurpose Sandstorm that the corporation was named after. It has quickly become a very popular alternative design to the Crawler.
They are also working on designs for Air Cars, Swampers, and City Cars. They definitely want to squeeze on a Market previously
run only by Lancaster.
Notable Accomplishments: Sandstorm
Schiller Biological: Schiller Biological has developed quite a controversy because its experiments in genetic engineering
and biological technologies. This includes genetic mapping, species creation, modifying genetic codes, adapting and accelerating
evolution and rumored, biological weapons.
Notable Accomplishments: Hypercoagulin, Ascepaline Automedic.
Splinter Inc: This is a corporation that makes Genetic Replacements and cybernetics. They do experiments with psychological conditions of cybernetics. Splinter is slightly ahead in the field of large bionic replacements and enhancements. It is a 95
level complex with the top 15 levels shaped like a wedge with one side sloping greatly down fifteen levels on Ergo.
Notable Accomplishments: Nuclear Pellet
Sunzec: A minor mining conglomerate, Sunzec is the largest corporate specializing exclusively in mining, something
virtually ever group touches on a bit. Sunzec’s total mining bases around the Territory is still less that Avery Astronautics or ConAer, but the size is still substantial figuring that’s all they do. They are the only group still mining in the Terran Solar system and
are pioneers in the search to find usable materials on previously strip-mined worlds. They were the first corporate to enlist Beetle
but the last to prohibit Gourmets.
Notable Accomplishments: Mining Head
Trans-Galactic Spacelines (Syndicate): There once were hundred of airliners in space. During the war, many were converted or absorbed by, military groups. Only one was willing to pick up military contracts. TGS acquired some many, they became the fastest growing multi-national. They eventually absorbed all the smaller one, leaving them behind to corner the market.
TGS s too large, now, for smaller groups to compete. TGS was the first and is now the last airliner in the territory. They designed
the now, mysterious Martian Princess and have dominated the industry with the spectacular Interstellar Queen Series. They all sell
for public use, the only charter liner, the Fatboy. Their only recent design was released after tensions settled after the war. That
was the luxurious Skyblade, which is also one of the only spaceship designs ever released after the war concluded. It is the pinnacle of modern spacecraft evolution. Everything wasn't perfect though, and they took a bath when their Bee design was dropped in
favor of the Burner. They still manufactured several after the contract was dropped but cost overruns forced the project down.
Notable Accomplishments: Fatboy, Martian Princess, Interstellar Queen, Skyblade, Bee.
SECTION V:
GOVERNMENT CONTRACTORS
TMA (Terran Manufacturing Authority...A Military Contractor): The TMA was formed when the reigning government (to later become the Authority) needed create a multi-national it had direct control over. So it acquired manufacturing facilities and merged it with their military to form a multi-role military groups that flies the ships it makes. Since Corps were allowed to
create and maintain military fleet for their own protection, it was advisable that the TMA be formed. They are responsible for such
mass produced models as the minnow and the Piranha, two designs seen everywhere. Their proudest design in the TMA history
was the landmark design, now feared in the Territory, the Shark. Another great design, however was lost through time, the rare
Manta. A major loss occurred when the Angulan vanished. The corp took a major windfall when the Bloc formed its own government group from TMA separatists. The TMA lost many valuable designers. Most do not trust either of the governmental controlled Multi-nationals.
Fastcore (Primary Defense Contractor): Fastcore was formed at the same time as the Bloc, and quickly tried to
make itself unique from its Authority predecessor, the TMA. They control the Bloc military force life the TMA controls the
Authority's force. The early entry in the multi-nationals forced them to throw out designs quickly. They rushed to get such
ugly designs as the Toad and Fury on the market. Those two designs almost vanished as quickly. Their first success was the
Warhawk, which tried, and somewhat succeeded, to offer a configurable weapons system like the TMAs Manta. The design
was so successful, that when the war ended, Fastcore kept the plans, and constructed the civilian variant, Cranefly in the hundreds. The only known lost design that Fastcore claims to have created is the Stingray trans-atmospheric fighter. Many think it
is ego that fastcore claims to have constructed such a popular design. The one ship that fastcore is most proud of is the one
most people wish was still around. As it were, when the MOBAS were recalled, many order were put out to purchase the Grav
Drives installed in them. A controversy was raised when Fastcore said that no Grav Drive were left over from the war. Although not as successful, the MOB-Civ project did supply many people wit homes and portable residences, making a new business from an antique design. Many say that the grav drive were installed in the successor model of the previous Smilgasig craft,
the largest spacecraft Fastcore makes. The biggest flop in Fastcore's history was Moray Eel. Many condemn Fastcore from
making such a monstrous nuclear missile. Its defective guidance systems prevented any from reaching their targets. Fastcore
would really like to erase that little mistake from the history books. As it where, they have found new life with their Goblin
design for the Mule Project. Unfortunately, the sales for the high speed tug are low because of the low pull value of the ship. A
newer model is expedited within the next ten years.
GROUPS, CULTS, ORGANIZATIONS AND GANGS
The Federal Foreign Intelligence Bureau: The FFIB or "Plexus", as they prefer not be known, remains as the only true
relic of the war--an intelligence organization formed for the soul purpose for gaining a technological and information edge on the
enemy. As per the cease-fire, The Bloc disbanded its intelligence group and only Plexus remained. Their structure resembles that
of the CIA back in the 20th century. Like Fedrict, the FFIB's jurisdiction stretches anywhere, with some notable additions. Plexus
can enter any governmental building and access any of its documents without a reason. They can enter any licensed craft without a
warrant which included Military craft, commercial craft, mining ships, transports and Mules. Civilian transports are the only exception. It is not entirely certain of the purpose of the FFIB at present but it is assumed they are responsible for ALL wreckage's of
technologies new or forgotten. Unlike Fedrict, however, Plexus is not allowed to operate, storehouse, or carry military ships. No
vessels can have the Plexus symbol. Yes, this means someone with the FFIB badge cannot be refused entrance into the Van. He
can conduct an inspection and scan its logs. After the incident, you may file a complaint.
The Hand: The Hand is a terrorist / separatist group that wishes to reform the Commonwealth and become a Sovereign
nation. They will use any and all methods and equipment at their disposal to accomplish that. This includes assassinations, smuggling, gun running, hijacking, etc.
Interstellar Terran News Service (ITNS): The international service for supplying news around. There are several
smaller stations but ITNS rules over all. They are an independent service and answer to no one.
Jackers: Unscrupulous Riggers that attack other Mules. Contracted Mules: Freelanced mules hooked to a firm or a Corporation. The Mule becomes property at first signing and the crew must find wrecks or have their ship confiscated.
Pirates: Self-explanatory.
The Memory Blurs: A strange name for a strange group. The "Blurs" are hackers and information thieves who steal and
transport and deal in information. There are rumors that they storehouse information from before the war and even contain plans
on ships that can no longer be constructed. The "Blurs'" primary motive is to keep the past hidden. This wasn't their motive all
along. They used to be information smugglers. But something happened a few years ago that vaulted them into obscurity. There
is, apparently, terabytes of information that they have acquired which they refer only as "Shrouded Merchandise." No one has seen
this information outside their organization. All other "Merchandise" is open for transport and sale. However, for obvious reasons,
the FFIB has declared the Blurs criminal, because the information they keep hidden is a threat to national security...strange since no
one knows what it is. As a result, the Blurs are hidden and can only be hired when someone finds them. It is rumored that the Corporates use them to secretly transport information to each other. The FFIB has yet to prove this.
Rippers: These no longer tolerated Strip-miners have no place this society...at least, not anymore. They were useful
once, when supplies were in dire need. They still are now, but they are scarce. The only Gourmets left that aren't wrecks are in
control of this people. Sometimes the people on these ships were ex-riggers. It is a risky business since Strip-Mining is a capital
crime, but there is so much black-market business floating, it is not hard to find a buyer. These crews usually shoot trespassers or
onlookers on site. They are known to be unscrupulous.
Scavengers: A secret society of Nomads that roam the outer reaches of the Territory and places the Burners don't even
tread on. Their ships are all personally-made from every single part they can get their hands on. No two look alike. Don't be
fooled when you see a wreck floating in deep space. It might just be a Scavenger waiting to blast you. one ship might have parts
from fifty. Not very pretty, but they are effective. The largest recorded Scavenger craft is just under a kilometer equipped with
engines three times bigger than needed and weapons pointing in every possible direction. It's cockpit is the 75 meter long neck and
head of a Queen spaceliner. Lookers have nicknamed this oddball the "Adipose." Scientists still find it doubtful these craft can
actually hold together in sustained flight. By all right, the Adipose should have shaken to pieces by now. The Scavengers do seem
to know what they are doing.
Scudder League: A trading league but design, the Scudder League is what can only be described as the Black Market.
All contraband weapons are usually acquired from them. Fedrict has been constantly trying to shut down their outposts. However,
several "permanent" installations still exist on Stasco, Breakers Yard and Mars. No civilian or corporate has ever turned them in.
That would bring the onslaught of millions of Traders' revenge. Scavengers and Pirates purchase the bulk of their military arsenal
from the Scudders and they are presently the only source of military spacecraft. If you see a civilian operating a Hornet, it is a
good bet they got it from the League..
The Skips: A pirate group that, although larger than the Death's Head, are not as infamous. However, when given the
choice, pray for the Death's Head. The Skips are notoriously brutal. Their sheer numbers have sometimes been associated with a
swarm of bees. The steal every usable piece of machinery but no one is entirely sure what they do with them. The parts are not
sold on the black market. Intact vessels are added to the fleet. Their numbers are unknown but are estimated to be over 150. Because of the relative low technology of their ships and the fact that their attacks are confined to the Periphery, they are only third of
the Fedrict's Most Wanted.
Victor Vandermeer and the Hive: The ruthless crime boss of the massive Jacker group "Hive" is only out for domination. Victor is evil in a old fashioned way. The hive is the only known Interstellar crime Syndicate.
Wayfarers: The natives of Finnegan's Folly. They don't talk openly to strangers and don't answer questions unless asked.
They are generally very passive and humane. They travel across the planet in large custom made vehicles in caravans.
Federal Patrol District Authority (Fedrict): A interstellar law enforcement organization that has authority over the
entire territory. Unfortunately, they are scorned and mocked and many groups still refuse to acknowledge them. They fight for
respect as often as they fight criminals. They used licensed craft from the RFP and TMA and Fastcore.
Rail Force Patrol (R.F.P.): No one is sure where the term “Rail” originated, but is the term given the Authority Police
agency reputed to be very ruthless to law-breakers. They are not often let into Fastcore, which uses Fedrict. They make their own
ships and govern themselves. They answer to no one.
Para-Military Corps: A large army formed from small divisions from all over the territory. A replacement for the
United Nations Peace Keeping Force, but they don't always keep the peace.
Plexus: This is the slang term widely used to represent the Federal Foreign Intelligence Bureau. No one knows where the
term originated.
FEDRICTS 10 MOST WANTED LIST
1. The Death's Head
2. The Skips
3. Victor Vandermeer / The Hive
4. The Memory Blurs
5. The Hand
6. Lazarus Shoa (The name given to one of the only serial killer's still loose...12 dead do far)
7. The Scudder League
8. The Crew of the "Adipose."
9. Jeffery McCleary (Commonwealth Head of State...War criminal)
10. The Bismarck Pirate Frigate
SECTION VI:
TERMINOLOGY:
3MT: Modular and Myomer Movement Technology: The technology that most hope will lead to the creation of realistic robotics.
Brilliant Pebbles: Sometimes, it becomes necessary to beam a high power transmission from one location to another.
Only large spacecraft and colonies can transmit these powerful broadcasts. They are designed to traverse many thousands of parsecs. This amount of power is so high if a small spacecraft with its radio systems on "receive" (which is common) where to be
caught in its cross-fire, it would overload the ships systems like a power surge through a computer. These cases are slim. When
this occurs, the crew usually refers to it as a "Brilliant Pebble"
Burner Range: The maximum radius of human knowledge of our universe in detail. This is the radius of Burners and
Trawler Nets that have scanned deep space. They have spanned more than 10 000 parsecs out.
Carcass/Hulk: The nickname given to fairly-intact ships and hulk found in deep space.
Commission: The share the mule crews get on the ship they salvaged.
Drill Head: A Ground Based mining system that scrapes along a ground, eating everything a value and then transporting it into orbit on shuttlecraft. These are still legal although they are considered strip-miners since there is little to no chance
for the land left behind to recover.
Firms: Groups of 3 to 6 mules that work together to find Wrecks. Really aggressive groups use public domain leads
and don't hook up to Syndicates. Most do hook up, however and they are subject to the same contract duties.
Flash Traffic: A related radio-term, this refers to a ultra-high priority military transmission. Flash Traffic is usually coded and given a top secret clearance. However, when any military ship receives Flash Traffic, it usually means something very important is going down.
Ice Drive: This job is devoted to high power Mules (Cobbs, Outriggers, Crabs) who tug the chunks from Berg Park to
colony planets. Often enough this is used for terraforming where Bergs are often the prime ingredient. This is the only known time
when these Riggers actually toss the huge 30 kilometer chunks of ice directly into a planet's atmosphere. Inefficient but effective,
there is no better way to take out a forest fire on a hot planet (figure of speech). Often enough, these chunks are lowered to a planet
with the help of the tug, grav pods and friction screens (clumsy force fields used only for re-entry). An awesome sight of a farmer
on a desert world would be to wake up and see a 4 kilometer chunk of ice in the distance slowly melting away...that's also a figure
of speech. You can't miss these things coming down.
Leads: The short snip of information that tells where a wreck might be and the probability of it being there. There are
several types:
Copper--Slim chance of a craft.
Bronze--Mediocre chance of a craft.
Silver--Good chance of a craft.
Gold--Very Good chance of a craft.
Lead information is acquired from Burners.
Mecktechs: Mecktechs are small service robots made for work, not looks. They don't have legs but often have many
arms. Some work as public relations like cash registers and such but most work as maintenance and service machine. They have a
rudimentary intelligence and have bee around for 500 years. Since their inception, not much has improved.
Perimeter: Past the Burner Range, where unknown perils and riches might wait.
Rigger: The crews of Mules.
Rock Raids: These involve getting under planetary screens and skimming towards the crater no more than a meter above
the surface at times--grabbing the newly fallen rock and getting out before guns or worse can be trained on you. Not a very scrupulous business but profitable.
Staking Claims: When a fast mineral deposit is found on a planet, the person or persons who found it can stake a claim,
saying that this is theirs. At that point the person/s in question get a share from everything mind. All land with any mineral left in
the territory is currently nationalized (Authority or Bloc controlled--about 80%). The rest are privately owned but most of those
are stripped.
Syndicates: The only Corporations not under Government rules.
The Territory: The area of space where colonies, mining planets and spacelanes lie. The Territory range is around 8
000 parsecs from Earth. Burners have pushed another 2 000 parsecs out. Mules often go out of the Territory but the chances of
finding anything reduces as they go farther out. If they find anything near the edge of the Burner Range, it probably isn't Terran.
Trawler Nets: A network of tens or even hundreds of Burners designed to sweep an area for an exact reading. Expensive...but effective, especially if a previous Burner revealed a possible large cache of ship or ships.
Rail: The term given the police officers of the R.F.P.
Wetwear: It uses encoding sequences built in the Nucleic Acid chains. It encodes RNA like a Human Cell. Biomechanoid technology has not been developed but it is rumored that BAHAL and Schiller are competing in this field.
SECTION VII:
LANGUAGES
Primary English: This is the main language spoken by mostly everybody. It is assumed that everyone knows this.
Pan-Terran Language: PTL is English, French, Spanish, Russian, German, Japanese, Italian or an other language. It is a
mix-mash of all of them. The easiest terms of all of them were combined to please all cultures. It is very peculiar to hear. It was
developed after the cataclysm by several offshoot camps. It lasted for about a hundred years and was quickly overcome by PE.
Several independent colonies in what is left of the Commonwealth speak this unusual tongue. Pavilion is the largest colony.
OTHER JOBS:
Rock Gopher: Often enough a risky business, there is no way to get hired for these. Leads received for these are only a
few minutes to an hour old. This means the Rigger heard it themselves. They hear a rock has crashed in the system they are in. If
they have the right equipment (a dedicated Gopher or an adapter attachment), it is a race against time to get there before anyone
else does. Stray meteorites are the last natural rich supplies of materials in the Territory. The only time they can be seen is when
they crash (and survive). All the large ones in space are either still out there, or already stripped. All that's left are the tiny ones.
Lucky people stumble on them in deep space, where regular towing applies. When a rock is on a planet, Gophers come into play.
It is usually dependent on skill, getting in below a planet's detection and lift it out before anyone else can. At that point, it is a free
for all, selling pieces or the whole thing to whoever wants it, since the materials that make it to the surface are heavy metals that are
treasured. Selling it to the colony on the planet you lifted it from is not a good idea. Corporations all pay differently. The scale is
for size and type of material recovered. Once recovered, the Mule crew have to just take a core sample for report purposes and just
leave the rock alone otherwise. "Range" is given in 10 000s. "T" stands for type...meaning they will give bonus upward of fifty
thousand for extra as: U--Uranium, T--Titanium, O--Oxygen, G--Gold, A--Aluminum, Th--Thorium, Ac--Actinium, P-Protactinium. All of these WILL receive a bonus (Around $10-15 000) but the type/s mentioned will give an additional reward.
ROCK RANGE
Authority Synd:
Avery Astron.
Trans-Gal. Space.
Consolidated Aero.
TMA
2-6
RANGE:
T:
T/A
4-8
O
1-4
Th/Ac/P
0-3 U/T/Th/P
Bloc Synd:
Aerospace Hulls
3-7
Badger Engine.
R. Frost Engine.
Fastcore
RANGE:
T
0-3
1-4
1-4
T:
G/A/O
A/T
U/T
Ice Drive: Not very lucrative but very safe, Ice Drive hardly ever get attacked and the money is guaranteed. Also, an Ice
Driver never has to deal with Syndicates since the Ice is transported from Berg Park directly to the Colony planets. Payment is given on delivery and it is based on the mass of the berg. As a result, payment will run from $10 000 to $80 000 but a full $80 000
payment can only be done by one souped up Outrigger or Crab or several smaller mules since the Bergs at this price are over 20-30
kilometers in length and weigh upward of 300 000 tons. Stumbling on a stray Berg in space is very profitable. Core samples must
be taken to discern its purity. Pure Bergs (80% or more H2O) are very valuable. They can then be sent to Berg Park, for processing. Payment can be anywhere from $10 to $40 000... then that same Mule is asked to transport the refined Berg to a colony
planet, adding another $10 000 to $80 000 bonus. Refining takes a while and bergs are always being found and transported. Refined Bergs never stay long in the Park, but the supply is not expected to run out for at least another 100 years. Even still, new
parks are being sought. There must be another one...somewhere.
Staking a Claim: Staking claim means a mineral deposit has been found. The person staking it places a radio fence
around the area warning off intruders. Breaking of this fence by unauthorized personnel invites prosecution from the FPA. A
claim area costs $100 per square mile (includes perimeter radio fence). Larger areas will cost a lot but the rewards are plenty. Per
square mile, calculate 20% of the amount of money on the Rock graph above. If the claimer/s mine the area themselves alone, then
it is 40% of above. A fallen rock can be claimed but the person/s has to get there before the Gophers do.
COMMISSION AND VALUES:
Syndicates on Contract: This is the commission on craft found by Mules under contract by a Syndicate.
NOTE: Only Syndicates are allowed to pay Commission. All other sales must circulate through a military contractor.
Authority Syndicates:
Avery Astronautics
Trans-Galactic Spacelines
Consolidated Aerospace
TMA
Bloc Syndicates:
Aerospace Hulls
Badger Engineering
Assault
5%
5%
15%
50%
Assault
35%
5%
Defense Survey
35%
15%
25%
40%
Defense Survey
35%
5%
Probe
Public
35%
25%
40%
30%
35%
45%
35%
20%
30%
60%
35%
10%
Probe
25%
25%
Public
15%
45%
40%
70%
R. Frost Engineering
Fastcore
40%
40%
15%
50%
35%
40%
30%
10%
30%
10%
Neutral Syndicates:
NTA
UniRig
30%
10%
30%
20%
30%
50%
30%
40%
30%
30%
Syndicates off Contract: This is the commission on craft found by Mules no connected to a Syndicate.
Authority Syndicates:
Avery Astronautics
Trans-Galactic Spacelines
Consolidated Aerospace
TMA
Assault
25%
15%
15%
60%
Defense
45%
25%
45%
60%
Survey
45%
35%
40%
30%
Probe
45%
55%
45%
30%
Public
40%
70%
55%
20%
Bloc Syndicates:
Aerospace Hulls
Badger Engineering
R. Frost Engineering
Fastcore
45%
15%
50%
50%
45%
15%
25%
70%
35%
35%
45%
30%
25%
55%
40%
20%
50%
80%
40%
30%
Neutral Syndicates:
NTA
UniRig
40%
10%
40%
20%
40%
50%
40%
60%
40%
60%
SECTION VIII:
MULES:
All Mules are more or less equal in capabilities but some are more expensive than others. The Mules are the most expensive ships which are run off a regular assembly line. The Only exception is the Cobb which is too large. Pre-fab (-ricate) units are
built from the line, then shipped to space where they are slapped together.
Cobb: The largest, made by a company that likes things big, this Mule can often double as a freighter...a very
modest freighter. The cargo hold is large enough to fit a Vandal, an option often pursued by wealthy Riggers. The Cobb also
has an extremely rough hull, not from weapons, but from sheering stress. It is not a fighter and as a result is slow and vulnerable. It landings are easy with huge generous gears, but in the water, it sinks like a rock. The Cobb was Aerospace Hulls first
attempt at Mules, they later came out with the smaller, easier to control, Snark.
COBB:
Mass--15 175 tons
Cubic Yards--14 125
Crew--10 with 2 passengers
Life support--18 people
Cost--$4 000 625
Airlocks--3 (1 large)
Hardpoints--1
Velocity--1 p/h
Maneuverability---4
Cargo--13 000 tons and yards of cargo.
Pull Factor--70 000
Load--2 Micro tractors, 1 Exoskeleton, 4 Cable cutters,
2 Space Pods, 4 escape pods.
Crab: Also called the "Universal Towing Vehicle" this strange and large second Badger Engineered Mule can not often
by mistaken for another craft. Only the Outrigger is equal to its array of docking clamps and towing lines. The Crab has one
unique feature...a huge claw designed to literally crab and hold on tight to anything it wants. Once this modification was standardized on all Crab units, the UTV term was given to the Outrigger and the much less attractive terms, "Pitbull" and "Lockjaw" were
pinned to it. The Crab got the last laugh however since it is the only craft that can push as well as pull, and because of that, can
haul in wrecks to fragile for towing lines. Navigation is a bitch though. Like the Vandal, it can land anywhere, but no landing gear
makes it difficult.
CRAB:
Mass--8 075 tons
Cubic Yards--6 850
Crew--8 with 2 passengers
Life support--15 people
Cost--$2 801 300
Airlocks--3
Hardpoints--1
Cargo--6 000 tons and yards of cargo.
Velocity--1.1 p/h
Pull Factor--60 000
Maneuverability---3
Load--4 Cable cutters, 1 Space pod, 3 Escape pods,
2 Micro Tractors. 1 Exoskeleton
Fatboy: Also the name of a two hundred year old freighter, some this mule as a small spaceliner rather than a tug. Not
surprising since it was made by Trans-Galactic Spacelines, the biggest manufacturer of Spaceliners since their construction of the
Martian Princess 300 hundred years ago. With the capacity of almost 70 people, Fatboys often never pull anything, except the cargo of the people its transporting. Trans-Galactics sub-corporate, Trans-Movers is equipped entirely of Fatboys, since it can move
people as well as cargo from place to place. Eventually, this became the primary purpose of the Fatboy. Charter ships and personal yachts have been adapted from these craft. Other people hollowed the crew pod and installed Grav pods, increasing its pull capacity, but that is not often done. The big problem with this ship, is that it can dock at Spaceports and Seadocks rather easily, but it
can't land, period. It would just topple. Sea landings are rather interesting since half the ship is submerged.
FATBOY:
Mass--2900 tons
Cubic Yards--4000
Crew--15 with 50 passengers
Life support--98 people
Cost--$5 201 000
Airlocks--2
Hardpoints--1
Cargo--2 500 tons and yards of cargo.
Velocity--1.3 p/h
Pull Factor--200 000
Maneuverability---1
Load--1 Cable cutter, 8 Escape pods.
Goblin: The fastest Mule, is made by Fastcore. The ironic similarity is pure coincidence since Fastcore is a military
contractor for the Bloc. Fastcore decided to concentrate on speed and maneuverability instead of weapons and armor. The Goblin
can run circles around any mule but can tow less than a Fatboy. It is fairly armed and armored, making it a formidable adversary in
space, and these are often seen being used as first attack craft by Rippers until the more heavily armed Vandals can arrive. On the
other hand, the most common seen Goblin are at racing tracks, where whatever cargo the Goblin had would be replaced by larger
engines. On that same line, though, Goblins are around the largest ships that participate in Spaceracing. Like the Vandal, the Goblin can land anywhere, but the Goblin at least has three very short and stubby landing gears which are simply extension of the hull
that are used for stability.
GOBLIN:
Mass--2900 tons
Cubic Yards--2775
Crew--7 with 2 passengers
Life support--15 people
Cost--$1 586 625
Airlocks-- 2
Hardpoints--2
Cargo--2 000 tons and yards of cargo.
Velocity--1.7 p/h
Pull Factor--150 000
Maneuverability--3
Load--1 Cable cutter, 2 Escape pods.
Hornet: Avery Astronautics, dedicated to deep space travel, wanted to design a Mule that cold go farther than the rest.
The Hornet is not often seen in outer Skybases, but not because they don't go far out, but because they usually fly by them. With
the longest range, these craft have the luxury of towing in a lot of the rare probe and survey craft from the Burner Range. This is
done with the help of two immense solar disks on either side that improve engine efficiency so it doesn't have to pump energy into
the life support, and towing lines. Unfortunately, it's slow, but armor makes up for that...but not armament. It's towing capacity is
also fairly low. This is because of the "slow burn" engine installed to give it the long range. To improve performance, they were
installed with a rather small grav pod. It hasn't helped much. It is useful for ground missions where the ships can hover indefinitely... useful since the Hornet can't land anywhere.
HORNET:
Mass--6 475tons
Cubic Yards--5450
Crew--6 with 2 passengers
Life support--12 people
Cost--$2 537 050
Airlocks--2
Hardpoints--1
Cargo--5 000 tons and yards of cargo.
Velocity--1.0 p/h
Pull Factor--30 000
Maneuverability---3
Load--2 Cable Cutters, 2 Escape pods, 1 micro tractor.
Outrigger: This light and small ships is one of the most powerful, although it does not have a what would be called a
cargo hold, it can pull the most of any unmodified Mule. This is a result of its tough hull and TWO powerful Grav pod on either
side of its pylons. Otherwise, the Outrigger is vastly undefended. On the good hand though, Outrigger pilots seem to have universal fraternization and is unlikely one would attack another. It is also not uncommon to see two or three towing carcasses in. This is
also due to the fact that these craft are relatively easy to maintain. The Outrigger also has standard towing nets. Because of its grav
pod, it can hover over a landing sight but not actually land. It is perfect for water landings though. Badger Engineering makes
both the Crab and the Outrigger and they installed a towing net array to make it more attractive to those who like the Crab's oddball
advantage.
OUTRIGGER: Mass--635 tons
Cubic Yards--650
Crew--5 with 2 passengers
Life support--15 people
Cost--$1 067 700
Airlocks--2
Hardpoints--1
Cargo--nil...all pulled.
Velocity--0.7 p/h
Pull Factor--80 000
Maneuverability---1
Load--4 Cable cutters, 1 Space Pod, 1 Escape pod, 1 Micro Tractor
Snark: Aerospace hulls second and proudest achievement, sometimes called a Dual-Environment Mule, the Snark is the
middle zone. If Riggers don't know what to buy, they usually play it safe and buy a Snark. It is average: An average pulling capacity, and average armor and armament, an average range, and even and average size and speed. The Snark is streamlined and can
easily land on virtually any surface, even snow, because of its skid-like landing gear. The Snark has even been outfitted do it can
submerge.
SNARK:
Mass--11 790 tons
Cubic Yards--9 850
Crew--7 with 2 passengers
Life support--15 people
Cost--$4 659 000
Airlocks--2
Hardpoints--2
Cargo--9 000 tons and yards of cargo.
Velocity--1.2 p/h
Pull Factor--40 000
Maneuverability---3
Load--One micro tractor, 2 Cable cutters, 2 escape pods,
1 Space pod.
Vandal: TMA's only attempt at a mule, the Vandal is fairly small but with a bite, designed to attack and defend against
those who would steal cargo. It has heavy armor and four hardpoints for weapons, however, its towing and cargo capacity s very
limited. The Vandal is also fairly maneuverable. Popular for bounty hunting since this is the most powerful ship a civilian can
purchase. It can land virtually anywhere but no landing gears makes landing without damage difficult.
VANDAL:
Mass--3 410 tons Cubic Yards--2500
Crew--5 with two passengers
Life Support--12
Cost--$1 834 500
Airlocks--2
Hardpoints--4
Cargo--2000 tons 2000 yards of cargo
Velocity--1.5 p/h
Pull Factor--20 000
Maneuverability—0
Load--1 Micro tractor, 1 Cable Cutter, 2 Escape pods
SECTION IX:
MODIFICATIONS:
Grav Pods: These can either be added to the outside on external pylons, attached to the skin of the ship, or installed inside, sacrificing internal space. Either way, they don't increase speed but do increase towing capacity by 20 000 tons. The only
disadvantage is size and cost. The maximum amount of grav pods that can be added is dependent on the toughness of the
hull...Vandal--2, Cobb--3, Snark--2, Outrigger--4, Fatboy--2, Goblin--1, Crab--3. The cost for an internal is $180 000. An external will run $230 000. Installation will cost anywhere from $10-40 000.
Detachable Grav Pods: The can be attached to the carcass being towed. Each one tows a force equal to a normal grav
pod, but all the maneuverability penalties (see below) that apply to that ship up to a maximum to the grav pods pull factor do not
apply. Each one has a range of four kilometers away from the mule using directional thrusters, attach magnetically to the hull, and
activate. Each Grav pod costs $270 000.
Cargo Pod: A rudimentary version of the Cargo Module seen on the Romo, this is a box trailing behind the mule. It is
designed to keep loose objects contained. A basic will only cost $60 000. An extra $10 000 will get a collapsible box that fits under the hull. While the box is attached (and deployed if that modification is taken), maneuverability is invoked a penalty of -1.
The box, unloaded weighs 1 ton and can hold 6 000 cubic yards and tons of cargo. These pods can be attached in sequence up to a
maximum of the ship's pulling capacity / 20 000 (The Outrigger can attach 40). The compact version is only three feet cubed and
can be kept inside the ship or attached on the hull. Their weight is only 1 ton like above.
Cargo Grav Pod: Similar to the Cargo Pod, being of the same size and capacity, the CGP evokes no penalties on pull
capacity of maneuverability. Both conventional and fold-up version are available at $90 000 and $100 000 respectively. It does not
add anything to pull factor. The same rules for sequencing apply, but every 5 units attached invoke the -1 penalty. The same maximum limit applies as above.
Sealed Pod: This is a cargo pod that has a sealed environment...meaning gas cannot enter or escape. Fitting a life support
system to it is possible (upgrade costs $20 000 per module). Grav plates (1 G gravity) can be added for $10 000. This sealed environment is contaminated the moment the door is opened to another environment but you can cub room inside the pod for another
$2 000 per room. Also, fold-up and conventional types apply (at $80 000 and $70 000). The maneuverability penalties and limits
are the same as the regular Cargo pod.
Sealed Cargo Grav Pod: The SCGP is the most expensive pod attachment. It costs $110 000 for the conventional and
$120 000 for the fold-up types. This doesn't include the $20 000 upgrade for a life support system or $10 000 for Grav plates or
even the separate rooms for $2 000 each. However, full capabilities of a Cargo Grav Pod apply.
External Weapon Pod: This is an external Hardpoint that has the full capacity of a normal hardpoint. It is shaped to
fit the hull but often looks like a hump until the weapon is deployed. A maximum number of hardpoints can be added that are
equal to double what your ship was designed for. Actual weapons are not included but the pod itself costs $70 000. Installation
will cost anywhere from $10-30 000.
Towing Nets: Not to be confused with Trawler Nets, Towing nets is an enormous capture net designed to a tug a ship
to fragile for lines or tug several pieces of a ship. Sometimes a fragile rock can be used. Either way, Towing Nets have a lot of
uses. One towing net is 300 meters in diameter connected to four lines leading to the tug an has a towing strength of 10 000.
Each net costs $35 000.
Force Fields: For exact rules, check Gurps Space, but the cost has increased. In fact, Force fields cost $60 000 more,
then double after that. Otherwise, the same rules apply. Installation will cost around $10-30 000.
Tractor Beams: Pesky cables get in the way--no longer. Get Energy Tractors. Unlike TV shows, these are not very effective at moving objects or placing them somewhere else (manipulation), they are effective at keeping the object where it is in
accordance to the emitter. Each can pull 100 000 tons or manipulate objects (pull into a bay, set down somewhere gently) of 1 000
tons. These can't be cut from the outside and are more powerful than any cable. Doubling the cost doubles its effectiveness. Each
unit requires an internal control and an outer projector ($10-30 000 installation). Two units can't be used to combine their powers
on one area. Like wires they each attach individually to a ship but can't attach at the same point. If it is within the 1000 or more
manipulation range, they can't combine their energy to help manipulation. It would tear the craft in question apart. That is the reason for getting more powerful emitters. The only major disadvantage with this unit is that if the pull factor is less that the ships
mass, the ship won't move. More units or Cables would have to be brought in to help. A base system (emitter and control) will
cost $85 000. Extra emitters will cost only $70 000. Remember, if the ship can't pull it, getting more powerful cables or tractors
won't make a difference.
Advanced Sensors: "Side Scanning" which is the ability for mineral, atmospherical analysis, and detailed contact of Radar contacts (which means power sources and weapons detail...that's it) is available for $90 000. "Cavitation" sensors are another
option that detects the 'noise' that ship engines make when running. The word 'noise' is figurative. It is radiation, exhaust, transmissions, and other byproducts thrown off by standard engines. It costs $70 000. "Signature" are sensors that can scan Long range
objects and identify them since a comet has a radically different noise signature than a battlecruiser. It costs $65 000. "Reverberation" is not an increased scanner system but a filter that prevents ghost images. When the Scanner system must detect small targets,
a random background due to reverberation can make detection difficult. This is all the numerous small echoes produced by reflections of rocks and large particles in the flotsam, as well as cosmic irregularities in space. While background in space limits the
maximum range of detection, reverberation may limit the performance in all ranges. There is real no solution except for this filter...it is not 100% proof, though. This costs $70 000.
Holograms: This is a very attractive feature on Ships. Instead of normal screen, all information needed can be relayed to
a cylinder half meter high and two meters across. the 'gram's range is three meters in diameter. It won't replace screens but will
make certain functions easier. Sometimes these are placed in briefing rooms; other times, it is placed at the back of the Conn (or
bridge). Unlike other things in this industry, Holograms look very nice. The images are as sharp as the ships themselves. This is
accomplished by linking the Generator to the sensors. If they are scanning an object that cannot be identified, and it is not within
close range, a holographic 'box' is represented. This gives a +3 bonus while docking of any kind is in progress. Science skills are
increased by +2. Combat is helpful but you can't control the ship from the generator. Still, if someone is at the graph during combat, and can relay information, a +2 modifier is also in effect. Communication is not transmitted holographically, so if the generator
transmits it, it appears as a 'mirrored' two-dimensional rotating screen. A generator costs $110 000.
Exoskeletons: Standard on the Cobb and Crab, exoskeletons are huge machines that assist in Cargo work. They have a
humanoid appearance...barely. They have enormous feet, almost four feet long and three feet wide, they rise up and narrow to
where the person sits, and where a plexi half-diamond-shaped cockpit protects the user. Huge clamp-shaped arms move objects
wherever needed. The whole assembly is just more than 12 feet high. For $5 000, an attachment is bought to seal the user with all
the effects of a full environment suit. The feet are also magnetic for use on the ship's hull and are equipped with claws which are
unseen unless needed so it can grip onto the ground. It is also fitted with micro-manipulators for small work as well as every in a
tool chest within its arms. The base unit costs $80 000. It can lift 45 tons (the equivalent of an M1 tank) and has a Dexterity penalty of -4 for all function. Someone will need to pilot it.
Stealth: Use same rules as in Gurps space.
Extra Cables: Each cable can tow 200 000 tons, when one breaks, or more are needed, no problem. Extra cable cost $30
000 each and $20 000 for the joint and clamping equipment.
Burners: Getting your own Burners are useful since you get any lead that comes by it. They can find anything. Unfortunately, they are subject to reverberations and false detections. They move at a speed of 4 p/h and have a 10 000 parsec range. That
means they can go out 5000 p and return. If they go out further, they will have to be retrieved. They are around a meter in length
and cost $500 each. Trawler Nets are Burners launched toward the same area of space. A minimum set of ten Burners is necessary. The network's power increases geometrical as more are added. All Burners must be launched simultaneously.
Tightropes: Also called drop tubes, these quickly lower a straight cable down to a planets surface. These are designed
for people to ride since their is a large pad at the bottom. The ropes drop at a very fast rate and slow down right at the end. They
are 500 feet long each and can traverse that in about 20 seconds. There are grips and locks to make sure no one can fall off. These
are attached to the side or the bottom of the hull and are accessed through small airlocks. These cost $10 000 each. A maximum of
the ship's Life support capacity can be added.
Faster Engines: Upgrading the engines is fairly complicated (not on paper). Simple tweaks can modify an engine's
speed. For every 0.1 p/h added costs $50 000 and also adds 1 000 tons of towing up to a maximum of 1.0 p/h added. To get higher speed results in $500 000 being spent to replace the engine at 1.0 p/h faster than the old (remember trade-ins) and 10 000 tons
being added. Then the whole starts over again. You cannot move faster than double what your current speed is. Installation costs
of a new engine can run as much as $70 000.
Maneuvering Jets: Vernier thrusters are added in strategic points along the hull to increase maneuverability. They can
cost as much as $20-70 000 to install. Each $100 000 upgrade results in a +1 bonus. The maximum increase is +4.
Fuel tanks: Fuel tanks can either be permanent or detachable and will cost $40 000 and $60 000 respectively. Each can
hold 500 parsecs of travel. Fuel sold separately.
Cosmetics: Painting and design work is fairly cheap...and surprisingly common. Each mule looks different as a result.
Costs will run from $10-70 000 depending on the complexity. Modifying the shape of the ship will start at $70 000 and work up
until $200 000.
Direct Clamping: Similar to the Crab system, a mule can often be outfitted with a direct clamping system, although the
ones offered don't look as distinct as the "Claw." These are ALL rear mounted systems where the rear and top of the ship attaches
to the carcass being towed with enough room underneath for the engines to fit. This is useful since the ships can share power, oxygen and information if the carcass is in that good of condition. Some cases may arise where a tug has tow a ship and all the tug has
to do is steer. Towing rate is less (half in fact) because the all the weight is being towed in at one point. It is not possible to hook
lines as well as direct clamping because the lines are usually inside the mechanical harness (both being in the rear of the small tug).
Maneuverability is completely gone (-10 + plus the difference between the mules towing rate and the ship's tonnage / 10 000 eg:
40 000 Towing rate, 30 000 ton ship: -8; 20 000 towing rate, 60 000 ton ship: -14). This docking also needs to be done on ships
that weigh more than 10 000 tons or standard ship-to-ship docking would apply. This modification costs $110 000.
Rock Gopher Attachment: The Gopher is what is required to lift rocks from the ground. It has three grapples that keep
the ship stuck to the floor...it has two tightropes for people and it has a vertically placed crank and four cables. The whole assembly
weighs 4 tons and costs $140 000.
Micro tractor: Standard on a lot of Mules, this is a micro tractor beam capable is grabbing AND manipulating objects
30 tons or less. It cannot tow or manipulate more than that. The beam is on a small arm so it can actually guide something directly into the cargo bay. This upgrade costs $60 000. It costs that same amount to double its effectiveness.
Solar Sail: This is a small package attached the external hulls of ships. When activated, the sail deploys to a massive
circular canvas, 100 miles across. This supplies power if the reactor is down for life support and communications but not engines
or weapons. It can also move the craft at 0.5 G away from the nearest sun. The slightest damage will rip the sail and an Engineer
skill is required for it to deploy. The sail costs $10 000 per ton of craft. (Eg: A solar sail for a Crab would cost,
$807 500).
INDIVIDUAL UPGRADES:
Vandal: The Vandal can be outfitted with "Hull extensions" similar to the Goblin for landing with a weight of 5 tons and
cost $70 000. Waterproofing the engines so it can actually submerge is a hefty upgrade ($120 000) which involves sealing off exhaust ports so that gas can escape when need but water can't enter. Exit nozzles are also outfitted as well.
Cobb: Floating pylons can be attached that deploy for water landings. These are a pair, when one blows, launch quickly
($70 000). Submerge outfitting costs $180 000 so it is not often done.
Snark: None
Outrigger: Replacing the engine with a more efficient model (exact same statistics...trading in the old one) can be made.
Costing $130 000, it will give 2 000 cubic yards and tons of cargo space. Underwater outfitting cannot be done (too buoyant). A
landing system similar to the Birdnest's (several spindly legs) can be added for 2 tons and $70 000.
Hornet: A larger landing system than the Outrigger's modified system can be used but the Solar disks have to be modified slightly so they can get out of the way. That costs $90 000. A major modification is removing the disks and placing the cells
directly on the hull ($250 000). This shrinks their target size and allows for a water landing if a buoyancy upgrade is taken as well
($60 000) An underwater upgrade is a bit harder ($100 000).
Fatboy: Landing a Fatboy is no longer a chore with the "Birdnest landing system" (3 tons, $70 000). Underwater adaptation is easy ($60 000). Hollowing out the passenger pods will give another 2000 cubic yards and tons of cargo ($80 000).
Goblin: None, no underwater adaptation.
Claw: A good landing system (similar to the Goblin's) will only cost $65 000 and 2 tons. Underwater adaptation costs
$130 000, though.
STANDARD EQUIPMENT ON TUGS:
Cable Cutters: These are large hydraulic cutters which are usually the only things that can cut Towing Cable. They cost
$10 000 each.
Space pod: These are similar to the Zero-G Worksuit, but larger. Thrusters can go for 600 seconds. Life support lasts 4
weeks. It costs $60 000.
Escape Pods: These will contain enough food and supplies to last seven people 7 weeks. More can be added. This will
require outfitting as small airlock. The outfitted airlock will cost $20 000 and the pod will cost $145 000.
Medical Equipment: The Medbay for tugs is small. Most people assigned here are Medics--deigned to patch holes,
more serious wounds require a base and large starship...or the Riggers can do it themselves:
STANDARD: Adders (25 doses, $50), Painaway (25 doses, $100), Gravanol (25 doses, $90), Hypercoagulin (25 doses,
$50), Revive Capsules (25 doses, $10), Superstim (20 doses, $80), Pneumospray Hypo (20 units and air cartridges, $125), Emergency Medkit (5, $350), Medical Pouch (2, $700),
EXTRA ($/dose,unit): Analgine ($100), Antirad ($150), Ascepaline ($200), Suspend ($700), Plastiskin ($20), Medscanner ($1 000), Diagnosis Table ($12 000), Automedic ($70 000).
NOT AVAILABLE: Anti-Agathics, Generillin, Torpine, Sensa-skin.
Weapon Bay: Can carry 100 weapons of varied characteristics. All Mules come with a stun rifle and two electrolasers.
All other costs in Gurps Space is standard
SECTION X:
GADGETS AND GEARS:
PERSONAL GEAR
$
lbs.
Air Tank
N: 2 hours air
Air Mask
N: 10 min. air
Backpack (1lbs)
Binoculars (High Quality)
Camera-Micro (B Cell)
Decontam Spray
N: spare tank $2000
Envirobag
Exploration Suit (C Cell)
Filtration Canteen (B Cell) 1 750
Flashlight (B-Cell)
Handcuffs
Helmet Multi-View (B Cell)
Helmet Video (B Cell)
Helmet Flashlight (B Cell) 80
HUD Goggles (A Cell)
N: -2 SS
1000
10
380
½
10
2
2 000
3000
200
400
½
12
500
50000
3
50
50
3000
250
¼
5 050
1
8
¼
1
3/8
1/8
1/8
Laser Targeting Scope (B cell)
2 500 ½
N: halves SS, +2 acc.
Life Support Pack (B Cell) 7 500 2 ½
Manuever Pack (C Cell)
55 000 25
Magnetic Compass
50
n/a
Medium Comm (A Cell)
500
¼
N: 5000 mile range
Personal Computer (C Cell)
5 000 1
Personal Recorder (A Cell)
200
½
Power Holster (B cell)
10 000 5
N: +2 to fastdraw.
Pressure Tent (1 / 2 man) 5000 / 10 500 15 / 30
Pressure Base (8 man)
50 000 150
Programmable Bug
5000
½
Rad Counter (B cell)
250
1/16
Rad Proofing
500
~
N: PF 2
Rebreather (A Cell)
250
¼
Short Range Comm (A Cell)
140
1/32
N:
500 mile range
Sniper Mirror
130
N: Fire around corners via lasers
Suit H20 & Food
1 250
Suit Waste sys
1 250
Survival Knife
500
Thermo Suit
1 500
Vapor Canteen (A Cell)
4 500
¼
~
~
1½
5
2
SECURITY
$
Comm Scrambler (C Cell)
Comm Tap
Bug Detector (A Cell)
Bug Stomper (A Cell)
Keylock
Cardlock
Vocolock
Security Scanner (A Cell)
Comm Jammer (B cell)
Movement Sensor (A Cell)
Tracer button
250
30 000
5 000
12000
100
200
300
10 900
10 000
10 000
1 000
1/16
4
1
2
n/a
n/a
n/a
2
4
1
n/a
lbs
MEDICAL GEAR
$
lbs.
Adders (25 doses)
500
½
Analgine
100
½
Antirad
150
½
Ascepaline
200
½
Automedic (D. Cell)
700000 500
N: 15 First Aid, 14 Diag. Phys. Surg
Automedic Refill
50000 50
N: every 25 uses
Diagnosis Table
60000 12
N: +6 Diagnosis, 3cy.
Emergency Medkit
350
2
Gravanol (25 doses)
900
½
Hypercoagulin (25 doses)
500
½
Medical Pouch
700
1
Medkit
750
1
Medscanner
4500
½
Neural Inhibitor
2000
¼
Painaway (25 doses)
1000
½
Plastiskin
200
½
Portable Holograph
100000 10
N: Suitcase-shaped
Pneumospray Hypo
1 250 1
(20 units and air cartridges, $125)
Revive Capsules (25 doses)
100
½
Sonic Probe (A Cell)
15000 ½
Smart Bandage
12000 4
S Bandage Refill 10
50
½
Superstim (20 doses)
80
½
Suspend
700
½
VEHICLES:
$
Interceptor Air Car (25E) 1 240 000
Slipstream Air Car (20E) 1 050 000 n/a
Regal Aircar (20 E Cells) 1 350 000
Average Cycle (2 E-cells) 10 500
M-1 Forkless Bike (5 E) 55 000
Citycar (5 E-Cells)
20 000
lbs.
n/a
n/a
n/a
n/a
n/a
Crawler (100 E-Cells)
400 000
n/a
Luxury car (8 E-Cells)
400 000
n/a
Sandstorm (120 E-cells) 850 000
n/a
Sedan (7 E-cells)
100 000
n/a
Scooter (1 E-Cell)
5 000
n/a
Sportscar (10 E-cells)
200 000
n/a
Blockade Runner (15 E) 350 000
n/a
Swamper (150 E-Cells) 550 000
n/a
Daisycutter (100 E-cells) 1 500 000
n/a
N: PD-12, DR-200, one weapon pod.
SHIPS (OPEN MARKET)*
$
lbs.
Astrolab
12 957 164
Bee
569 214
Beetle
11 409 207
Calypso Cargo Skiff
5 250 580
SCGPods
100 000
Cobb
4 000 625
Crab
2 801 300
Cranefly
896 562
Cutlass
1 098 725
Dart
150 000
Demeter Freight Platform 7 345 980
Fatboy
5 201 000
Goblin
1 586 625
Hornet
2 537 050
Hunchback LR Freighter 18 450 000
Midget
308 495
Minnow
689 815
Narcissus Cruiser 15 250 000
n/a
Orion
1 153 152
Outrigger
1 067 700
Partisan
8 141 168
Penatrator
15 767 424
Piranha
446 270
Rock Gopher
1 679 935
Shark
1 601 029
Skymaster
999 748
Snark
4 659 000
Stingray
980 090
Toad
1 867 900
Warhawk
1 082 299
Whale
28 921 702
All LY fighters are not for sale
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
TOOLS
lbs.
$
Autograppnel
1000
N: 2000 lb. Strong
Cable
50/10yards
Crowbar
10
Grapnel (300lbs)
200
Laser Drill (A Cell)
630
Piton
10
Plasma Torch (B-Cell
750
Pocket Pack
200
Portable Shop (E-Cell)
40 000
Shovel
20
Tool Kit
600
MISC:
$
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
3 3/8
½
3
2
1¼
½
5
1/2
3 000
6lbs
40
lbs.
Cleaning bot (D-Cell)
Meckteck (E-Cell)
Furniture (Real)
(Synthetic)
Food (Fresh
(Prepack)
(Rations)
Movie
Cell Phone Service
Stock Broker
Television (large) 10 000
Television (port.)
Stereo System (port. / car)
Speakers (each)
5 200
150 000
2000 each
1000
300/wk/prsn
200/w/p
50/w/p
20
200 / month
100 / month
n/a
5 000
5 000
1 000
LANDING PERMITS
n/a
n/a
n/a
n/a
5
2
1
½
n/a
n/a
HOUSING
House
1
1
1
$
$
lbs
Hotel Room
Apt. / Condo
100 / night
n/a
200 /rm/nght
n/a
110 000 bght
n/a
150 /rm/mnth
n/a
150 000 bght
n/a
~~Multiply base cost by location~~
Combat Zone
1x Cost
Moderate Zone 2x Cost
Corporate Zone 3x Cost
Executive Zone 4x Cost
FASHION
$
lbs.
Pants
40
n/a
Top
40
n/a
Jacket
50
½
Footwear
40
½
Jewelry
100-1000
n/a
Mirrorshades
50
n/a
Glasses
50
n/a
~~Multiply base cost by style~~
Generic Chic
x1 cost
Leisurewear
x2 cost
Businesswear
x3 cost
High Fashion
x4 cost
* All ships are without weapons. Although hardpoints are
loaded.
lbs
One Day Permit
500
n/a
Three Day Permit
1000
n/a
Week Permit
3000
n/a
Permanent Port
110 000 n/a
Security Detail (per day)
200
n/a
(for Permanent Port)
50 000 n/a
~~Multiply base cost by Planet Value~~
Value 0-2
½x Cost
Value 3-4
1x Cost
Value 5-6
2x Cost
Value 7-8
3x Cost
Value 9-10
4x Cost
Service Tune-Up
10 000 n/a
Repair Hold-Up (per day)
700
n/a
Repair Estimate
5 000 n/a
Ship Repair
Various
NOTE: All other equipment can be referred through
the GM to the GURPS books. Al costs are x10. Refer to al
the descriptions there.
SECTION XI:
ARMOR
ARMOR
PD
DR
lbs.
Cost
Coverage
Notes
Cloth, Leather
Heavy Leather
0
0
1
2
---
above
above
Any except head -Can Overlap
Any except head -Can Overlap
Flak Pants
Flak Vest
0
0
4
4
1
2
500
500
Legs
Vest
-Can Overlap
-Can Overlap
Light Armor Jacket
Heavy Armor Jacket
0
1
3
5
1
2
above x 2
above x4
Vest
Vest
-Can Overlap
-Can Overlap
Flak Longcoat
2
10
5
5 000
-Every but Head -Cannot Overlap.
Ghillie Suit
2
10
20
15 000
Suit, Head
-Chameleon suit, Cannot Overlap
Kevlar (Light)
Kevlar (Medium)
Kevlar (Heavy)
2
2
3
4
8
12
3
7
7
1 000 / 5000
2 000 / 8 000
3 000 / 10 000
Vest / Suit
Vest / Suit
Vest / Suit
-Can Overlap
-Can Overlap
-Can Overlap
Door Gunner’s Vest
3
30
20
5 000
Vest only
-Cannot Overlap
Monocrys (Light)
Monocrys (Medium)
Monocrys (Heavy)
3
3
4
6
12
16
4
8
10
2 000 / 6 000
4 000 / 10 000
6 000 / 14 000
Vest / Suit
Vest / Suit
Vest / Suit
-Can Overlap
-Can Overlap
-Can Overlap
Reflec
Infantry Combat Armor
Combat Helmet
4
4
4
2
20
40
1
60
1
700 / 1 400
12 000
2 000
Vest / Suit
All but head.
Helmet
-Can Overlap, Lasers only
-Cannot Overlap
-Short-Range Comm.
Vacc / Pressure Suit
VS Helmet
1
2
8
6
20
30 000
Every Location
-12 hours of air.
-Cannot Overlap.
Heavy Duty Vacc Suit
VS Helmet
3
3
8
10
30
50 000
Every Location
-Same as above.
Armored Vacc Suit
VS Helmet
4
5
30
40
70 lbs
100 000
Every Location
-Same as above.
Military Armored V.S.
5
60
70lbs
300 000
Every Location
-Same as above.
Metal Lace
3
15
+1
x20
Any Location
-Looks just like clothes.
Second Chance Kevlar
1
10
1
800
-Per Location
-Goes underneath clothes.
Environment Suits
2
15
30
20 000
-Every Location -Full protection, adverse environment
and pressure protection.
Portable Force Field
0
100
30 for 1 200 000
Projector
-5 m radius and -Full protection but system not
5 meter high
portable.
dome.
SECTION XII:
WEAPONS
SHIP WEAPONS:
WEAPON
TMA Light Laser
TMA Medium Laser
TMA Heavy Laser
TMA Assault Laser
in 10000s
COST
20
MASS
2
VOL.
2
FP
5
35
50
300
5
10
20
5
8
15
20
40
250
Sakarov Light Particle Accelerator
Sakarov Heavy Particle Accelerator
55
100
12
30
9
20
50
150
Avery Laserlance
40
8
7
30
Splinter Nuclear Pellet Gun *
20
4
4
30
Alphatech Sonic Accelerator **
Alphatech Sonic Devastator **
Alphatech Railgun *
Alphatech Railcannon *
Alphatech Gattling Laser
40
70
10
50
150
7
8
0.5
15
15
6
8
1
12
10
50
100
1
60
100
Splinter Nuclear Accelerator
70
20
15
80
Fastcore Light Rocket Launcher
10
1
2
-
TMA Medium Rocket Launcher
TMA Heavy Rocket Launcher
20
30
1
2
3
5
-
Fastcore Light Explosive Missile
TMA Medium Explosive Missile
TMA Heavy Explosive Missile
2
5
10
0.1
0.4
2
0
2
8
.5
15
30
Fastcore Light Nuclear Missile ***
TMA Medium Nuclear Missile ***
TMA Heavy Nuclear Missile ***
30
50
70
0.1
0.4
2
0.5
2
8
50
150
300
TMA Fusion Missile ***
100
1
4
500*
Alphatech Fusion Cannon
AlphaTech Photon Cannon
200
100
30
5
20
5
200
50
Sakarov Mass Driver
500
30
30
400
Ammunition:
$5 000 each round and weighs 0.05 tons and 0.1 cy of space.
** Ground based weapon
*** No Radiation Damage.
@ Military license required...This means the person purchasing has been allowed by the Bloc and Authority to buy large
ons. This is an "all clear" to buy whatever they want. Licenses costs depend on the person
and their criminal
weaprecord:
No record: $40 000,
Inconsequential Record: $70 000,
Medium Record: $90 000,
Reprehensible Record: Impossible, but a bribe would cost $130 000,
Once part of the military: $10 000, Still part of the military: Free.
SECTION XIII:
PERSONAL WEAPONS
Damage / Ship FP****
Weapon
Type DMG SS
Acc
1/2D
Max
Wt.
RoF
Shots ST
Rcl
Cost@
454 “Cussul”
X-1 “Deckard”*
Cr.
Imp
14
15
2
8
400
700
800
1400
4
6
3~
1
5
6
9
10
-1
-3
250
450
4dx2 / 5 15
5d
13
3d+2
10
1
2
4
500
300
200
1000
600
500
5
4
2
1
3~
3~
3
7
6
10
9
5
-3
-1
-1
150
250
60
6dx2 / 10 17
4dx2 / 7 15
5dx2 / 8 15
1
2
2
1000
1000
1000
5000
3000
3000
20
15
13
1
6
3*
12**/D 12T
36**/3C 9
24**/2C 8
-3
-1
-1
350
250
250
13
8
4
3
1500
500
2000
1000
17
4
8*
3~
140/D
12/C
0
0
120
60
Cr./Exp. 8dx2 / 15
18
Cr./Exp. 2dx10 / 20 18
1
2
1500
2000
4000
6000
25
30
1
1
10**/E 14T
6
12
-4
-6
400
600
Sakarov BLASTER
Badger Dart Stunner
Fastcore Particle Gun
Imp
6d / 4 13
Stun
Special 10
Imp 1dx10 / 5 16
3
3
2
-12
1000
300
50
3000
2
1
15
3~
3~
3~
9/C
20/C
10/D
8
-12T
-2
0
-3
80
16
250
SABO-Lite
SABO-Stick
Imp
Imp
3
4
150
150
300
300
1.5
6
3*
6
9
36
6
8
-1
-1
50
80
“Earthshaker”
Cr.
S&W 14 mm
Cr.
K2 Suppressed Revolver Cr.
AT Caliban*
AT Shiva*
AT Gallant*
Cr.
Cr.
Cr.
AlphaTech MAX
AlphaTech Streak
Imp
Imp
AlphaTech BOLT
AlphaTech HERK*
5d
3dx2
3dx2
4d
3D
3D
13
12
10
6
SABO-Mate
Imp
3d
14
4
150
300
10
12
120
10
-3
90
Lancaster Heavy Pistol
Eagle .44M
Lancaster Needler Rifle
Cr.
Cr.
Imp.
3d+2
3d
1d+2
10
12
10
1
1
0
150
230
100
1867
2500
300
2.5
4.5
1
3~
3~
3~
15
9
100
9
12
-
-1
-3
-1
10
10
10
AT 12Gauge
AT 10mm Sub
AT 12G Thunderclap
Cr.
Cr.
Cr.
5d
3d+1
4d
10
10
10
3
2
2
25
160
50
150
1900
200
8
7.5
10.5
2~
15
6
5
75
36
12
10
10
-3
-1
-2
15
15
20
Lancaster Needler Rifle
Avery Pulse Laser Pistol
Avery Pulse Laser Rifle
Avery Military Laser
Imp
Imp
Imp
Imp
2d
1d
2d
2d
13
10
15
12
2
3
3
3
300
400
900
1500
800
500
1200
2000
5
2
5
9
3~
4
3~
8
100
20/C
12/C
140/D
8
-
-1
0
0
0
12
10
30
90
Sakarov Flamer
AT-NP1 “Pez”
AT Attaché-Arm
Spcl
Imp#
Cr.
4d
3d
3d
7
5
12
2
3
3
70
3000
180
150
6000
2000
4
2
4
1
1
6
8/C
12
48
6
8
9
0
-1
-1
80
90
150
3d
5d
12
13
3
3
200
2000
2000
4000
10
15
9
9
0
-2
100
150
Alphatech G-11 C&C
Cr.
Fastcore Ramjet Cannon Cr.
@
**
***
~
****
R
3~/6/12
1
48/144
10
In thousands.
*
The Deckard has a +4 bonus all the time.
Requires Power cells as well listed…they need to be changed every five clips.
These are automated drones and their skills can be seen under the weapon’s description.
Single shot but cane be pulled three times.
#
See Below
Multiple shots in the same round add damage to total FP for that round
Round…special to the Capacitor series.
Damage / Ship FP****
Weapon
Type DMG SS
Acc
1/2D
Max
Wt.
RoF
Shots ST
Rcl
Cost@
M-20 Capacitor Pistol
M-40 Capacitor Rifle
Imp.
Imp.
1d / R
2d / R
8
10
0#
0#
400
600
800
1200
8
15
1
1
20/C
40/C
5
9
-1
-1
40
80
Splinter Auto Pistol
Mini-Main Gattling
Cr.
Cr.
2d
2d
5
15
4
2
300
600
600
1200
1
35
8
20
40
600
-10
0
-2
40
140
Sonic Conductor
Spcl.
3
50
200
3
1
12/C
--
Militech Hold-Out
Militech Machine Pistol
Cr.
Cr.
3d
3d
6
9
3
1
100
300
300
800
½
2
3~
6
6
24
---
0
-1
10
25
Militech Electric Gun
Militech Sportster
Cr.
Cr.
3d
3d
12
7
1
5
500
200
1000
600
10
1
10
3~
40**/B 8
12
--
-2
0
50
20
RFE Assault Cannon
Cr.
Stun, 1-6d 13
2
800
1600
10
3~
18
8
Avery ABC-102
Personal Laserlance
Avery Beam Gun
Imp.
Imp.
Imp.
3d+2
12
4d+2 / 5 14
2d
10
3
2
4
500
700
400
1000
3000
800
7
18
5
4
spcl#
3
16C
30C
30C
8
10
--
0
0
0
120
200
100
10
-1
150
400
500
1000
1200
6
1
36
6
400
800
800
1600
8
1
42/C
6
1d + spcl 8
Unirig RDM-2 “Multi-Role” Gun
Machine Gun
Cr.
2d
Bolt Gun
Cr.
3dx2
10
Badger Pulse Auto
Alphatech AP Cannon
12
14
Imp
Cr.
3d
3dx2#
3
2
4
15
10
6
30
0 to -6
8
0
8 / 12^ -3
80
90
80
Hector Sentry Gun***
Cr.
Hector Combat Drone*** Imp
12
13
4
4
200
1500
500
2000
50
550
12
16
1200
-1600/E --
0
0
320
750
TMA Hold-Out Gyroc
Spcl # Spcl #
TMA Heavy Gyroc Rifle Spcl # Spcl #
TMA “Thumper”
Cr.
Spcl#
Automatic Grenade Launcher
5
12
15
4
3
1
----
1000
1000
200
1
11
10
1
3
3~
3
18
18
-12T
10
--1
--
40
120
90
Grenade Undermount
15
1
--
200
10
1
18
1
--
30
^
@
*
**
***
~
#
****
R
Cr.
3D
3dx2
Spcl#
Without Arm Support.
In thousands.
The Deckard has a +4 bonus all the time.
Requires Power cells as well listed…they need to be changed every five clips.
These are automated drones and their skills can be seen under the weapon’s description.
Single shot but cane be pulled three times.
See Below
Multiple shots in the same round add damage to total FP for that round
Round…special to the Capacitor series.
SECTION: XIV
CLIPS AND CELLS
Bullet
Cost per bullet / per clip*
.454
“DiKi”
300 / bullet
5 000 / bullet
.454 “Cussul”
X-1 “Deckard”
Weapons
14 mm
.60 Caliber
200 / bullet
1000 / bullet
S&W 14 mm
“Earthshaker”
Kinetic Kill Shell
5 000 / clip
Caliban, Shiva, Gallant
Bolt Ammunition
Herk Ammunition
10 000 / clip
5 000 / bullet
BOLT
Sabot-Round
HERK
100 / bullet
300 for the clip case.
SABO-Lite, SABO-Stick, SABO-Mate
10mm Round
10 / bullet
500 / clip
Lancaster Heavy Pistol
10 mm Sub.
9mm Round
10 / bullet
500 / clip
Auto Pistol, Militech Hold-Out, Militech Machine Pistol,
Militech Electric Gun, Militech Sportster, Unirig RDM-2
“Multi-Role” Machine Gun, Mini-Main Gattling, K2
Suppressed Revolver
.44 Shell
12 Gauge Shell
Needles
30 / 1 bullet
50 / Shell
5 / Needle
Eagle
AT 12 Gauge, Thunderclap
Needler Pistol / Rifle
Nuclear Pellet
HV Marker Shell
Caseless/Clipless Modular Bullet
500 pellet
100 / bullet
100 / bullet
NP-1
RFE Assault Cannon, RDM-2 “Multi-Role” Bolt Gun
Alphatech G-11 C&C
RAMBolt
Red Jacket AP Shell
500 / bullet
200 / bullet
Fastcore Ramjet Cannon
Alphatech AP Cannon
AA Cell
A Cell
20
100
N/A
N/A
B Cell
C Cell
300
1000
N/A
Flamer, Laser pistol / rifle, Shiva, Gallant, Streak,
Dart Stunner
D Cell
E Cell
5000
10 000
Military Laser, Max, Caliban, Particle Gun
Bolt
Gyroc
100 / Clip Case
Bullets vary
Gyroc Rifle
Hold out Gyroc
CELLS
PRICE / EACH DESCRIPTION
DAMAGE / FP
TYPE
NOTES
100
150
170
Basic Gyroc
ARP Gyroc
LOR Gyroc
3d
3d
3d
Cr.
Cr.
Cr.
None
Half DR
Double Range
200
120
HEX Gyroc
STUN Gyroc
5d
Spcl
Cr..
Spcl.
Explosive Damage
HT at -5 to avoid incapacitation for 20-HT
minutes. Every 5DR offers a +2 bonus.
160
300
200
CP Gyroc
APEX Gyroc
LATAR Gyroc
3d
5d
3d
Imp.
Cr.
Cr.
Constant Propulsion
Half DR, Explosive
Double Acc, +4 initially
500
SPLINTER Gyroc
10 000 COBRA Gyroc
4d
3dx10 / 30
Cr.
Cr.
Half Damage removes DR.
Californium core, Extremely rare, -4 rlc,
Double exp. Range.
2 000
3 500
SAT Gyroc
AI Gyroc
5d
4d
Cr.
Cr.
Double acc, 10x range.
8 Int, 15 skill, Double range, Can attack 4
additional rounds. Can go around corners.
Cannot dodge. -10 to hit it, Extremely rare.
800
FINGER Gyroc
4d
Cr.
Grenades
Grenades Vary
10 hex knockback, target -5 to hit next round.
Thumper
PRICE / EACH GRENADE
DAMAGE / FP FUSE
NOTES
50
100
70
2d-1
3d-1
--
Notes, Basic Explosive.
Notes, Basic Explosive.
Covers area 3d6 meters radius
Basic
Advanced
Smoke
3-5
3-5
1-2
90
Stunner
Spcl
3-5
HT at -5 to avoid incapacitation for 20-HT
minutes. Every 5DR offers a +2 bonus.
1000
Drone
4d
--
5 Int, 6 Movement. 14 skill. Will seek out
nearest target and explode. -5 to hit it.
300
500
100
2 000
200
High Explosive
Flachette
Flash
POG
Sonic
5d
3d
-2dx10 / 10
--
2-10
3-5
3-5
impact
2-10
300
Bam-Bam
3d
2-10
300
Napalm
4d
3-5
Double Exp radius.
Half Damage removes DR.
Blinds all who fails a HT -5 for 1d6 minutes.
Double explosive range, very rare.
Deafens all who fails a HT -5 for 1d6 minutes
Full Stun effects.
Triples Explosive Range.
Full Flamer effect…will ignite anything
combustible. Will continue to do half damage
1d6 consecutive rounds.
* if applicable
SECTION: XV
WEAPON DESCRIPTIONS (By Corporation)
ALPHATECH HARDWARE
RAILGUNS were the first tackled. Gauss weapons were uncommon and very rare because the technology was virtually lost
and the production costs for them remained so high, no one was willing to recreate these small, self propelled, weapons. Railcannons
were the alternative, high powered, solution. Each Railgun uses its own unique ammo (increasing the cost). The surprising addition it
the need for energy clips to handle the massive power requirements of the weapon. These cells must be changed every five clips. The
other disadvantage of the railguns is their immense size…size means power…there’s your advantage. All have rear-loading clips.
AlphaTech Caliban: The heaviest of the railguns, the Caliban was nicknamed “Mr. Intimidation” because of its awesome
size. The shell fired is the second largest type than can be fired by any personal weapon. Yes…it does some damage. The immense
power requirement justifies a 1d cell front load in the gun's computer core that powers the core and the firing mechanism.
AlphaTech Shiva: The Shiva is the pride and joy of the series. The designers scaled down the shell and redesigned the
model with a less recoil. However, the really impressive feature is an autofire feature. The blast flash has also been modified to be
less intense. However, all of this comes with a price. Three C cells need to be loaded across the top of the unit. The weapon also requires two hands to operate…actually…all railguns require that but the Shiva is the only one with two grips.
AlphaTech Gallant: The Gallant was an experimental design to scale down the Shiva to a less intimidating version. The
second grip was removed and a new shell was constructed. The autofire was kept, scaled down 50%. The gun is still very clumsy with
one hand but at least it is possible. It is not a pistol by any respect. It is still a rifle weapon…its just lighter. Since the requirements
for the system has been downsized, the Gallant requires only two C cells compared to three.
LASERS have been around for centuries, but Alphatech decided to scale up the idea. The new technology is called the “Remington Wave.” Basically, it involves compressing a solid beam sporadically, sending out concussion waves along the beam. Instead
of being straight, the beam looks like a string of beads. This increases the damage capacity but also drains the energy clip substantially.
AlphaTech MAX: The initial design, the Max was made to be the equivalent to the Shiva. The energy requirements are so
great, the weapon needs one D cell to power its capacitor. However, the weapon has been known to cut through tank armor.
AlphaTech Streak: This was Alphatech’s solution to the standard laser pistol. Still, running off a normal C cell, the number
of charges were balanced for a more powerful beam. The reason the beam was never increased before was simple…the capacitor was
too large. The new one was constructed and styled to be less cumbersome.
CANNONS were simply an experiment to see how big “big” can get. The Railgun division experimented with scaling the
shell “yet” again. Another heavy-arms group tried to work on a design hardly touched. Shoulder rested heavy artillery. Both designs
were constructed for heavy incursion and even to damage small spacecraft. Pricy? Yup…God only knows what possessed them to
design such heavy weapons with no guarantee for a military commission.
AlphaTech BOLT: The Railgun idea was scaled up and became so heavy, it required a tripod to handle properly. The Bolt
weapon is a huge propelled device that can barrel through the heaviest of defenses. It requires a huge E clip front-loaded to power the
second largest shell around. The bullet is the same size as the Caliban except it is propelled faster, further. The shell, itself, is unique.
Heavier, and with a depleted uranium core, the mass doesn’t drop as it is launched and it never seems to stop as it easily passes through
virtually any defense.
AlphaTech HERK: Carrying the heaviest shell ever conceived, the Herk’s design got larger and larger before the barrel was
the size of a man. The weapon propels a huge round with a vector force so large, it can barrel out a minnow. The weapon’s huge
kickback and pricy cost (including the shell) makes it out of almost anyone’s range. However, demand is amazing high for the outer
colonies.
VINTAGE weapons are old designs from two, three, and even four hundred years ago that have been re-issued for the demand of cheap defense. These weapons are made with state-of-the-art materials to make them light and very reliable. Alphatech’s Vintage series is very popular.
AlphaTech .44M: The most universal weapon constructed. AlphaTech’s second model in their vintage series was a remake
of the old .44 magnums. No longer mass-produced, their reliability assures their presence for the next hundred years. They are also
cheap.
AlphaTech 10mm Sub: Not known for subtlety, AlphaTech gained access the supplier of the 10 mm shell for Lancaster’s
Heavy Pistol and released a fully automatic version. Good for them.
AlphaTech 12G Thunderclap: After the resounding success of their vintage shotgun, the released on more variant, adding a
fully automatic firing mechanism and building a gun around it. The Thunderclap extends the range or the normal 12 gauge but offers a
substantial increasing firepower. This is the most advanced, low-tech weapon available.
AT 12Gauge: Another of the Alphatech’s “vintage” series was a semi-automatic, 12-gauge shotgun. The only major modification was its firing mechanism. Although the weapon is no longer constructed, the AT12 became a hit with the Outer Colonies because of cheap maintenance.
ALTERNATIVE DESIGNS are new designs that have recently been released.
AT-NP1 “Pez”: Alphatech’s brand new idea was to scale down the Nuclear Pellet Launcher to a pistol size. The result is a
small, bee-bee-sized object that is propelled faster than even railcannons. The object does little damage but it barrels through all armor…all DR is halved…and the shell will continue onward past the target if the damage is more than half…to the object behind it…it
is then halved. The NP1 is unique from any point of view.
Attaché-Arm: A totally prohibited weapon, Alphatech refuses to acknowledge they make it. It is a briefcase with a holographic cloak to hide its true purpose to X-Ray scanners. It holds nothing but is really a 10mm sub-machine gun. One little button,
and the assembly just folds out…it folds in as quickly. It is illegal everywhere…but no one has ever been caught with one. No one is
really sure what they look like since the outer case can easily be modified.
Alphatech G-11 C&C: The Alphatech mass-production model, this weapon uses the unique clipless, caseless ammunition,
square-shaped round is the entire firing mechanism. The shell is encased inside. Each bullet is connected to the other and the bullets
feed in like a stapler. Each bullet moves down, rotates 90 degrees and fires, the case incinerates and the remnants eject with the bullet.
This makes a totally efficient system where no clips and no cases are used or ejected. The gun also has three firing settings. It also has
two spare holds next to the prime firing corridor that holds 48, tripling it to 144 shells. This marvel is the pinnacle of shell technology.
It is very hard to top this weapon.
Alphatech AP Cannon: Alphatech constructed this weapon as a small, high-powered pistol, but the kickback was so heinous, it required a shoulder rest. The weapon fires a huge shell a long distance but most people find the fact that the weapon is so
small and so powerful intimidating. They only made a small number of these weapons. Some strong people have removed the stock
and use it as a pistol. This, however, gives the weapon a –6 recoil.
AVERY ASTRONAUTICS
Avery Pulse Laser Pistol: The precursor of the Streak, a basic laser weapon.
Avery Pulse Laser Rifle: An enhanced laser pistol and not a successor of the Max.
Avery Military Laser: A more accurate precursor to Alphatech’s new Max.
Avery ABC-102: A thin, laser beam device constructed by Avery, this weapon started first as a welder, but the potential was
discovered and the range was increased ten fold. The weapon’s high heat ratio removes ¼ of its damage in DR. If there is not DR,
then that damage is done additionally to the body in burn damage.
Avery Personal Laserlance: Avery decided to try to shrink their popular ship weapon to man size and it resulted in this
enormous laser weapon. The laserlance is a solid beam of energy that slices through practically anything, including ship hulls. They
can cut cars in half. In fact, a critical success when firing with this weapon will cut its target through. DR is halved when hitting and if
the damage that goes through is higher then half the capacity of the target, the target is speared.
Avery Beam Gun: Basically a smaller variant of the rifle Laserlance, actually, the weapon is a total redesign. Where the
Rifle Laserlance was a small version of the Spacecraft Laserlance, the small beam gun was constructed from scratch…it operates exactly the same though.
BADGER ENGINEERING
Badger Dart Stunner: Badger constructed one weapon as a response to the heavy weapons that made the common user intimated. The Dart Stunner is a small device, which hardly looks like a gun at all. It sends out an energy blast that disrupts the nervous
system. The amazing part of the system is that it is not an electrical shock, so the blast is not entirely painful nor does it leave any
harmful side effects. Who would want that? When hit, the target rolls HT at -5 to avoid incapacitation for 20-HT minutes. Every
5DR offers a +2 bonus.
Badger Pulse Auto: The BPA is an energy weapon that condenses its energy into a circulating sphere, similar to ball lightening and fires it out one after the other. The fast rate of fire makes it the laser machine gun.
CONSOLIDATED AEROSPACE
ConAer Sonic Conductor: This is the only weapon that is totally endorsed by all Space-born companies and organizations
as the perfect side-arm of choice for the security detail of spacecraft…especially those older models with fragile hulls. The SonCon is
guaranteed to not damage hulls or bulkheads. It is also totally ineffective in space environments. This weapon transmits a pulse of
high-power sound that shatters normal windows but also disrupts the nervous system. Yes, ears bleed, but the pulse also has been
known to cause temporary blindness, paralysis, convulsions, and nausea. It causes very little permanent damage. However, the subject
must roll against his/her Health to avoid total incapacitation for 3-18 minutes. The greatest advantage of the SonCon is that no armor
of any kind will offer any defense to this weapon. Ear protection will offer a +4 bonus only. Helmets will offer only a +2 connection.
FASTCORE
Fastcore Particle Gun: A military assault weapon designed to be the TMA endorsed answer to AlphaTech’s awesome Railguns. As a result, this weapon is not available to the public. It is a cumbersome particle beam that fires out, what looks like, tiny stars.
Fastcore Ramjet Cannon: The Ramjet Cannon is a unique piece of hardware with a hyper-accelerating bullet that continues
to speed up as it leaves the barrel. As a result, the damage of the weapon increases by 1d every 500 feet to its ½D range. Then the
weapons range drops according after that. The one great advantage is range so the FRC has been commonly used as a sniper weapon.
HECTOR MOBILITY
HECTOR MOBILITY does not exclusively make weapons but they have put out several weapon packages. These are automated defense posts and attacking drones that contain a variety of weapons. The popular models follow. They can be configured
however to do whatever suits the user’s fancy. They can target heat patterns, movement, specific thermo patterns or even IC (image
config) codes pre-loaded.
Hector Sentry Gun: This fixed weapon can be targeted as above. It uses standard 10 mm rapid fire shells. They can also be
linked. Up to eight units can communicate and configure firing tactics on their own. They are controlled via computer terminal run
through a cellular link. It can be fired manually there or at the source. The ammo drum takes a full five minutes to load. The whole
unit requires two D cells to operate.
HSG stats:
PD: 2
DR: 10
Structure: 20
Movement: nil Int: 4
Weapon skill: 15
Weapon
Type DMG SS
Acc
1/2D
Max
Wt.
RoF
Shots ST
Rcl
Cost@
Sentry Gun***
Cr.
4
200
500
50
12
1200
0
120
3D
12
--
Hector Combat Drone: This is an enhanced version of the Sentry gun but built from scratch. It has four large drums for
legs which allows it to walk amazingly smooth through almost any terrain. In the center of these four large shafts is the central cylinder which contains the sensor package and dual MAX cannons (Alphatech copyrighted). The unit is amazingly smart and can be given
a large variety of instructions as well as being controlled via cable or cellular link. It has been employed as a sensor probe (weapons
replaced with scanners) and as a defense perimeter machine. However, it has been known to be a front line automated assault weapon,
an aspect that has placed the unit in controversy. Unlike the HSG, the HCD cannot be fired manually. It can actively Dodge and can
also formulate attack tactics without human guidance. It requires two E-cells along with a third to work the weapon’s package, which
can be removed (to lower cost) and replaced with stunner weapons, nets, or low-yield shell guns. The HCD is also equipped with
climbing pitons and 500 feet of rope which it allow it to lift itself or climb steep terrain. Up to four can be linked to combine their talents.
HCD stats:
PD: 8
DR: 40
Structure: 100
Movement: 10 Int: 8
Weapon Skill: 18
Climbing: 18
Dodge (DEX): 10
Weapon
Type DMG SS
Acc
1/2D
Max
Wt.
RoF
Shots ST
Rcl
Cost@
H. C. D. ***
Imp
3dx2
13
4
1500
2000
550
16
1600/E --
0
650
INDEPENDENT AND LONG FORGOTTEN MANUFACTURERS
454 “CUSSUL”: The last revolver weapon ever designed, it was the proof that all technologies have their limit. The Cussul
was the experiment of how bad “bad” can get. Although the Earthshaker that came out later is more powerful, its drawbacks resulted
in the Cussul being the winner in the category. Twice the impact of a .44 Magnum “Hot Load”, the drum only holds five bullets. The
shells are too big to fit six in a cylinder. Why bother…you only need one.
X-1 “DECKARD”: When the designer was asked why he would put a modified tank targeting system on a sidearm, his answer was simple: “I’d want one.” The Deckard is still known to be the most powerful single-handed pistol ever conceived. No one is
really sure when it was invented or by whom--the above quote had been past down with the gun. Only fifteen of these weapons are
known to exist, so finding the bullets for them is even harder. Not a rocket weapon like some assumes, the shell is an aeroformed shell
that actually picks up speed as it leaves the barrel. Some say it is due the very unique characteristics of the bullet, called the Diamondtipped, Kinetic force bullet, or “DiKi.” The weapon uses a combination of magnetic acceleration and standard explosive propulsion.
It also has a spinning tip. Part of the power system of the gun is contained in each bullet. As a result, each bullet costs about 1% of the
gun. But that same bullet can knock the trans axle off a Hummer.
S&W 14 MM: The Last weapon Smith & Wesson constructed before going bankrupt, the 14mm was a last attempt to corner
the basic shell market. Today, the weapon would still be a seller, but back when the laser and gyroc were hot commodities, there was
just no consumer base. Nowadays, the weapon is in high demand. Too bad there is such a small number of them. The automatic
weapon is the only weapon today that takes the ultra rare 12+ mm bullets. There is only a handful that do. Although technically a
basic shell, the rarity of them made them valuable.
FF-1 “EARTHSHAKER”: The “Big God” as it is some referred to is sometimes said as the true winner in the shell race
against the Cussul. However, since the weapon only carried three shells in its drum, it was very unpopular, even though effective. The
Earthshaker holds three .60 caliber shells, which will kill pretty much anything. Like the Cussul and 14mm, the shells are rare and, as
a result, expensive.
Knight 2 Suppressed Revolver: This is the only other revolver still circulating around. This is not due to its power, but of it
silence. It is the quietest weapon around. The sound of the bullet firing is actually less than the hammer falling. The gun is a rarity…the only revolver with a silencer. It is also equipped with a fairly advanced targeting system.
Mini-Maniac Gattling Cannon: No one is really sure who makes these and where but this perfect example of overblown
power still has a tendency of sprouting up in places where you least expect them. This weapon eats ammunition like a hog but it does
have the fastest firing rate of any weapon.
LANCASTER CORPORATION
Lancaster Needler: A successor to the basic shell weapon, this is also no longer constructed. However, they are very popular for a mid-range, less-lethal weapon priced well below the “laser” line. They are more common than Alphatech “Vintage” series.
Lancaster Needler Rifle: An enhanced rifle version of the basic Needler
Lancaster Heavy Pistol: The standard 10-mm shell weapon dispersed all around the Territory. This is one of the few weapons that Lancaster has ever put out. A clumsy weapon, it does offer to be a reliable alternative to lasers.
MILITARY TECHNOLOGIES INCORPORATED
Militech Hold-Out: The smallest of all sidearms, this tiny shell weapon survived the time as a great pocket/purse gun. All
concealment’s rolls are +4. Some variants constructed from ceramic and plastic are totally illegal, but they have cropped up.
Militech Machine Pistol: A larger pistol with one of the smallest, repeating firing systems available, the MMP predates the
Splinter Auto Pistol by at least two centuries. The gun is smaller and is not as powerful, but it is substantially easier to use.
Militech Electric Gun: This weapon is the only rifle model that survived from the defunct corporation. It is a miniaturized
electric chain gun. This causes a fast rate of fire. It also requires a B cell to operate. The B cell holdout for ten clips.
Militech Sportster: This model succeeded the hold-out model. The Sportster is the most popular weapon Militech ever put
out. It is slightly larger than the Hold-Out but with a more advanced firing and targeting system. The Sportster is standard equipment
to most corporate security group. It is assumed they have the plans and construct the weapons themselves. Most have put their names
on them (Badger Sportster, ConAer Sporty) but everyone knows what it is.
R. FROST ENGINEERING
RFE Assault Cannon: The Assault Cannon is used commonly by Fedrict and the Rail Force Patrol and has been also called
the Riot Gun. The shell’s acceleration can be altered and the bullet is programmed upon entering the chamber. It can be designed to
explode before impact, causing stun (roll against Health to avoid being rendering unconscious for 3-18 minutes) or the speed of the
bullet can be altered. The highest settings are designed to puncture engine blocks, and not recommended used against people. The
recoil moves from 0 to –6 as the setting moves from “Stun” to 6d.
SABOT INDUSTRIES INTERNATIONAL
SABO WEAPONS all carry the same shell, the “Sabo” round. The Sabo is a caseless, armor-piercing round and the only
known shell that can pierce through its target with ease. It has the capabilities of a laser with the properties of standard bullet. This is
the cornerstone of Sabot industries. This shell can only be used with Sabot weapons. All Sabo weapons are automatic because of the
high speed Sabot constructs their firing mechanisms.
SABO-Lite: The pistol version is the most experimental version of the Sabo series because of the very small firing system.
That makes the weapon pricy. It has a Legality rating of 3.
SABO-Stick: The first production model and the most robust weapon produced in the last fifty years. It is the perfect example of efficiency. A barrel and a clip, more or less. When Sabot industries went into mass production, they made no alteration to the
simple design. As a result, for the weapon’s power, it is amazingly cheap.
SABO-Mate: The heavy model requested by the Military contractors is an advanced version of the basic Sabo-Stick. With
three barrels instead of one, the expensive firing mechanism channels the shells quickly through the machine. Half the clip loads into
the weapon before it can even fire. The faster firing rate makes the Sabo-Mate the good heavy cousin to its light counterparts.
SAKAROV DRIVE SYSTEMS
Sakarov BLASTER: More like a high powered laser, the blaster condenses all of its energy into a single plasma pulse. The
advantage being that it does a wallop of damage. The disadvantage being that it sucks the power of a standard C cell in no time. Its
legality rating is 2.
Sakarov Flamer: A Plasma weapon. It ignites everything in its path and every adjacent hex. Half damage carries over every subsequent round if ignited.
Sakarov M-20 Capacitor Pistol: The Sakarov M-20 is the first Capacitor pistol. For every round the capacitor is charged,
the damage of the weapon increases by 1d up to 10d. Two full charges will only fire two shots but those two shots can be devastating.
At 5d, the FP becomes 5 and increases by one every round after. The substantial kickback of the weapon at these high charge setting
balance out with the accuracy. Accuracy is only configured after a full ten rounds of charging is done.
Sakarov M-40 Capacitor Rifle: The M-40 is the larger, rifle variant of the Sakarov variant pistol. Its range is extended and
its damage capacity increases by 2d per round. Its FP starts at 7 at increases by 2 every round to a maximum of ten rounds of charging.
The substantial kickback of the weapon at these high charge settings balance out with the accuracy. Accuracy is only configured after
a full ten rounds of charging is done.
SPLINTER INCORPORATED
Splinter Auto Pistol: Splinter, in an effort to enter the weapons field, responded to Lancaster’s heavy Pistol with a similarly
massed fully automatic version that utilizes the smaller 9mm shell. The gun is small. The clip is the same mass as the gun. There is a
limit on how small, small can get.
TERRAN MILITARY / MANUFACTURING AUTHORITY
TMA GYROCS are the leading edge of TMA’s ground forces. They are still unavailable to the public for very good reason.
The Gyroc utilizes the weapon it is named after. Gyroc shells are self-propelled rockets that can be reconfigured for a variety of purposes. There are stunners, armor piercers, explosives, and long range sniper rounds. Over the years, even more advanced Gyrockets
came out including the nuclear encased COBRA round and the AI round capable of rounding corners to kill its target. An Army
equipped with Gyrocs and money is unstoppable. The TMA’s R&D staff have contests on who can make the best Gyroc that year.
The Cobra, AI, LATAR, SAT, and Finger slugs have been recent winners. The designer of the Cobra slug now RUNS the department…and his identity is a deep secret since it is assumed that is he can place a Californium charge into a rocket that small, he can do
more.
TMA Hold-Out Gyroc : This unit is a small, concealed version of its larger cousin. It does not contain many rockets, but it
was designed as a point-blank emergency weapon. However, when TMA created the Cobra round, it became an instant death machine
figuring a small pistol could level a courthouse.
TMA Heavy Gyroc Rifle: The full production model, the Gyroslug Rifle was designed to utilize all the capabilities of this
technology, including being able to switch between three different clips in its feed. The clip contains three shafts for three different
types of ammunition of the user’s choice.
TMA Thumper: Another prohibited weapon, the Thumper is the current automatic grenade launcher endorsed by the TMA.
Like the expensive and popular Gyroc, the TMA R&D teams have field days trying to find new ways of re-inventing the wheel. After
the POG (Power Of God) and Drone were created, very little else mattered.
TMA Grenade Undermount: This weapon is a simple addition to rifle systems. It will hold one grenade of whatever type
the user purchases. The weight is added to the original gun. The undermount can fire without the problem with switching guns.
UNITED RIGGERS SOCIETY
Unirig RDM-2 “Multi-Role” Gun: The only weapon Unirig puts out is this double weapon. It holds an average machine
gun on top with an under Bolt gun similar to the RFE assault cannon, permanently set to medium damage. Some have been rewired to
Stun or Max. The user can switch gun types without a single penalty to firing.
SECTION XVI:
VEHICLES STATISTICS
AIR CARS
Air cars are pricey vehicles that use either vectored thrust or even Grav drives to keep them above the ground. They require a
pilot’s license to use and can achieve speeds much faster than ground vehicles. These luxuries are usually only found on Capital and
Cluster worlds, especially those with heavy traffic. There are many large transports and cargo version but these are the only ones
available to the user. Others are soon to follow.
INTERCEPTOR AIR CAR: This is the pinnacle of the industry, a true sportscar in every sense of the word. It is not the
fastest, but it does have maneuverability and acceleration. It became a popular model to sports enthusiasts. It is a two-passenger
vehicle with very little cargo room but it is the model seen most pulled over the side of the road by Fedrict’s Air Car division…How
interesting, Fedrict uses the exact same model for their Pursuit Specials. The average model is equipped with Power doors, power
windows, full life-support, parachute, a medium-range communicator, power locks, keylock and a ten-speaker stereo system. It uses
vectored thrust and one small grav pod in the rear.
Interceptor Air Car:
PD: 4
DR: 10
Structure: 50
Movement: 750 kph
Maneuvering Bonus: +2 Acceleration: 0-50 kph in 2.3 sec
Power: 25 E-cells
Cost: $1 240 000 Ceiling: 25 km
Range: 105 500 km
Capacity: 2
Features available: Magnetic Compass, Personal Computer, Cardlock, Vocolock, Cell
Phone Service.
SLIPSTREAM AIR CAR: The Slipstream is a dragster, pure and simple. Its maneuverability is low but it can outrun
some spacecraft in an atmosphere. It is also a two-passenger vehicle. These are the envy of most Fedrict patrols. Their speed is
high and have been known to have been pushed even further. They are equipped with full-life support, a medium-range communicator, parachute, 4 speaker stereo system, power locks and power windows. It has no grav pods and is purely run on vectored thrust.
Keylock is standard.
Slipstream Air Car:
PD: 2
DR: 7
Structure: 40
Movement: 950 kph
Maneuvering Bonus: -2 Acceleration: 0-50 kph in 1.0 sec
Power: 20 E-cells
Cost: $1 050 000 Ceiling: 18 km
Range: 75 000 km
Capacity: 2
Features available: Cardlock
REGAL AIR CAR: The luxury cruiser for the rich man, this vehicle is not known for speed or maneuverability but it is the
most protected and the occupants ride in total comfort with all the features, including autopilot. It is the BMW of the Air Cars. It is
equipped with Power windows, Power locks, Power doors, Full Life Support, Magnetic Compass, Medium Communicator, Personal
Computer, Vocolock, Medical Pouch, Cell Phone Service, portable television and a ten speaker Stereo System. They are also fully
tinted with all leather and real wood interior.
Regal Air Car: PD: 8
DR: 20
Structure: 100
Movement: 450 kph
Maneuvering Bonus: 0 Acceleration: 0-50 kph in 4.5 sec
Power: 20 E-cells
Cost: $1 350 000 Ceiling: 30 km
Range: 250 000 km
Capacity: 6
Features available: None
GROUND VEHICLES
AVERAGE CYCLE: This is the run-of-the-mill city bike. They are not known for speed…but they are for reliability.
Very little can go wrong with them. Keylock is standard.
Average Cycle: PD: 1
DR: 1
Structure: 10
Movement: 150 kph
Maneuvering Bonus: 0 Acceleration: 0-50 kph in 3.5 sec
Power: 2 E-cells
Cost: $10 500
Range: 1 750 km.
Capacity: 1
Features available: Magnetic Compass, Short Range Comm
M-1 FORKLESS BIKE: The M-1 is the pinnacle of two-wheelers. Without forks, this bike can cruise at amazing speeds
and is known to be one of the fastest thing with wheels. Keylock is standard.
M-1 Forkless Bike:
PD: 1
DR: 4
Structure: 15
Movement: 310 kph
Maneuvering Bonus: +1 Acceleration: 0-50 kph in 1.8 sec
Power: 5 E-cells
Cost: $55 000
Range: 2 500 km.
Capacity: 1
Features available: Magnetic Compass, Cardlock, Medium Comm.
CITY CAR: This is a basic four wheeled vehicle produced in the millions for the common user. The range is price but this
is the basic model. It can have a variety of additional features (listed below). Keylock is standard.
City Car:
PD: 2
DR: 5
Structure: 20
Movement: 170 kph
Maneuvering Bonus: 0 Acceleration: 0-50 kph in 5.2 sec
Power: 5 E-cells
Cost: $20 000
Range: 1 750 km.
Capacity: 4
Features available: Power windows, Power locks, Power doors, Full Life Support, Magnetic
Compass, Medium Comm, Short Range Comm, Cardlock, Vocolock, Medical
Pouch, Pocket Pack, Cell Phone Service, Television (large), Television (port.), 6-Speaker
Stereo System.
LUXURY CAR: These are less common, comfort vehicles purchases by the rich and the people who like the image of being rich. They have leather interiors with real wood. Standard equipment includes Power windows, Power locks, Power doors, Full
Life Support, Magnetic Compass, Medium Comm, Keylock, Medical Pouch, Pocket Pack, 6-Speaker Stereo System.
Luxury Car:
PD: 5
DR: 15
Structure: 70
Movement: 200 kph
Maneuvering Bonus: -1 Acceleration: 0-50 kph in 4.8 sec
Power: 8 E-cells Cost: $400 000
Range: 2 350 km.
Capacity: 5
Features available: Personal Computer, Cardlock, Vocolock, Cell Phone Service, Television (port.).
SEDAN: The typical family vehicle. This is slightly larger than the City Car. It is designed for longer range and for greater room. These are the second most common vehicles on the road. It comes with a Keylock.
Sedan: PD: 3
DR: 10
Structure: 30
Movement: 150 kph
Maneuvering Bonus: 0 Acceleration: 0-50 kph in 4.5 sec
Power: 7 E-cells
Cost: $100 000
Range: 1 550 km.
Capacity: 6
Features available: Cardlock, Vocolock, Cell Phone Service, Power windows, Power locks, Power doors, Full
Life Support, Magnetic Compass, Medium Comm, Short Range Comm, Medical Pouch, Pocket
Pack, Cell Phone Service, 6-Speaker Stereo System.
SCOOTER: Scooters are small, cheap, and compact little transporters. They come with Keylocks
Scooter:
PD: 0
DR: 1
Structure: 10
Movement: 100 kph
Maneuvering Bonus: 0 Acceleration: 0-50 kph in 6.8 sec
Power: 1 E-cells
Cost: $5 000
Range: 1 000 km.
Capacity: 1
Features available: Magnetic Compass, Short Range Comm,
SPORTSCAR: This is a typical sports car. The shape changes with the era. The only real standard equipment is a Keylock and a six-speaker stereo system. The average speed is listed below.
Sportscar:
PD: 2
DR: 10
Structure: 30
Movement: 270 kph
Maneuvering Bonus: 0 Acceleration: 0-50 kph in 3.0 sec
Power: 10 E-cells
Cost: $200 000
Range: 5 000 km.
Capacity: 5
Features available: Power windows, Power locks, Power doors, Full Life Support, Magnetic
Compass, Short Range Comm, Cardlock, Vocolock, Medical Pouch, Pocket Pack, Cell
Phone Service.
BLOCKADE-RUNNER: This is the very unique, top-of-the-line, sportscar. It is fast, maneuverable, and it can take a
whollop. It stood from the crowd and so it does here. It comes standard with Power windows, Power locks, Power doors, Full Life
Support, Keylock, Medical Pouch, Pocket Pack, Cell Phone Service, Television (large), Television (port.) and a 8 speaker stereo
system.
Blockade Runner:
PD: 5
DR: 20
Structure: 60
Movement: 300 kph
Maneuvering Bonus: +1 Acceleration: 0-50 kph in 2.0 sec
Power: 15 E-cells
Cost: $350 000
Range: 5 550 km.
Capacity: 4
Features available: Personal Computer, Cardlock, Vocolock, Cell Phone Service.
ALL – TERRAIN / ENVIRONMENT VEHICLES
CRAWLER: This is a huge, all terrain, all-wheel drive monster designed for rugged terrain on places where people require
their very survival. Crawlers are totally sealed and can take amazing pressure even on alien worlds. These vehicles are even
equipped airlocks. They are huge, over three stories tall. They are also not known for maneuverability. But these can even take a
tank shell without breaking their inner environment. This vehicle is not known for subtlety, equipped with 22 high beam spotlights.
They are equipped with Envirobag, Filtration Canteen, Full Life Support, Magnetic Compass, Medium Comm, Personal Computer,
Pressure Tent, Keylock, Emergency Medkit, Medical Pouch, Pocket Pack, four environment suits, and one Television (large)
Crawler:
PD: 5
DR: 30
Structure: 150
Movement: 100 kph
Maneuvering Bonus: -5 Acceleration: 0-50 kph in 5.5 sec
Power: 100 E-cells
Cost: $200 000
Range: 150 000 km.
Capacity: 10 / 30 cramped.
Features available: Cardlock, Vocolock, 6 Speaker Stereo System.
SANDSTORM: This is one of the most awe-inspiring vehicles ever available to the public. This huge treaded monster can
circum-navigate any terrain including running over tree if it has to. It is an armored fortress capable of even holding ship weapons on
its half-capacity weapon pod. It is however, sluggish as a whale. It is equipped with Power windows, Power locks, Power doors,
Envirobags, Filtration Canteens, Full Life Support, Magnetic Compass, Interstellar Comm, Personal Computer, Pressure Tents, Cardlock, Emergency Medkit, Medical Pouchs, Pocket Packs, Television (large), eight environment suits and an eight Speaker Stereo
System.
Sandstorm:
PD: 8
DR: 30
Structure: 200
Movement: 200 kph
Maneuvering Bonus: -8 Acceleration: 0-50 kph in 4.5 sec
Power: 120 E-cells
Cost: $800 000
Range: 200 350 km.
Capacity: 10 / 30 cramped
Features available: None
SWAMPER: Used primarily on Storren, Swampers also frequent the outer rim colonies, where roads are not paved and
where terrain commonly switches. They are also standard equipment on Colonials for transport to new worlds. This vehicle is truly
all-terrain, equipped with 6 floating drums for wheels. This vehicle can go anywhere, including over water. The interior is not
known for comfort, designed as a cargo vehicle more than a cruiser. It is over five stories tall and equipped with Envirobags, Filtration Canteens, Full Life Support, Magnetic Compass, Medium Comm, Personal Computer, Pressure Tents, Keylock, Emergency
Medkit and Pocket Pack.
Swamper:
PD: 5
DR: 15
Structure: 150
Movement: 150 kph
Maneuvering Bonus: -7 Acceleration: 0-50 kph in 6.8 sec
Power: 150 E-cells
Cost: $500 000
Range: 100 000 km.
Capacity: 5 / 15 cramped
Features available: None
DAISYCUTTER: The Daisycutter is a rare, retrofitted, APC, converted for civilian use. It has a full Weapon Pod. However, the vehicle is prohibited for city use and is only used in hazardous environments and places where crawlers just don’t do it.
The Daisycutter is purely a defensive craft and is not known for its all-terrain capability because of its low profile. However, it can
take more punishment than a Minnow. Standard equipment includes Envirobags, Filtration Canteens, Full Life Support, Magnetic
Compass, Interplanetary Comm, Personal Computer, Pressure Tents, Cardlock, Emergency Medkit, Pocket Pack and two Environment Suits.
Daisycutter:
PD: 8
DR: 30
Structure: 300
Movement: 150 kph
Maneuvering Bonus: -8 Acceleration: 0-50 kph in 6.8 sec
Power: 100 E-cells
Cost: $1 500 000 Range: 90 000 km.
Capacity: 10
Features available: None
SECTION XVII:
RULE CHANGES OR EMPHASIS
BASIC RULES
ARMOR(P72):
PD:
--Is added to the Dodge roll. It can be a dodge itself…being automatic, no matter what. A role of 3 or 4 is an
automatic dodge.
DR:
--Is subtracted from the damage of the weapon. Every shot that hits removes one DR.
DODGE:
--Is a skill using the base Dexterity, NOT Movement. It is rolled for each attacking roll…not for each bullet.
--The success plus 1 is subtracted from the attacker role.
COMBAT (95-125):
ACTIONS:
--Moving can be done automatically with no penalty but attacks are at -1 and defenses are at +1 for every point
of movement.
--Changing Position can be done automatically with no penalty but attacks are at -2 and defenses are at +2.
--Readying a weapon takes one action…it can be fired without a penalty if a Quick draw skill is made.
Otherwise, it is -4.
--Reloading takes an action…no matter what…whether one bullet or one clip.
--Aim must be the only thing done…any other action spoils the bonus. The first round is to prevent the -4 SS
penalty.
--Attack allows one firing of a weapon still allowing a dodge.
--All-Out Attack can have two attacks or a +2 to hit or a +2 damage. No dodge allowed.
--All-Out Defense can have two defense roles per attack but no actions.
--A Critical Success when firing an automatic weapon results in ALL shots hitting…OR all shots that hit do
maximum damage.
--Grenades and ALL weapons that are explosive do the rolled damage to the targeted hex and all subsequent
hexes around it.
--The next hex out does ¼ damage and the next Hex out past that does ¼ of that.
--If a weapon days it is double or triple explosive range, then it does full damage to two and three hexes out and
does ¼ two and three hexes past that and so forth.
--All attacks are done simultaneously. Unless one gets surprise on the other (or fastdraw successfully won),
both teams get to fire, initiative no longer applies.
--A weapon can moves its ROF to another target. Every target has a –4 to hit. The BV can be split however
the shooter wishes. The higher the ROF, the better. A weapon with a ROF of 10 can shot ten targets,
but one shot each at –4.
PENALTIES TO HIT:
Bad Light: -1 to -9
Strange Position: -2 or more.
One Eye: -2
Crouching: -2
Maximum Range: -8
ST penalties: -1 for each different point.
Attacker Moving: -1 per Mvmt.
Wounded: -Dam of preceding turn halved
Two weapons (each hand): -4
Multiple firings: First shot: -2
Target’s Shoulder’s exposed: -4
Bracing a weapon: +1
Targeting weapon: -5
DAMAGE:
Footing: -2
Blind: -6
Clothes on Fire: -2
Sitting: -2
½ Damage Range: -4
Unstable Ground: -2
Target lying prone: -4
Target half exposed: -4
Severe Wounds: Half Skills.
Every additional shot: -4, -6, etc.
Target Behind Light Cover: -3
Pop up attack: -4
Ship-to-Man: -10
Swimming: -6
…Suddenly: -10
Crawling: -4
Off-Hand Attack: -4
Defender Moving: -1 per Mvmt.
Knocked Down Previously: -8
Target Crouching: -2
Target lying behind cover: -7
Holding a two handed with one hand:-4
Target behind someone else: -7
Target head exposed only: -5
Unfamiliar Weapon: -4
Man-to-Ship: +5
--Natural Critical Successes (a roll of 3) does Maximum Damage OR all shots hit.
--Critical Successes can only be countered with Critical Successes…The defender will always win.
--Being reduced to a Health of zero results in a Health role to maintain consciousness. Only when at a fully
negative Health is the character close to Death.
RANGED WEAPONS: --Snapshot must be lower than the adjusted to hit number to avoid the -4 penalty.
--Accuracy Modifier is only if one round is taken to aiming. Every subsequent round adds +1
--For Rate of Fire, for every point succeeded, one additional shot hits for the total ROF of the weapon.
GURPS SPACE
STARSHIPS (P78-90)
STRESS RATING:
--All ships are 2G stress rated
POWER PLANT:
--Power plants go up to Fusion plant (TL10+).
--Antimatter (TL 11) are still being experimented on.
MANEUVER DRIVES:--Reactionless Drives (TL 9+)
--All ship’s G-rating is the same as their Hypertransit drive speed ( 2.1 parsecs / hour = 2.1 G rating)
Distance 0.5G
0.2 AU
0.5 AU
1 AU
2 AU
5 AU
10 AU
50 AU
100 AU
2.5 dys
4 dys
9.6 dys
8.2 dys
1.8 wks
2.6 wks
5.8 wks
2 mnths
1.0 G
31hrs
2 dys
2.8 dys
4.1 dys
6.3 dys
9 dys
2.9 wks
1 mnth
1.2G
1.4G
27.9 hrs 25.1 hrs
1.8 dys 1.6 dys
2.5 dys 2.3 dys
3.7 days 3.5 dys
5.7 dys 5.2 dys
8.1 dys 7.3 dys
2.6 wks 2.3 wks
3.5 wks 3.2 wks
1.6G
1.8G
2.0G
2.2G
2.4G
2.6G
2.8G
3.0G
3.2G
22.5 22 hrs 19.8 hrs 17.8 hrs 16 hrs 14.4 hrs 13 hrs 11.7 hrs 10.5 hrs
36 hrs 34 hrs 30.6 hrs 27.5 hrs 24.8 hrs 22.3 hrs 20 hrs 18 hrs 16.2 hrs
2.2 dys 2 dys 1.8 dys 38.8 hrs 34.9 hrs 31.4 hrs 28.3 hrs 25.5 hrs 23 hrs
3.1 dys 2.8 dys 2.5 dys 2.4 dys 2.2 dys 1.9 dys 1.7 dys 36.7 hrs 33 hrs
4.7 dys 4.5 dys 4 dys 3.6 dys 3.2 dys 2.9 dys 2.6 dys 2.3 dys 2.1 dys
6.6 dys 6.3 dys 5.7 dys 5.1 dys 4.6 dys 4.1 dys 3.7 dys 3.3 dys 3 dys
2.1 wks 2 wks 12.6 dys 11.3 dys 10.1 dys 9.1 dys 8.2 dys 7.4 dys 6.7 dys
3.1 wks 2.9 wks 2.6 wks 2.3 wks 2.1 wks 1.9 wks 1.7 wks 10.7 dys 9.6 dys
HYPERTRANSIT:
--A simple FTL Hyperdrive.
WEAPONS:
--Ship weapons are x10 to anti-personnel.
SPACE COMBAT (P 91 - 96)
THE BATTLE:
--Phase 1:
--Phase 2:
--Phase 3:
--Phase 4:
--Contest of tactics still apply.
--Each side roles tactics. The winner can either shift up the damage table once in an
attack or down one in defense.
--A Critical Success does both.
--Assign Firepower.
Extremely Aggressive:
+50% to effective Firepower of ship’s weapons;
-4 to ships maneuverability or DF +2
Aggressive:
+25% to effective Firepower of ship’s weapons;
-2 to ships maneuverability, or DF +2
Per Doctrine:
No Modifiers.
Defensive:
-25% to effective Firepower of ship’s weapons;
+2 to ships maneuverability or DF -2
Extremely Defensive:
-50% to effective Firepower of ship’s weapons;
+4 to ship's maneuverability or DF -1.
--Point Defense Gunnery.
--Each side can fire upon missiles fired previously. The first shot is free, additional
shots suffer a consecutive -2 penalty.
--Computing Attacks
--A starship piloting role is required by the defender.
--The attacker rolls starship gunnery
--Whoever succeeds the greatest wins.
--A defending critical success is automatic miss and the next round has a +4 bonus
to maneuverability.
--A defender critical and an attacker critical success will double effective firepower.
--An attacking critical failure is an automatic miss a -4 to hit next round.
Odds
FP to DF
5-1
10 - 1
20 - 1
50 - 1
100 - 1
200 - 1
500 - 1
1 000 - 1
1
COMBAT RESULTS
Die Roll, as modified
2
3
4
5
6
7
1/0/0
1/1/0
2/1/0
2/2/0
3/2/0
3/2/1
3/2/2
3/3/3
-1/0/0
1/1/0
2/1/0
2/2/0
2/2/1
3/2/1
3/3/2
---1/0/0
1/1/0
2/1/0
2/2/1
2/2/2
---1/0/0
1/0/0
1/1/0
2/1/1
2/2/1
----1/0/0
1/0/0
1/1/1
2/1/1
-----1/0/0
1/1/0
1/1/1
--Phase 5:
--Phase 6:
--1/0/0
1/1/0
2/1/0
2/2/0
2/2/1
3/2/2
--Unchanged except a roll of 17 0r 18 is a critical failure and scaled the damage up
one level. Critical Failure on the heavy Damage table destroys the ship.
--Repair cost is calculated by rolling 1D6 x 10 000 for Light damage.
100 000 for Medium damage.
1 000 000 for Heavy damage.
--All characters roll for Survival (Health) with the following penalties:
Combat Reflexes
+2
Vacc Suit
+2
** Damage:
-5
Degree of Damage:
Ship Size:
Light: 0
Medium: -1
Heavy: -3
More than one Heavy: -3
100 000 +
+2
50 000 +
+1
10 000 +
-5 000 +
-<Vanderov >
1 000 +
-1
Under 1 000
-2
Non-Military
-2
--Damage sustained are as follows:
--Made by 1+ or a critical success
--Made Exactly
--Missed by 1 or 2
--Missed by 3 or 4
--Missed by 5 or 6
--Missed by 7+ or a critical failure
SKILLS: OLD AND NEW
unhurt
1 hit
2 hits
1d +1 hits
Two 1d wound
Two 2d wounds
SKILL
TYPE / LEVEL
Accounting
Acting
Acrobatics
Administration
Alchemy
Animal Handling
M /H
M/A
P/H
M/A
M/VH
M/H
DEFAULT
IQ-10
IQ-5
DX-6
IQ-6
None
IQ-6
Anthropology
M/H
Area Knowledge
M/E
(By Specific Planet)
Archeology
M/H
Architeture
M/A
Armoury
M/A
Artist
M/H
IQ-6
IQ-4
Astrogation
Biochemistry
Boating
Botany
Brawling
Breath Control
M/A
M/VH
P/A
M/H
P/E
M/VH
None
Chemistry –5
DX-6
IQ-6
None
None
Camouflage
Charm
Chemistry
Climbing
Computer:
Operatrion
Programming
M/E
M/H
M/H
P/A
IQ-4
IQ-5
IQ-6
DX-5 or St –5
M/E
M/H
IQ-4
None
Cooking
Criminology
Cryptography
Dancing
Demoliton / Disposal
Detect Lies
M/E
M/A
M/H
P/A
M/A
M/H
IQ-4
IQ-4
IQ-6
DX-5
IQ-5
IQ-6
Diagnosis
Diplomacy
Disguise
Driving:
Motercycle
Auto
Air Car
Swamper
Crawler
Sandstorm
Tank
M/H
M/H
M/A
IQ-6
IQ-6
IQ-5
P/A
P/A
P/H
P/A
P/A
P/A
P/A
IQ-5 or DX-5
IQ-5 or DX -5
IQ-6 or DX -6
IQ-5 or DX-5
IQ-5 or DX-5
IQ-5 or DX-5
IQ-5 or DX-5
Ecology
M/H
Electronics Operation
Security / Surveilance M/A
Sensors
M/A
Communications M/A
Weapons
M/A
Computers
Ship Systems
M/A
Robotics
M/A
IQ-6
IQ-5
IQ-5, Weapon -6
IQ-6
IQ-6
IQ-5
IQ-5
IQ-5
IQ-5
(See above)
IQ-5
IQ-5
Engineering
Computers
Weapons
Sublight Drives
Force Screen
FTL Drives
Ship Systems
Automotive
Robotics
Escape
Exoskeleton
Fast Draw
Fast-Talk
First Aid
Fishing
Forensics
Forgery
Free Fall
Gambling
Genetics
Geology
M/H
M/H
M/H
M/H
M/H
M/H
M/H
M/H
P/H
M/A
P/E
M/A
M/E
M/E
M/H
M/H
P/A
M/A
M/VH
M/H
None
None
None
None
None
None
None
None
DX-6
IQ-5, DX-5, Vacc Suit-3
None
IQ-5 or Acting –5
IQ-5
IQ-4
Criminology -4
IQ-6, DX-8, Artist –5
DX-5, HT-5
IQ-5
Biochemistry-5
IQ-6, Rock Gopher-6
Hide (Conceal)
History
Interrogation
Judo
Karate
Knife
M/A
M/H
M/A
P/H
P/H
P/E
IQ-5
IQ-6
IQ-5
None
None
DX-4
Languages (PTL)
Law
Leadership
Lip Reading
Linguistics
M/H
M/H
M/A
M/A
M/VH
None
IQ-6
ST-5
Vision-10
None
Literacy (PTL)
Literature
Lockpicking
Mathmatics
Meteorology
Musical Instrument
M/H
M/H
M/A
M/H
P/E
M/H
None
IQ-6
IQ-5
IQ-6
IQ-5
None
Navigation
Nuclear Physics
Parachuting
Performance
Photography
Physician
M/H
M/VH
P/E
M/A
M/A
M/H
None
None
DX-4, IQ-6
IQ-5, Acting-2
IQ-5
First Aid –11, IQ-7
Physics
Physiology
Pickpocket
Piloting
Assault
Cruiser
Fighter
Freighter
M/H
M/VH
P/H
IQ-6
IQ-7
DX-6
P/A
P/A
P/A
P/A
DX-6 or other Pilot skill-8
DX-6 or other Pilot skill-8
DX-6 or other Pilot skill-8
DX-6 or other Pilot skill-8
Mule/Mid Range P/A
DX-6 or other Pilot skill-8
Planetology
Poetry
Posons
Politics
Prospecting
M/H
M/A
M/H
M/A
M/A
Psychology
M/H
Geology-6, IQ-5
IQ-5
IQ-6, Chemistry-5
IQ-5, Diplomacy-5
IQ-5, Geology-4,
Rock Gopher-5
IQ-6
Riding
Rock Gopher
Scuba
Sculpting
Sex Appeal
Shadowing
P/A
M/A
M/A
P/A
M/A
M/A
DX-5
Geology –4, IQ-5
IQ-5, Swimming-5
Dx-5, IQ-5
HT-3
IQ-6, Stealth-4
Ship Recognition
Sign Language
Singing
Ship Building / Design
Skiing
Speed Load
M/A
M/A
M/A
M/A
P/E
P/E
IQ-5
None
HT-4
IQ-5
DX-4
None
Sports (By Type)
Stealth
Strategy
Streetwise
Stock Market
P/A
P/A
M/H
M/A
M/H
DX-5 or ST-5
IQ-5, DX-5
IQ-6, Tactics-6
IQ-5
IQ-6
SECTION XVIII
TUG RULES:
Seduction
M/H
IQ-6, HT-4
Surgery
M/VH
Survival (By Type)
Winter
Water
Desert
Space
Jungle
M/A
M/A
M/A
M/A
M/A
IQ-5
IQ-5
IQ-5
IQ-5
IQ-5
Swimming
Tactics
Teaching
Theology
Throwing
Tracking
P/E
M/H
M/A
M/H
P/H
M/A
ST-5, DX-4
IQ-6, Strategy-6
IQ-5
IQ-6
DX-4
IQ-5
Traps
Vacc-Suit
Veterinery
Wardrobe&Style
Weapons:
Beam
Slug
M/A
M/A
M/H
M/A
P/E
P/E
DX-4, Weapons -6
DX-4
Whip
Writing
Xenobiology
P/A
M/A
M/A
None
IQ-5
None
Physician-5, Physiology-8,
First Aid-12
IQ-5, DX-5, Lockpicking-3
IQ-6
Medical Skill-5
IQ-5
Pull Rating: The Pull rating (also towing rating) is subtracted from the ship's tonnage, if the number is negative, no speed
adjustment is necessary. If it is above, the percentage of tonnage above the limit than below is subtracted of the Velocity of the
Mule. In fact a Mule can tow a lot more than its pull rating...It is just really slow.
Cables: Cable can tow 20 000 tons. Even though one can pull a carcass, three need to towed minimum for stability. Two
might be used, but one is useless. It won't break but the ship will bounce everywhere.
Fuel: Fuel efficiency is choppy. The maximum range divided by the distance moved is how much is used up. Either
way, you subtract the distance traveled from the current Range left. Fuel costs $50 per parsec. This doesn't seem much but when
you travel 5000 parsecs, you will fork out $250 000. Fuel can be bought at every medium and larger colony, every skybase, and
ever major port. Everything else (Astrolab small colonies, etc) can supply half of what is needed.
Fighting: Fighting while still attached is very hard. Detaching with cables takes several seconds but tractor beams can
disengage immediately. Maneuverability while attached goes as follows: For every 20% of Pull Rating filled = -1, After that, it is
ever 10% for -1. This is added to any existing penalties or bonuses.
Transferring: Mules as well as all other ships made within the last 200 hundred years have umbilical joints that can link
to each other, transferring power, fuel, and life support. Umbilical transfers have to be done side to side. Rear transfers can only be
done if the Mule has a Direct Clamping system.
Rock Raids: Time is of the essence. Count all the turns required to do one, because competition could arrive at any time.
Two people drop through the tightropes and help the placement of nets (if needed) or re attaching the cables. A Gopher skill is
needed to attach the ship to the ground and another for the rock. Two more by the ground personnel is needed to make sure the
rock is stable. Piloting checks are also required
SECTION: XIX
MONEY:
LEADS:
Buying your own: Lead cost will depend of which corporation you buy them from as well as the type of lead. Copper leads are relatively cheap but Golds can sometimes cost as much as a small mule. Relative costs follow:
Copper: $10 000 - $25 000
Bronze: $25 000 - $50 000
Silver: $50 000 - $100 000
Gold: $100 000 - $200 000
Freelance sellers can charge any amount, and the risks are very high. But sometimes, they are the richest finds. Freelancers could have received them from Public Domain, but most acquire them from word of mouth (namely leads than come from
scanners not found on a Burner...a passing ship for example). Riggers can also purchase leads from Public Domain. Costs follow:
The Authority: $80 000
The Bloc:
$95 000
Rumors hold that the Bloc's leads are more reliable. All leads purchased give the Riggers FULL control over what the
find. They can sell it, outfit their own ship with its parts...or they can give it away...yeah, right.
Getting hired: Sometimes leads are not slips of paper or a disk of computer information. Sometimes, they are people,
looking for something. These can be lucrative... very lucrative. The only drawback is that they are usually difficult...and a lot of
time, unscrupulous. There have been rumors that a lot of these hired leads are for theft of already found ships, rather than finding
new ones.
Being an Entrepreneur: Some really aggressive Riggers never buy leads...they go out on rumor and hearsay to find
wrecks for themselves. The famous "Calypso" found a K34 Bee while scanning around the heavily trafficked Lalande 21185.
Contracting to a Syndicate: Although risky, it is also the quickest way to stabilize a flourishing Rigger career, or the
quickest way to destroy it. This requires signing up to one of the many syndicates offering fees for wrecks. It also means sighing
to several leads (between 6 and 8). At first, only Copper or Bronze leads are given, but if the Riggers proves skilled, Silver and
Gold might be issued. The advantage of this procedure is that the Riggers do not need to put any money forward, They just needs
to sign their lives away. If, at the end of the contract, the corporation does not renew, the Riggers have to pay up all the leads they
received during the contract (if the mule found a wreck even once, this is easy), if this is not possible then the Mule is confiscated.
If the syndicate hands a Rigger a Gold lead, and it works out...that mule WILL be renewed. Payment for finding the wrecks works
on commission, which is a percentage of the cost of the wreck. These are lower than ships not on contract. Contracting a whole
firm is safer but the rewards are less. Getting a lead from one corporation and selling it to another is very hazardous and could get
you blacklisted.
Joining a Firm: Firms are safe. You can join and leave anytime. They are like getting a job...don't toss them needlessly.
The commission is lower because a percentage of the commission goes to the firm. On the other hand, Firms do all the buying of
leads, leaving the mules to do the finding. Some firms compete internally for leads and salvages. Some others cooperate. This is
far more valuable, especially when a prime Gold lead comes across. To prevent loosing it, all the mules would team up to find it
and split the commission. Most firms are held by loyalty. Some others by necessity. Some firms hook up to syndicates. A bit less
risky than joining individually, the rewards come more frequent, but the actual reward is small. Sometimes the firm hands over all
rights of its operation to the syndicate allowing it to run the firm. Syndicates prefer it that way and usually give more benefits if
they do.
SECTION XX:
THE TIMELINE OF KNOWN HISTORY
2040?
- The cremation of the known world. 1 - 3 billion
dead.
2215
- The "Gourmet" is invented.
2045?
- New Government states form.
2220?
- The "Beetles" are released.
2055?
- The formation of the World Authority
2240
- Terraforming of Helios begins.
2057?
- Star Oceana Built.
2260
- Drome Colony formed.
- Drome Colony destroyed.
2060?
- Panama Spaceport built.
2275
- The Gourmet controversy is exposed.
2065?
- Moonbase Clavius is constructed.
2280?
- Stasco colonized.
2070?
- Mars is Colonized
2330
- The "Frontier Zone" is declared the “Dead Zone.”
- Expansion slows.
2073?
- Terran Manufacturing Authority formed.
2360
- Tower colonized.
2075?
- Mass Energy Ion Drives are invented.
- Richard Avery II forms Avery Astronautics.
2080?
- The High Torque Grav Drive is invented.
2085?
- Consolidated Aerospace formed.
2090?
- Mars Shipyards built
2092?
- Trans-Galactic Spacelines formed.
2101
- The only unmanned probe, the "Deadalus,"
reaches Bernard’s Star.
2130
- The first manned journey to Bernard’s Star on the
"Thaddeus."
2145?
2400s? - Man had expanded to the outer reaches,
pushing back 5 000 parsecs.
2405
- Para-Military Corps formed.
2455
- Interstellar census reaches 500 billion.
2475
- Badger Engineering formed.
2500s
- The Corporate War begins.
- Corporations fight themselves for mineral right of
outer planets.
-
2505?
- Angulan constructed.
2148?
- Corporate War ends.
2507
2150?
- Finnegan’s Folly discovered.
- Syndicates set up permanent Merchant’s market
On Breaker’s Star colony, naming it
Breaker’s Yard.
2170?
- Nomad Industrial Complex Built.
2536
- Gagarin, Exeter, and Patriot colony group heads to
Corona Borealis.
- It never arrives.
2565
- Ergo, Alexandria, Palomino and Pearl and fifty
other broke off and form the
Commonwealth.
- Planet Tower with forty-five worlds form the Bloc.
- The Authority sends forces to remedy the situation.
- Twenty five planets break to form The Orion
Group.
- War Declared
- Fastcore formed.
2567
- Vendetta built.
2200s? - The "Frontier Days" begin.
- Expansion of the Universe moves into the
exponential range.
2205
- Rail Force Patrol Formed.
- Chaos discovered.
2210
- Sydney Spaceport is built.
- The Authority sanctions strip-mining.
2213
- Helios (later to be called Breaker’s Star) is
colonized.
- Finnegans Folly colony abandoned.
The Tech Rush includes:
World-building
Full terra-forming.
Contragravity.
Force fields
Tractor beams.
Antimatter.
Ego, Alexandria, Palomino and Pearl Colonized.
2616
- Quagmire is abandoned.
- Aerospace Hulls formed.
- Nomad Industrial Complex vanishes.
2619
- Federal Protection Agency (FPA) formed
2570
- Strip mining re-commissioned.
2620
- Helios (Now Breaker’s Star) Terraforming Project
canceled.
2572
- R. Frost Engineering formed.
2636
- Mule project initiated.
2573
- The Federal Foreign Intelligence Bureau (Plexus)
is formed.
2642
- Hand’s first terrorist act.
2582
- Angulan disappears at Chaos
2649
- Hive appears with Victor Vandermeer as the head.
2594
- Vendetta disappears at Chaos.
2650
- Convoy Beacon found at Kapteyn’s Star.
2595
- Bloc and Authority sign a Peace Treaty.
2651
- Eden Colonized.
2610
- Oberon is destroyed.
2657
- Present Day
2615
- The Crimmon Accord is signed…Peace declared.
2568
BACKGROUND
A major nuclear exchanged was the cause of humanity's do-over. Many records were lost so it is unclear how it happened
but it did involve a chain reaction of armed nuclear satellites in space. After the dust cleared, over 1 billion people had died. They
rose from the ashes. The only recorded event from that time period is a report that the population rose back up very quickly. However this was a watershed event. It united the planet for its journey into the future.
After the formation of the World Authority, the expansion spread to nearby planets, then nearby systems. The only advancement through this way was the high torque Grav Drive. Most had to depend on Mass Energy Ion drives for other uses. FTL
travel was accomplished before our first manned attempt to another system. The only unmanned probe, the "Deadalus," reached
Bernard’s Star in 2101. The first manned journey was to the same star in 2130 using a Fusion Drive coupled with the Hypertransit
system. Not exactly a FTL drive, it was just an "adapter" the allowed ships to push beyond the barrier unconstricted by time or
mass dilation. The only drawback was that they had velocity limitations (dealing with particle bombardment). The ship that went
there was the "Thaddeus." It was enormous for its purpose, which could be shrunk to 100 times its normal size today.
As it was discovered, life giving planets (flowers and sub-life forms like bugs and worms) were spread nicely through the
cosmos, inhabited ones were not. Except for the odd thousandth planet with varied animal forms, none were found with any form
of intelligent life above the Jackrabbit. Many other planets were colonized... later ones were adapted with life giving properties, but
none of these projects produced desirable results (Breaker's Yard is the rose in this bush). By the 23rd Century, over a hundred
thousand ships were flying within a hundred parsec radius with a hundred planets with human life to land on. Known as the "Frontier Days", the highest pay went out to people who risked all to push human exploration further. There were side effects. As humans expanded, further, the Sol system quickly ran out of supplies.
With the public's thirst for space exploration, the Authority (and the independent Conglomerates) decided to sanction
strip-mining on new worlds, which resulted in the rise of unscrupulous groups out for a quick buck. To satisfy the needs for supplies, these groups were given the "Gourmet," monstrous and ugly vessels that can turn small planets and asteroids into a slagged
mess in only a day. These vessels were the brunt of the mining industry but were never revealed to the public. Instead, the Authority placed the clean, and streamlined, "Beetles" in the limelight. This process continued until 2275 when the Gourmet's disastrous
side effects were revealed. The damage was done. By 2330, all planets within the "Frontier Zone" were devoid of rich materials
and were sustained for their mid-range mineral and tourism profits.
By the 25th century, man had expanded to the outer reaches, pushing back 5 000 parsecs. The planets sprouted less minerals and the expansion slowed. Population did not. Numbers almost reached a 500 billion people by 2555 in a rudimentary (and
later slightly inaccurate--give or take 50 billion) census. The Authority--blinded by illusions of superiority and grandeur, never
realized the grave they were digging for themselves. By the 26th century, we had reached a level of technology unparalleled, with
world-building, moving orbits, full terra-forming, contragravity, force fields, tractor beams and Antimatter. But public morale
wasn't so lucky. It was reduced so far, that by the end of the 25th century, revolution was spinning around the air.
It broke in 2565 when the outer planets Ergo, Alexandria, Palomino and Pearl along with fifty other sub-worlds formed
the Commonwealth. Planet Tower with forty-five sub-worlds formed the Bloc. The Authority, paranoid of loosing its power sent
forces to remedy the situation. It wasn't about to loose 100 planets. Before anything could be done, twenty-five rich mining planets suddenly broke away from the Commonwealth (called the Orion Group) and tried to ally back to the Authority, which was accepted.
The situation exploded in a sudden civil war as the Commonwealth fought to regain control of the Orion group as well as
fight off the re-occupational forces from the Authority. They were also fighting too take control of the Bloc. The Bloc, smaller
than the Commonwealth, has quite a bite. With forces almost equal, the war continued for 50 years. It was intriguing how much
damage could be done. During the war, strip-mining was allowed again, under no cover. Warships of all types were made. Both
sides constructed monstrosities, meant mostly to intimidate, rather than destroy. They also produced fighters and carriers...in the
thousands.
The new kind of war waged was the strategic \ tactical war. It was no longer prudent to attack civilian targets and make
sure your side dropped bigger bombs that the other side, although this proved to be the turning points in the war. What was important were the bases and installations. Destroy the enemy's capability for war, and you win, leaving lots for the taking after it was
concluded. Many attacks were subversive, actually being viral attack on the computer systems. Many of the war's initial victories
weren't even noticed. They were minor attacks on computer banks and manufacturing facilities, but their big victories were the
think tanks and craft designing firms. Taking out carriers and command posts also contributed to this. Man of the designs that
survived were the ones everyone knew about. During the war, many groups kept their secrets very secret, and only kept ships designs in a few places. This eventually became their undoing.
Almost becoming a war of attrition, it was finally cut. The official explanation was exhaustion.
The war ended in 2615
but several events shows it was coming to an end sooner. The Orion group allied, and was later absorbed by the Authority, weakening the committed Commonwealth. When a Cyclops detonated and wiped out a military base and colony on Oberon, the Bloc
signed a peace treaty with the Authority but managed to remain independent. Tower was never touched. They declared themselves
neutral, leaving the Commonwealth alone. Then on July 2nd, 2610, a massive force from the Authority laid siege to the four
Commonwealth planets that lasted over three months. All four planets were demoralized and the war ended very quickly. It took
many months for the hostilities to cease.
The year was 2615 when the lines were redrawn. The Commonwealth was gone and so was the Orion Group. The Authority had regained control. Because of an earlier peace treaty, the Bloc was still intact and provided the only haven for people
willing to escape the strictness of the Authority. With virtually every planet devoid of minerals, a massive census began. Where
once 750 000 ships roamed through the territory, now only 150 000 remained. The monstrosities were gone. Technology was lost.
Currently, only 650 different vessels are built by the various company and conglomerates.
A very old census (and probably inaccurate one) claims that since mankind's stretch into space, nearly 200 000 different
types of vessels have been constructed. Over 70% of those are from before the war. It holds to reason than that almost 60 000
different ships designs (including prototypes and experimental) were made in the inset, during, and after the war. Computer records only hold plans for 55 000 different vessels. Most cannot be built today. The Vendetta, the Bloc Flagship, on a training mission to the Kapteyn's Star system, vanished without a trace. It was a great setback since it occurred in the middle of the war. The
Angulan, seven years later, in the same system, was passing through to refuel at Chaos and move on to initiate a battle run on Baha
when it also vanished. No evidence of either ship had been found since. No explanation of the Vendetta's disappearance had ever
been given but several groups have posed several possible fates for the Angulan. the most popular is a viral outbreak. The ship
then fell and was crushed into the atmosphere of Chaos.
Over a period of half a century, civilized man was reduced to the size the technological level of 200 hundred years ago.
There was some minor pushing and shoving after the war concluded, but since then, nothing has arisen. Corporations don't push
each other around and Governments don't push each other around. The only conflicts that arise are between Military contractors
(Fastcore, TMA) and the Multi-Nationals and the Rigger and...everybody else. The chances for another conflict occurring in the
next fifty years is slim.
Faced with an economic cataclysm with no minerals, the Authority and the Bloc started a daring project. They built small,
incredibly powerful tugs, based on prototypes of multi-role docking-assist vehicles. Nicknamed Mules, these vehicles would go
out, find, and retrieve ships for reprocessing. When the project began, the ships were made and controlled by the Bloc and Authority. The machines recovered were then processed and rebuilt by the Government controlled corporations.
Eventually, the responsibility fell entirely to the corporations to find and process the hulks found. The government's role
was reduced to simply overseers. It wasn't long before freelancer Mules and Mule firms (groups of 3 to 7 Mules) appeared. Probes
would find the evidence and the Mules would retrieve them. Commission was developed to wean out the bad crew with the good
crews. This has now become the most lucrative business around above the ground. Records of craft and space history only go back
150 years.
Many events have contributed to loss of historical records. The largest one were the Territorial Wars but several
other events also contributed. This included the holocaust of the 21st century and corporate wars of the 22nd century. This, however, cannot make up for the dramatic absence of information preceding the 20th century, where the damage almost seems indescribable. Some say an unstoppable virus cleared out records. Most people prefer to look at the future.
In the last 200 years, several craft have floated into the territory. They have sometime been identified as lost design coming back to tell a story of the war. Sometimes, just sometimes it turns out not to be. Almost all the time, these ships either vanish
again or are confiscated. Please note: No official proof that alien life exists has been exposed...thus far.
Records before are sketchy and nothing reliable has been confirmed more than 250 years ago. Now, twenty years after the
Mule's inception, the year is 2656...and things are just getting interesting.
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