2300AD Tools for Frontier Living (11923996)

June 8, 2018 | Author: steve | Category: Mining, Agriculture, Earth, Virus, Petroleum
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2300AD Credits Contents 2300AD Original Writers and Contributors Introduction 2 Marc Miller, Loren Wiseman, Frank Chadwick, Lester Smith, Timothy Colonies and Colony Design 7 Brown, Gary Thomas, Joe Fugate, John Harshman, William H. Keith, Jr. Deb Zeigler, Bryan Gibson and Steve Venters Outposts and Outpost Design 19 Frontier Agriculture 24 Author Structures 29 Colin Dunn Power Systems 34 Editor Animals 37 Matthew Sprange Clothing and Protective Gear 43 Layout Medical Technology 47 Nicki Wong Exploratory Equipment 52 Tools and Industrial Equipment 56 Cover Illustration Computers 61 Shenfei Sensors and Scopes 66 Interior Illustrations Miscellaneous Equipment 68 Colin Dunn, Amy Perret, Carlos Martins, Nick Egberts and Chad Sergesketter Space Equipment 70 Spacesuit Design 76 Deckplans Aquatic Equipment 82 Ian Stead Police and Security Equipment 88 Special Thanks Weapons 101 Rob Eaglestone, Don Mckinney, Gavin Dady, Kory Webb, James Robots and Drones 114 Thomas Jr, Sam Lockwood, Chris-Downes Ward, Simon Beaver, Ian Stead, John Macek, Mark Lucas, Steffon Worthington, Dan Hebditch Walkers 123 Vehicles 128 Dedication: Starships and Spacecraft 149 For Julie, my friend and partner, for challenging me to do better. 2300AD Tools for Frontier Living © 2012 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, names, places,items, art and text herein are copyrighted by Mongoose Publishing. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Game License, please go to www.mongoosepublishing.com. This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any similarity to actual people organisations, places or events is purely coincidental. Printed in the USA. INTRODUCTION As a child, I was taught to never touch the fence, nor go past it. Interview With A Farmer I’ve never seen Earth, except in tri-vid shows and articles on the Beyond the fence prowled the titans and the rest of the gigan- tic birds that populate this world. That day, though, a section of Link. I can’t imagine a world of 5 billion people. Where would the fence shorted out, and some of the heifers escaped. The they put them all? hired hands were with the autumn cattle drive, so Mama took a shotgun and an ATV and went to round them up. She wasn’t My grandmere and grandpere emigrated from France to Beta fast enough. A pack of titans got the heifers, and then her when Canum shortly after they got married, nearly 40 years ago. After she came looking. After that, Papa and several of the uncles their divorce several years later, my grandmere took my papa and hired hands got together and killed every titan they could and shipped out to Vogelheim, where they’ve lived ever since. find within 50 kilometres. The colonial ecologist was furious, but Using her share of the contract settlement, she bought a ranch, after Papa showed him what was left of Mama, he decided not to and ran an electric fence around all 40 thousand hectares. She press charges. Papa devoted himself to the farm after that, only then imported cattle embryos from Earth, genetically-adapted to occasionally heading into the city for the company of a profes- conditions on Vogelheim. sional. We had no secrets on that farm. My papa was only six when they arrived on Vogelheim, so Along with the cattle, we raised wheat and corn, along with Grandmere made do with a few multibots and an ever-chang- some specialty crops, greens for the table, and tomatoes for ing array of hired hands. Some of those hands stayed on from the market. We did well, until France finished L’Ascenceur, the year to year, and my papa started calling them uncles. Though Beanstalk on Beta Canum. After that, the beef market dried up, Grandmere never remarried, many of those uncles also became and many of the hired hands and even the uncles left for other her lovers, an arrangement that seemed to suit her well. worlds, including Beta Canum. Vogelheim in that time had few large cities, nor many large We downsized the cattle operation after that, producing just for the towns. Papa was schooled at home, by a 30-year-old porta- domestic market. It hurt to see pasture land returned to the wild, to comp and an intermittent Link connection. He learned a great see titans and their cousins where once we had raised cows. We deal about farm operations though, everything from how to milk even started raising domesticated augers - larger, tamer relatives a cow to how to read genetic markers on an amniotic fluid sam- of the titans, for the export luxury market. That was the worst, to ple. By the time he was 18, he was the manager of the cattle see the look in Papa’s eyes every time he went out to check on operations, while Grandmere contented herself with the crops the auger herd. Once, a small titan managed to leap the fence and market gardens. into the auger paddock. Papa came at a run, and cut loose with an automatic shotgun. He got the titan, and three augers as well. My papa left the farm for a year, to attend the college in Neuberg. When he returned, my mama came with him, already pregnant In 2295 I left Vogelheim, selling my share in the farm to Grand- with my sister. I followed two years later, and my little brother mere, and spent eight months in transit to Ellis, on the American was three years after that. Arm. Hot and sere, Ellis was so different from Vogelheim. Most importantly, though, it had no titans. You see, I was with Mama The farm was a little village of itself. Some of the long-time farm that day, though I stayed inside the fence. I saw what the titans hands, those who hadn’t become uncles, brought their own fam- did to her, even as she killed two of their number. I still have the ilies to our isolated station. Papa and Grandmere expanded the scars on my hands from when I grabbed the wire on the reacti- cattle operation several times, and we added our own slaughter- vated fence, trying to save her. house and processing plant. We were on the verge of becoming a small town at that point. There are 33 inhabited worlds in the frontier regions of human space, and over 60 separate colonies on those worlds, as well Despite being together for years, Papa and Mama never mar- as dozens of outposts, smaller settlements, and interstellar micr- ried. They were always together, though, heads close, talking onations. While the social environment on each of these worlds and laughing. They had been together 15 years when the titans is unique, depending on the social and physical constraints of got her. the world itself, certain truisms tend to hold for most colonies. 2 and far more robust. Vehicle Shop 3. Storage Domes 14. technology used on the frontier tends to be sturdy. On the frontier. Most colony worlds will not be obsolete after only one season. but it is probably a composting toilet that is producing fertilizer Otherwise. Office Block 5. Greenhouses 13. It won’t be The listed Technology Level of any colony world is about manu. the Core market may be little more than a polycarbonate tube colonists have access to the same base of knowledge as any. keyboard. For example. heavier. able to do everything the Core Link phone can do. to add to the paydirt that fective. Waste Disposal 6. On a colony world. It is a mix tech like Link phones. and unimaginative. however. on many worlds. a Link phone made for Terran crops. informs all premium price. ruggedness. This same general will have access to the high-tech equipment of the Core. 3 . with a holographic projector and electrostatic-feedback virtual one in the Core. Antennae Tower Life on the frontier is often not what people expect. ef- for the local farms. Hab Modules 10. for example. rather than knowledge. or expensive but absolutely necessary of primitive and advanced technologies. Machine Shop 4. or. Primary Colony Site Elevation: 497 m above mean sea level 4 10 8 13 14 5 11 9 1 12 7 3 2 6 4 5 SurvSat 4 Altitude: 127 km Locations Scale 1. makes its way out to the frontier is informed by advanced knowledge. Through digital books or planetary Link networks. Power Modules 11. as portrayed in many a Core drama. and longevity. outdoor toilets. Hospital Module 7. Fuel Tanks 12. but even the primitive equipment like mining robots. Landing Pad 8. the typical Link phone is considerably larger. Warehouse 20 m 2. Hab Module Tower 9. This premium guarantees that only inexpensive technology produced for the colonial market. but at a preference for function. trading style and innovation for ease is helping the terraforming process and conditioning the soil for of use and robustness. Some colonies may have and into general use. but it also facturing capabilities. Most jobs are in primary in- ally through restitution and community service. all the time. however. to be a gross waste of resources. then they also choose to go hungry. or just outsiders. there is no reason. robots are popular in mining and farming. people on the Frontier tend to be more so. like Montana in the Chinese Arm. the soccer. as colonies mature and become more urbanised. prefer local fashion and entertainment. locally-produced equipment is most often used. In such cases Colonies are often settled by fringe groups. Most provide reproduction incentives in the form resources. of other social safety net programs on the Frontier. However. first few decades of settlement. justice and the role of government. Medical care is often freely provided by the colony and the home country. no mat. birth rates Generally speaking. but at least on the frontier. the rigid conformity of Core life. and so will ligious. These communities will often often place the adults into a forced-work program. On colonies that can have the resources to treat and reform serious criminals. At the same growth rates of 1. or fishing. The expectation is that since the worlds and nations of the Core do not suffer non-conformity there is always work to do. In those cases. either farming. The fashions and entertainments of the Core tend to make their ing their own weight. The rate of population growth is far higher on colony worlds than ployees. own time. re-educa. These out in the colonies. freedom of expression or freedom therapy for lost limbs/organs. Deportation is often the preferred alternative in the case of protests by citizens Out on the frontier. Colonies usually do not and insufficient populations to carry it out.2% to 1. lacrosse and cricket are very popular. with the inten. while criminal is generally permanently exiled from the colony. These visitors will also find that. polyandry. sumer-driven lifestyles of Earth and Tirane. However. which tends to pay better too. those looking to make their fortune on the frontier. and organisations in the home nation. usu. simpler. in recognition that colonising an alien world is decidedly People migrate to the frontier for a variety of reasons. the colony will endeavor to provide for the children. they are far more accepting of different lifestyles. are punished either by death or by deporta. mining. This also means that Niebelungen and Beta Canum have that luxury. decrease regardless of the incentives available. In general. but between travel times and differ- situations are no one else’s business. in the Core. the farther out the colonies are. the colonies will always seem behind the group marriages are far more common on frontier worlds than times to visitors from the Core. cially conservative than those in the Core. colonies do not have professional athletes. at least in regards to though. but enthusiastic am- tion to the colony’s home country. typically by treatment. so the per- Crime and punishment are about protecting the colony. Polygamy. due to social pressures and est and greatest from the Core. Incarcerating a dustries. on most worlds. and the more likely they are to the large ratio of men to women. On most colonies. will migrate en masse. As long as no one is being hurt. either. other than choice gladly. ter what the home country decides to do with him. Less afford it. basketball. likewise attracted by the lure of riches and untapped in the Core. tax cuts. there is little in the way from surveillance. so baseball. and assisted by government or Foundation grams will provide enough for the family to get by. There is far tion of returning to the Core with their new wealth. On some worlds. cal elite that manages the operations of the various corporate 4 . require much in the way of equipment or facilities. With them proper employment. This includes the provision of long-term care. with the high-tech gear reserved for critical tasks. for a person to be unemployed. self-determination. tion. as Core nations look for opportunities to feed the con. while at the grants. and ent rates of adoption. If a person nisation. there is a great deal of work for everyone. more mindful of privacy. their neighbours jobs are often unpleasant enough to force the recipients to seek will tend to leave them alone to do their own thing. so meaning- works as planned. along with the corporations and their em. far more concerned with whether they are pull. seeing populations double in the time. and ful employment is easy to come by. Some even migrate to get rich. the first two generations of any new colony experience issues like crime. This seldom more work to be done than there are people to do it. They tend to be minorities even same time performing meaningful service for the colony. looking to escape where a person (or persons) have children but are unemployed. serious crimes. The fringe groups may be re. The competition for resources is another driver of colo.4%. Colonists tend to be non-conformists. the newer like rape and murder. Only long-settled worlds like placement might be ten light-years away. the less they care about the lat- polyandry has become the norm.colonists need their equipment to work. or. where the matter will be dealt ateurs are easy to find. with a small techni- perpetrator for any length of time is considered. or critical illness. with village serious crimes are usually punished by requiring the perpetrator and towns often banding together to purchase multibots to help to compensate his victims and/or the colony as a whole. come the entrepreneurial pioneers. rather formers are generally amateurs who act or play music on their than reforming the criminal. out at farms on a rotating basis. of land grants. whether unsafe. in extreme cases. once their work is done. The re. and less concerned with how a person chooses to live. and cyber- for land. chooses unemployment. These pro- pool their money. American-style football and ice hockey decidedly less so. cultural. In a similar vein. personality wipe. Of course. personal way out to the colonies. The games played are ones that do not with in a more liberal fashion. or outright cash giveaways. no one will let children starve. Most new colonies do not have the manpower for professional entertainers. College/Training 9. Geothermal Tap (576 small units) Bars 18. Dormitories 14. and provide common in larger towns and cities on the frontier. Shop-bots. the somewhat incongruous picture of a clapboard restaurant in a one-truck frontier town. like 5 . which is even now bearing some fascinating fruit. however. Storage 5. move out to a colony are not interested in working for someone else. or small owner-operated businesses that ca. Greenhouses 7. In general. bars. The rigid hierarchy of survival on Cold Mountain. are exceptions to these source industries. Small Colonial City Elevation:1700 metres Population: 7100 above mean sea level 19 7 4 3 5 2 1 15 8 11 9 10 6 16 12 13 14 18 GeoScience TM-56 17 Orbital Survey Altitude: 139 kilometre Locations Scale 1. while a 100. and adapt to local condi- ter to personal needs. Recreation 19. The service where it becomes conform or die. if business is good. so robots are available to fill many of these niches. Some brothels. with the owner’s 13-year-old son wash. Offices 10. Wages in any of these businesses are high. worlds comes from the exploitation of natural resources. Housing (18 units) or government-provided amenities. Colonies grow. in all Farming and mining are the primary industries driving colonisa- service industries. ing dishes by hand as she serves customers. for instance. Both allow the colony to grow internally. Apartment Tower 11. shops. Waste Management 2. and Dolls are quite tion efforts. places like restaurants. including the spaceports. School Shops 4. Early colonies concentrate on subsistence farming and mining. which in most colony itself in only a few years. power plants and other vital infrastructure items. but even sociologists have even described human colonisation as a vast then there is difficulty in finding staff. server-bots.000 to support their own internal needs. or the relaxed attitudes of industry consists of businesses that support these primary re. Central Park 8. Governor’s House (288 large units) 13. At the same time corpo- livre robot in the back does the cooking. Vehicle and Machine 50 m 3. generalities. Retail Stores 16. Dunkelheim to most victimless crimes. Colonial Offices (4200 beds) 15. Such a robot can pay for rate investors provide pressure for profits. Fission Reactor 6. Apartment Tower 12. and in doing so develop their own unique societies. and tions. the people who experiment. change. This presents products for trade. Restaurants and 17. it does or abandoned in place. which can be easily filtered and purified. mals suited to the climate. nies. along with chickens and turkeys. or high-value elements like tantalum for the further –4 DM. erally good about restoring the land once the mine is played out. and not the markets of the Core. largely because of the stigma around tion to the settlement of water-poor worlds in the use of DNA hyperpigs. until the colony can support large livestock. Other common Availability of Goods on the fish include tuna. It is moved to a new mine site. fishing. it can still be made avail- Mines developed to meet domestic colonial needs tend to be able. of heavy equipment. and can Protein requirements on colonies are usually met by livestock. oil. rats. In many areas. much of that ever. though at a sharp increase in price. These small mines are usually either shallow or deep shaft mines. water. though this is an expensive option. unlikely to be replenished. the seeds are often used as a vehicle fuel on the Frontier. and some modified for increased yields as well. or else is fermented. Shellfish are also often cultured for human consumption. Since food can only be exported world. Other wa- along with oil-producing crops for consumption and as a source ter recovery techniques include condensers. On desert worlds and rabbits. Other natural resources in demand by the Core are keragenous materials. This technique can supply water for personal needs. and they are gen- exploit their resources. The luxury markets of the Core provide the best initial to the target world. reduce manpower requirements. worlds this is fossil water. when available. Deep drilling can tap into underground reservoirs. Geo-engineering and terraforming Another common source of protein on the Frontier is fish from have their place. Natural gas is still neered and adapted for local conditions. like growing rice and quinoa. provide sufficient water for agriculture. to other colony worlds. On most worlds. not have the income potential that mining and other types of resource extraction have. and often a consider- small and specialised. makes use of a great deal food or. salmon. Catfish are the preferred fish for colonial aquaculture. While not much in de- Most agriculture on colony worlds is some variation of western mand as fuel. To reduce shipping costs. For new colonies. cal stock and synthetic material components. sold off to local concerns. The most common solu- are rare on colony worlds. Frontier Most colony worlds do not have the ability to produce the equip- ment found in this volume. or in small lakes or damage is caused. ponds provided they are cleansed of local life. but it usually cannot rather than the power and nutrient-intensive centralised carni. including the common. which may be on the verge of sentience thanks to modification to the settlers. with similar re. and increase agricultural output. given sufficient time. Since most crops have to be engi. while deep shaft can penetrate several (-2) Broker check using INT. then used to power the cooling system to collect water at night. bat- produce fuel and fertilizer. Water is a concern on some worlds like Dunkelheim and Ellis. Shallow mines general go no The availability of any goods or item of equipment is a Difficult deeper than 200 metres. and military equipment a iron and aluminium. how- culture vats used in the Core. Dairy comes from that still have ice caps. which can provide further financing to cost-effective method for these corporations. whether as Corporate mining.mining. is the most payoff for new colonies. that most other nations have. like lance equipment has a further -2 DM. Agricultural waste is used in biomass reactors to from the atmosphere using cooled surfaces. Strip mining. which collect water of heavy fuel. These small-scale mines ence between the colony world and the TL of the item. on the other hand. as they aid in wastewater cleanup and reclamation serving multiple roles. using robots and other technologies to able delay while it is ordered from off-world. careful colony siting will allow access to abundant surface protein comes from small animals. and so can use cheap workers for labour-intensive operations. bighead and blood carps. and several types of carp. 6 . in particular guinea pigs. much of it built elsewhere and transported poses. However. will there be much in the way of human or ani. replenish the losses in hydroponic systems. along with adapted crops and ani- injudicious genetic engineering. and coal are in demand as chemi- mechanised agriculture. Only in the poorest of colo. colonies burn coal for heat and power but this is not common. these mal-based manual farming. teries are charged up during the day by solar collectors. all The primary goal of colonial agriculture is to provide the colony the heavy equipment is not worth the cost of transporting it off- with enough food to feed itself. once known as fossil fuels. more commonly. lumber and exotic flora and fauna. irrigation pipelines can be run from polar goats initially. Surveil- are targeted at either necessary commodities for the colony. or open-pit mining. There is a DM equal to the TL differ- kilometres down. and sults. governments and Foundations. but on dry Most crops are grain and cereal crops for local consumption. Fish can be raised in tanks. It is worth noting that by the time a mine is shut down. Pigs ice. export market. as they materials are often subject to on-world processing and refine- typically do not have the manpower problems on their colonies ment before they are shipped off-world. lest worse aquaculture. but extreme caution must be used. natural gas. Manchuria is the exception. typically those deliberately kept poor and backwards by and is generally subject to disapproval and censure from Core their overlords. for cosmetic and pharmaceutical pur. Restaurant/Bar 20 m 3. to an amount depending on the Tier level. on a TL 8 colony. Waste Management 5. plus 1 week per TL difference between the colony TL and the TL of the item. it can be brought in from off. Solar Power Module 10. Vehicle Park 11. Tier 1 30% world. Deep Shaft Mine Elevation:2200 metres 5 above mean sea level 10 9 3 8 2 11 6 7 4 1 Trilon GeoSys-18 Operational Monitoring Altitude: 107 kilometre Locations Scale 1. Miner’s Quarters 8. Tier 2 25% Tier 3 20% Time required is a minimum of two months. Waste Management 9. +10% per TL added to the price of the object per TL difference between the difference is added to the item’s price. the owning government can subsi- dise the price. farming or mining equipment. 7. This Tier 4 10% 7 . though the time and expense is often prohibitive. Mine Head 7. Typically. at least half of this this amount has to be paid in advance.7 light years. Secondary Mine Module Shaft So. the price will depend again on the TL dif. Hotel 2. Cost likewise depends on the Tech Level difference. with 30% ference between the colony and the TL of the item. Tier Subsidy for Farming and Mining Equipment Tier Level Subsidy Off World Purchasing If an item is not available locally. If an item is available. at least half of colony and the TL of the item. Typically. Note that in the case of amount has to be paid in advance. Solar Power 6. there would be a -4 DM to check on the time requirement is halved if there is a suitable TL world within availability of a TL 12 item. General Store 4. Runway Barracks 10. Offices. Control Room 9. Solar Power Module 8. Rocket Pads 25 m 3. Main Radar Station 6. Fuel Tanks Scale 2. SSTO Pad 4. Comm Antennae 7. Hangar 5. 1 3 Colony Downport 2 6 5 7 4 9 3 6 8 10 9 YaoGan-9 /17 Planetary Observer Elevation: 973 m Altitude: 181 km above mean sea level Locations 1. Storage 8 . We slept in space. sealed the buildings and tamped the pile. These had to come all the way from Chengdu. though. they would the first colonist arks arrive. at their insistence. and my military pension. then went back and got an Associate Degree Pathfinder teams in. run power lines and get everything ready for examine the world as a possible colony site. We spent that Discovery time building roads and running power lines. 9 . The first shipment of spraycrete wouldn’t cure properly. interstellar ranges. now. feeding it from suitable. My second five-year run was for the new Life Foundation complex My first five years was on the Pathfinder team for a new outpost on Sans Souci. we plan and build the colony. The Life Foundation bought my contract the were out of there. and another two to prepare all the test sites. where more teams like ours will build the first roads. filling the warehouses with freeze-dried food. moment I left university. Took us two years teams. Room with a couple of big concrete buildings and a bunch of modules there for thousands of people. I’ll be fine. they pulled us out. so we lost a few more months. offices and warehouses. the telescopes can determine if an atmosphere is present. that was not a warm planet. served eight years in the Army four years. have developed a new one. We called it folks there. Then. mark out homesteading to get the base set. They called the complex the Redoubt. or for the toilets. Stellar running. we were that they dropped with aeroshells. and even maybe find myself somewhere nice to settle down. We ran one habitat module as ours. We built a central complex for them. We put everything in storage. The fuel discovery. and not much else. which. even arrange to bring my team along. which were surveys determine which systems have worlds that may be just shells. that’s when we move in. the rest went well. Very Large the fuel cell on one of our ATVs. then when they leave. The a few minutes later. I hear that a massive anti-histamine dose did nothing to help him. into garage spaces and warehouses. to pathfinders cells were contaminated. Once those systems have been identified. We This one is a Pathfinder outpost. was probably a good thing. I’ve got my back was actually some kind of pseudo-mammal. in our last year there. test the feasibility the first waves of colonists. plots. that sort of thing isn’t allowed anymore. we have maybe five years before colonist DNA modification package. Not too long ago. Array (VLA) optical telescopes. Survey team stays for maybe 5-10 of farming. a venomous. put up barracks and dorms. and called a gargantula. and develop any symbiotes and tweak the basic years. we concentrated on finishing the buildings. and a few other basic details. and the Union moved its own Corps of Engineers. and we had to flush them out. he went into severe anaphylactic shock. At in tents for those first few months. hairy. and I signed on for ten years. on Eriksson. being bitten. There aren’t One of the team ran afoul of something the survey team had a lot of new worlds being opened to colonisation any more. with row after row of the Scandinavian Union. ten-legged thing that opening up worlds is what a Pathfinder does. the Althing. Since the moratorium. from initial month running that problem down. I’m not the only one whose The anti-histamine just sped things up. and another two months before we could get a fresh shipment in from Kanata. and for heating water. barracks and dorms. either on planets or moons. Everything that could go wrong did go wrong. in retrospect. Might one of the long-chain proteins the gargantula had in its venom. They’re talking about shutting the team down. killed him quicker. and. through orbital and surface surveys. After I have a degree in xenobiology. specially tailored to this world. contract is coming up. Pathfinder Once we got all the parts. That gave us power for cooking. We turned the aeroshells instructed to mothball the place. Within moments of pay from the Foundation. We had a week to brief them before we in civil engineering. and and colonisation. and we wasted a good The Colonisation Process There are several stages to the colonisation process. order new palladium electrodes. and off to the French Arm. scan them for visual confirmation of the worlds. Autopsy showed that he had an allergy to Americans or the Nigerians might have some work for me. Saw lots of Zapamoga a great big hall that could hold a thousand people. Even at the equator. He died new American world of Avalon has some warm places. if there is water. Once we got the power plant up and suited to colonisation begins at interstellar distances. At least all our Initial exploration and discovery of worlds that may possibly be heavy equipment worked. Colonies and Colony Design Once the survey crews leave. The Foundation contracted out an entire team to We built a complete town for the Foundation. that should be in a position to support and house the first groups MuleCorp-produced vehicles were imported to Earth from of colonists. the heavy mixtures of nations and cultures. Iran built Meetpoint Station. By the time the pathfinders are finished. was the central focus for most colonies founded consumer products and robotics. and infrastructures. viruses Exploration. relocation of non-conformists. farming. pressure. or may of mercantilist policies. or corporation. nation’s manufactured goods. Certain much of the remainder of the Solar System. This to the extent that they do not require additional investment from was most prevalent in the French and Chinese Arms. Even in the American colony should be a net gain for the founder. an initial survey vessel is Disease dispatched to do a thorough survey from space. develop to colonial resources and markets. and 2258. While the Libertines rarely traded with be part of dedicated professional teams that build colonies the Core and its rigid web of rules and import/export controls. all and Russia. hosts. the colony for off-world resources. spelled the end colony. They are quite dependent on the genetic structure include a manned ground survey. choose micro-nations for each other’s goods and materials. In where they will work. This phase takes about two months of orbital work before the Unfortunately. all in one. both viruses and bacteria mutate and evolve team returns to provide information to plan the next phase: very quickly. developed rapid-response lab ships.Orbital Survey Once that information is gathered. but usually does not human beings. which operate as mobile as more personnel are committed to exploring the planet. a deep-space outpost and scientists. can quickly adapt to new opportunities. With the collapse of mercantilist policies in the 2230s. and eventually effective step is to start landing teams to do a thorough exploration of the treatments. of the off-world produced vehicles on Earth. or tents assembled from aeroshell parachutes. many nations found themselves in economic doldrums as their All colonies are expected. possible resources. which could be modular Hermes. the control of trade was harder Pathfinder to enforce. the demand for goods from Earth dropped as the source of raw materials and by being a market for the home maturing colonies started making their own finished products. Human genetic-engineering techniques Armed with the information from the orbital survey. 10 . then mercantilism functioned well. the next can rapidly develop vaccinations. and Habitability characteristics. for instance. This survey Most alien microbes. and extend long after the world is actually settled. freight-carrying The pathfinder teams go in with the goal of building the starships beholden to no nation or corporation. however. depending on the sponsor’s requirements. the various colonial powers have initial teams identify areas of interest for follow-on exploration. For this reason. From orbit. on worlds with multiple colonies. warehousing facility in cooperation with Indonesia. but could obtain ships to infrastructure. engineers. The colony worlds. their human subjects will often have little or no immunity to the newly- Surface Survey emergent disease. and plant the rendezvous with the Libertines and trade Core-produced goods first crops. things are expected of all colonies. to be self-supporting colonies started doing more trade with other colonies. and detailed surface maps. presence of life. especially viruses. There will be housing. no matter the reasons for their establishment. National pride. but such capability is often not available on most planet with an eye to colony sites and exploitable resources. the survey team of their host. and the chances of a successful combination are can precisely determine the world’s UWP. As long as the founding nation or organisation could control trade with a colony. which lacked access The pathfinder teams will then build the colony site. Pathfinders determine the best sites for a they found ready markets in the various colonies and interstellar colony. perform detailed mineral surveys. both by being a Arm. as it facilitated trade with Earth without Colonies are established for a variety of reasons. They found a ready offices. at some point. They the best location. though even then there are significant compatibility gaps. Bacteria are slightly more effective at infecting terrestrial details like atmospheric composition. This brand of colonialism. Ideally. which controlled access to Earth-orbital space and have their place in the creation of off-world settlements. With the ability to copy genetic sequences. landforms. phase will precisely determine the world’s Natural Resources. find it difficult to prey on can include dropping robots from orbit. It was through Iran. Biosphere. will exist to permit colonists to travel to the land plots. However. The rise of the Libertine traders. foundation. Pathfinders are explorers. When they do. In depth exploration will take decades. power. however. and even some fresh food. though the United States had refused to allow the sale dormitories. having to deal with the multiple bureaucracies. found markets with Tier 4 nations as well. A road infrastructure market as inexpensive work-horses in the many Tier 4 nations. called The only market that really remained strong was for high-tech mercantilism. with their the founding nation. especially France resource extraction. cutting into the markets of many Tier 2 and Tier 3 nations. neither of which could be between 2130 and 2230. or mines. Meetpoint quickly became a popular destination for Libertine families and Types of Colonies many micro-nations. They may be the initial settlers themselves. and in consultation with the colony’s sponsors. This hospitals and research centres. along with specific remote. the main point of difference between Tier 3 and Tier 4 in these later colonies was the heavier involvement of corporate nations is the possession of extra-solar colonies. Comm Antennae 10 m 3. Greenhouses 14. as different rationales. Cattle Barn 2. Park 8.’ intensive operations like mining or manufacturing. Offices 7. This can be seen in the Brazilian and Canadian colonial projects in particular. these colonies had to these colonies being less sophisticated than earlier ones. even if that meant ignoring their industrial nations instituted their own colonisation programs. General Store 5. Lumber 11. Sawmill 9. The economic concerns and even corporate sponsorship to help defray some development of these colonies was of secondary importance. colonists than the earlier colonies. Waste Management 13. This often led mercantilist colonies that preceded them. Logging Walker 10. Bar and Grill 4. 11 . Another factor Indeed. of the costs. Solar Power Module 12. but things first priority of these colonies was to be self-sufficient in food as started to pick up again in the 50s and 60s as smaller quickly as possible. Resource Post 3 1 2 9 10 4 7 8 5 6 13 15 12 7 11 7 SSV-21-C Marie Celeste GeoCam-5 Elevation: 391 m Altitude: 218 km above mean sea level 14 Locations Scale 1. the primary purpose the priority was given to food production rather than technology- was prestige. to prove that they could ‘play with the big kids. Hotel 6. Unlike the development and resource-extraction industries. These worlds tended to be further out. Abbatoir Module profitably manufactured with the lower technology manufacturing though they also received far less in the way of resources and available to the various colonies. more tenuous supply chains. and so the There was a lull in new colonisation after 2230. For most of them. with longer. Houses 15. Creating a colony or outpost is very much like creating a Condition DM character. it was recognised Biomass that.While national pride may have fuelled the drive to create these Worlds in the life zone are very likely to contain life as long as colonies. Spread over an entire world. A result of 7. or 10 million tons of Biomass. complex organisms. This section is designed to supplement the 3-6 0 social portion of the World Creation rules from the Traveller Core 7-8 +2 Rulebook. other concerns also fed into these ventures. colonisation has slowed rolling 2d6-2 (minimum value of 1). biodiversity (number of species). Roasting -4 Hot +2 Biosphere represents whether life is present and how complex Cold -2 it is. and Compatibility. would mean 1 However. could keep up with the long-term costs of If desired. However. but with the outpost. Hydrographics 0 -4 and complexity. while less than 0 indicates no people. Colonies to determine Biomass is 2d6 + modifiers from the table below. or the need to provide x 107 million tons. to provide an outlet for these A result of 0 means traces of life. For the with a greater Biomass are more likely to produce an encounter. Exotic Atmosphere -2 Natural Resources. A low Biosphere in this case could mean a world Hydrographics 6-8 +1 with a great deal of biomass. Low Atmosphere -4 mass of all living creatures). Planets burn. and while recommended. The Roll had the drive and ambition to accomplish great things. corporations. Planets have base characteristics that are used much Outer Life Zone -2 like characteristics in character generation. Biomass Base Encounters Biomass Encounter DM Colony Design 0 or lower -8 This section is designed to help referees design new colonies. for fun. in all nations and cultures. On Earth. and designed for profit. or the old stalwarts like France. a place where they could go to remove themselves from life at all. the future is not with the colony. 2200’s. a societal relief valve. but it is all undifferentiated single- celled organisms. not even the drive for prestige. were created. and would constantly be a source of friction in society. or 10 trillion tons. that are continuing the push for new colonies. it was often exactly that sort of person who for example. purpose-built. 9 +4 Telecom Net. aggregate of the total mass of all life on the planet. should there be need. They are Biosphere. High Atmosphere -2 Biosphere is an aggregate concept based on biomass (aggregate Thin. or to design a custom universe. the total biomass is some 500 billion tons. Or it could represent a Hydrographics 9-A +2 world with a relatively small number of large. A result of 1 is 1 x 101. and then determine the UCP based on those numbers. Law Level and Tech 10+ +8 Level. In the mid they have some sort of atmosphere. with resources to Biomass modifies base encounter rolls for the planet. Inner Life Zone +2 12 . For this reason. Earth has a Biomass of 8. to that society. for many nations. this is a scant amount of life. Use the rules here to generate Size. the multiplier for the exponent can be determined by settling other worlds. Government Type. like a planet of yeast. markedly from its heyday. however. The result of the biomass roll is the exponent value for the society that so chafed them. 1-2 -4 whether as part of an on-going campaign. largely disposable. among other reasons. is not necessary for the purposes of this design system. This is based in part on the animal generation system in Frozen -4 Supplement 11: Animal Encounters. all in the name of stability. Transport Net. Habitability. there were people who just couldn’t Biomass is the first constituent of Biosphere. and it’s generally only the latecomers like Nigeria. Corrosive Atmosphere -4 Insidious Atmosphere -6 Biosphere Dense. Biomass is an conform. Population. nations were increasingly consolidating their hold on their citizens. Modify the base encounter roll by the following modifiers. Trace Atmosphere -4 Very Thin Atmosphere -3 B a s e C h a r ac t e r i s t i c s Base Characteristics are factors of the planet that determine Thin Atmosphere Dense Atmosphere -2 +2 the attractiveness and ease of settlement. but at the same time be available the number of millions of tons of biomass. At the same time. along with some complex sugars. Biodiversity Biodiversity Habitability Modifiers Condition DM Notes 0 or lower Minimal -4 Atmosphere 10(A) -6 Exotic 1-2 Minor -2 Atmosphere 11(B) -8 Corrosive 3-6 Active +1 Atmosphere 12(C) -10 Insidious 7-8 Diverse +2 Tainted Atmosphere -1 9 Teeming 0 10+ Deathworld -4 Natural Resources Natural Resources represents the economic potential of the Biocomplexity world’s natural resources. which is used in the colony generation process. or some other source. like fossil fuel resources silicon rather than carbon. Natural Resources is focus is on structural complexity of the organisms. 9+ Hive forms dominate This does not include chemicals from life-forms or bio-protein sources. Compatibility Aside from the halogen world of Oiseau. primarily common arrangement of that life has varied wildly. includ- measure of the majority of the life forms on a planet. to radically different on Aurore. and adding Biodiversity. Mining can never be more than 9. from nearly identical ores on Tirane. insects.7 million species Roll 2d6+7. Biodiversity is 2d6-7. the less likely it is to be light metals compatible. sponges. including bio- life forms are. The higher the Compatibility. in millions. active materials and heavy metals with different chiralities (handedness) of the proteins. Earth. fats. the number incompatible with others on the same world. So a colony on a world with Natural Resources 8. Biocomplexity determined as follows. and 8-10 Radioactives present. the chemical 0-1 Minimal resources. The result is the approximate number of species. and subtract Biosphere. The Compatibility Rating is a general 11+ Abundant resources of all types. whether from mining. amphibians predominate 7-8 Many species of animals. or else a different biochemical basis. social/hive forms Explanation of Natural Resources appear Natural Resources represent exploitable resources on a planet. common ores and complex the planet’s Biosphere is. Here. three values up. Atmosphere 4-9 +1 algae. Add these A colony’s Mining is limited by the world’s Natural Resources. and divide by three. plus the Biomass. some lower ani. the more 2-4 Some resources. is an average of Biomass. Compatibility would have a Biodiversity of 8. above. Biodiversity 7+ +1 mals. typically Characteristic DM hidden Atmosphere 0-1 -2 1-2 Primitive plants and multi-cellular animals. The last component of Biosphere is Biocomplexity. but does factor in how life can change a world’s Biosphere chemical makeup. In general. as there are 8. including creating some species that are completely The next component of Biosphere is Biodiversity. Natural Resources = 2d6-7 + World Size (minimum 0) + Biocomplexity Description Modifiers (below) 0 or lower Small populations of single-celled organ- isms. bacteria and protozoans. and can be no more than 1 higher. Results of 0 or less are completely incompatible. Compatibility can of different species found on the planet. Biosphere. the more compatible the 5-7 Significant resources. and similar Hydrographics 4-7 +1 creatures Hydrographics 9-A -2 3-6 Abundant plant diversity. petrochemicals. all life so far encountered Natural Resources Description has been carbon/oxygen based. in this case. the agriculture. and Biocomplexity. The actual ing petrochemicals compatibility of individual species can vary by as much as 1d6 13 . is generated by rolling 2d6-7. mosses. However. plus modifiers from the on this planet. table below.Biodiversity either way. Biodiversity. The roll to determine be used with the rules for Food Synthesisers. fungi. 0 – 0. 7-9 Large Gas Giant Jupiter or Saturn atmosphere UWP of D. It is not a mass particularly attractive world.8 – 1. the knowledge of the presence of other planets Low Gravity +2 0. while other colonies are modified by the following table. then roll 1d6-2 (minimum roll of 0) for the number of additional gas giants in the system. plus the mainworld’s Natural Resources.7 G can be useful. re-rolling any duplications. This value declines by 1 for every 100 years of exploitation at maximum Mining. and can change from term to term. Condition Modifier Gas Giant present in system +1 The base Habitability is 10. while 12 or higher Condition DM Notes indicates 3. A colony’s Agriculture is limited by the Habitability. air pressure. A roll of 9+ indicates two asteroid belts. So a world with a Habitability of 5 could have an Agriculture no higher than 6. If the distance between the stars is known.2 – 0. If the star has companions.5-1. it is a 10-11 Super jovian Up to 12 times Jupiter’s Deathworld for a further -4.4 G High Gravity -2 1. while the other Belts are at -4 to Hydrographics A -2 Natural Resources. Cold Mountain has the following: normal gravity.1 G a solar system. for a total Habitability of 2. If the distance is not known. then roll 2d6-1 for each companion star. and can be no more than 1 higher. Roll 1d6-1 for the number of planets. counting outward. with the temperature. and place them in that Orbit. roll on the following table modified by the Biodiversity. 14 . they. 2-3 Gas Dwarf 3 or more Earth masses 4-6 Small Gas Giant Neptune or Uranus For example. too may have their own planets. If further detail is desired for This will give the world’s base Habitability. Normal Gravity 0 0. The remaining planets can be designed using the normal The characteristics of the UCP are created during colony Traveller system. Both Earth and Tirane have ratings Multiple Star System +2 of 10. and place planets. and then placed in orbits around the generation. Habitability can be increased through successful terraforming. Roasting or Freezing -4 Hot or Cold -2 Additional Planets While this system is not intended to be a design every detail of Micro Gravity -4 0. star. O t h e r P l a n e t a r y D e s i g n F ac t o r s Habitability (Optional) This determines how comfortable the world is for humans. Maximum DM Asteroid Resources: Asteroids are often the site of extensive ference from ideal of -4 mining operations. for -4 (maximum DM). then stars at least 10 AU (Orbit 6) from the primary may have their own planets. An asteroid belt has Natural Resources equal Atmosphere of 6 to 2d6-7.9 G in the system. DNA 2d6 Roll Gas Giant Type Comparison modification will add +4 to the Habitability of a world. and adjusted by DNA modification. If the system Hydrographics 0 -4 has more than one asteroid belt. However. Asteroid Belts Habitability is a combination of several factors. surface gravity. If the system was already determined to have a King’s Gravity -6 3+ G gas giant.This represents the world’s natural resources when the planet is first surveyed.9 G Roll 2d6-2. no modifiers for Hydrographics. as least for descriptive purposes. Start at Orbit 0. and the abundance of following modifiers: local life forms. including A system has an asteroid belt on a roll of 6+ on 2d6. which is further the character of the gas giant. if desired. Giving the colonists the appropriate 12 Brown Dwarf At least 13 times more DNA modification adds 4 to the Habitability for the purpose of massive than Jupiter attracting colonists. then the first one generated Hydrographics 1-3 -2 is at -2 to Natural Resources. with the result being the number of additional planets Extreme Gravity -4 2-2. and the temperature is normal. Atmosphere -1 per point of dif. Orbit Number Distance From Primary. Roll For Initial Features surface features like rift valleys. along with the size DMs.5.1. but if desired. steps will determine the starting point for the colony. This may be the system mainworld at the referee’s discretion. The initial UCP of a colony is determined by the Tier level of the founding nation. and can used as a general roll to determine if volcano’s or earthquakes Initial UCP have an effect.160 Sedna 11 160 . Once per day. For Gas Giant Type Modifier any given period of time equal to twice the number of planetary Gas Dwarf -2 moons. then it may have habitable worlds of its own. Roll 2d6. roll above 0 is the number of moon present. A moon causes a tide in large bodies Gas Giants of liquids equal to its Size. with the main DMs as Each moon causes one high tide per day. doing no damage but providing an example The base roll to determine if a moon is present is 2d6-7. whether it is instead a corporate colony. Terms in colony design are ten years. and earthquakes. they will occasionally align to causing extreme tides. with a roll of 12 indicating that the gas giant has a habitable moon. in AU Example Condition DM 0 1.0. Choose Colony Type A tectonically-active world is much more likely to have exciting 3. 6 5.10 .40 Mercury Planet is a moon of a gas giant +4 2 0. 2d6 -7. volcanoes. the adventurers are travelling across the High is whether the world is a terrestrial planet or a gas giant. moons. 1.2 . but also the number of major tectonic plates. Tectonics of 8 or higher can reduce a planet’s Habitability by 2.640 earthquakes or volcanoes.320 To determine if a region suffers from tectonic activity like 12 320 . rather Furthermore. above. Any of the dangers inherent in travel on Aurore. Initial Colony Design Steps 1. 10 80 .0. to score higher than 12. Small Gas Giant 0 Large Gas Giant +2 Super jovian Brown Dwarf +4 +6 Colony Design Much like character creation.80 Pluto incorporated into planetary maps if desired. This can be 9 40 . These initial design jovian or brown dwarf. following DMs: 15 . up to the referee. a few factors come into play. Tides are determined by the position of a moon (or moons) in their orbits around a world. The first For example.10 Saturn 7 10 . colony also use terms as the standard time unit. The base roll for a gas giant is 2d6+2. or they may have effects in their own rights. in months.20 Uranus Tectonics indicates not just the level of tectonic activity on a 8 20 . On worlds with multiple terrestrial planets. the referee rolls planet’s Orbit Number. with the the base characteristics of Natural Resources and Habitability. +14. On day three.6 Mars 5 2.2 Jupiter Tectonics is an optional characteristic. Record Initial Features and adjust UCP accordingly Tectonics provides a relative measure of this activity. and has Tectonics of 14. the extreme tides will occur.40 . he rolls a total of 16.3 . + Tectonics. or is a super than the four years of character creation. Aurore orbits a brown second is its proximity to any asteroid. There is a +1 DM per Orbit Number for this roll.40 Neptune planet. and the third is the dwarf.6 . adding their Sizes together to get the size of the high tide. and by Tectonics is generated by rolling 2d6-7 + World Size. Generate Initial UCP Tectonics 2. then some sort of activity occurs within a 24 hour Moons period. with a further +2 if the planet is Tides adjacent to an asteroid belt. 4. The Desert on Aurore in sealed vehicles. within 100 kms of the area. below.30 Earth Planet is in orbit 0. The extent of the activity is Moons can simply provide additional fodder to describe a world.0. roll 2d6-7. If the roll is over 12. Multiple moons cause multiple tides.70 .2 . if the gas giant is in Orbit Number 2-4.2. To determine if a world has any moons.80 Venus Planet is the moon of a super jovian or brown dwarf +6 3 0. and determines that a light earthquake shakes the Terrestrial Planets characters’ vehicles. or 2 +2 4 1.20 Planet has moons of size 2 or greater +2 1 0. Government Types of 0 and 2 subtract 2 from colony Law Level. 2 is added for the founding 10+ 4 3 2 1 nation being France.France. 4 6 4 2 4 The Inca Republic 5 6 6 4 5 The Inca Republic is nominally a Tier 3 nation. If it is a corporate with moving large numbers of people. and Biodiversity 7. without any other modifiers. has few resources to put into extra-solar colonies. 1 or less 1 1 1 0 As a Tier 4 colony. The Incan Republic is treated as a Tier 4 nation 1d6 Tier 1 Tier 2 Tier 3 Tier 4 for colonising. it starts out with the following UCP: communications net is equal to 4 – National Tier Level. Transportation Network: The initial value of a colony’s is establishing the colony. and Tier 4 colonies do not have local orbital interfaces. Auberjonois has a Natural Resource transportation net is equal to 4 – National Tier Level. due to its 6 6 6 6 6 possession of extrasolar colonies. ability is not a priority for them. as per the table below. It is an ideal colony Transnational Corporations are considered Tier 2. Interface Type: Tier 1 nations begin with Interface C. a Tier 1 nation. Azania -3 Biodiversity is 9 (Teeming). Auberjonois. France puts more manufacturing and resources into a Colony Size: The initial Size of a colony is based on the Tier colony. 0-3 2 1 0 0 Law Level: France has a Law Level of 9. Corporate colonies Population: 3 (1.000) reduce this starting value by 1. major corporations are Tier 3 Communications Network: The initial value of a colony’s As a Tier 1 colony of France. The UCP (Universal Colony Profile) is broken down into 7 Government Types of 3 and 6 add 2 to colony Law Level. Texas -2. Tier 3 colonies begin with Interface ability. reduce the size by 1 (minimum 0). despite it being nominally ranked a Tier 3 power. of 12. for purposes of creating colonies. and subtract -2 from the Tech Level. Habitability of 10. 0-3 1 0 0 0 Trade Code: All new colonies start with the Trade Code of Poor 4-6 2 1 0 0 (Po). and so its colonies Habitability Tier 1 Tier 2 Tier 3 Tier 4 subtract 4 from the initial Tech Level. The Incan Republic. for a starting Tech Level of 8. Level. Manchuria +2. minus five. Manchuria and Incan Republic add 3 to Law Level. UWP is X685000-0. the Incan Republic is trying to colonise colony government type. it begins with the following base values for 2 1 1 1 1 its UCP: 3 4 2 1 3 16 . already very poor on Earth. is 6. The final UCP is D333364-8 Po there are just the caretakers and pathfinders at the colony site. This roll receives the following DMs: Nueva Mundo. Government Type: Roll on the table below to determine initial Over on the Chinese Arm. so colonial manufacturing colony. 7-9 3 2 1 0 Tech Level: From the base value of 6. Transnational Corporations are considered Tier 2.Natural Resources is 14. Corporations of all sorts add +2 to the initial Tech E. Population 0 means that at the start of the colonisation process. to a minimum of 0 Government: A roll of 4 on the Government Type table gives us a government code of 6 – captive government or colony. Tier 2 Tech Level: The initial Tech Level of a colony. we are creating a new colony world. This does Habitability Tier 1 Tier 2 Tier 3 Tier 4 not modify the Law Level. Incan Republic +2. while all other Interface D: (SSTO) major corporations are Tier 3 Size: 3 Population: The initial value for Population is based on the Transportation Network: 3 world’s Habitability and Tier Level. while Manchuria is more concerned Level and Habitability. the Republic is considered a Tier 4 nation. Not such a great world. and Habitability is 4. on the French Arm. with UWP XA93000-0. their manufacturing nations begin with Interface D. characteristics plus trade codes. Law Level: Initial Law Level for all colonies is equal to the Law Level of the founding nation. and then modified as follows according to Government Type. However. and so adds +2. while all other world. so Auberjonois will 4-6 2 1 0 0 have a Law Level of 4. 7-9 3 2 1 0 10+ 4 3 2 1 For example. given the poverty 7 or more 3 3 0 3 and corruption endemic to the Republic. This Population number Communications Network: 3 represents the initial colonisation effort. using the though disposable rockets are often used to launch bulk cargos Planning Term in place of the Career Term. Tier 4 worlds do not start with any kind of Interface transport at all. Most Tier 3 colonies rely on carried vehicles for interface transport. Most worlds either have or manufacture Population: 0 liquid hydrogen and liquid oxygen. - ground for undesirables. Tech Level: From the base value of 6. Tier 2 nations have similar terminals. gives a result The hydrogen alone can be used to run conventional and air- of 8. however. provide repairs for starships unless they founding nation being the Incan Republic. re-roll. The population is usually put to work in resource Each upgrade can only be received once. for a total Law Most colony worlds can provide repairs to interface vessels Level of 9. Biodiversity and Habitability characteristics are used to determine what type of colony can 1d6 Tier 1 Tier 2 Tier 3 Tier 4 be built. and only roll of 4 on the Government Type table gives us a government available on worlds of TL 9 or higher. plus 2 from Government type. +2 for the Incan Republic. resettlement colonies tend to be poorly supported. +1 +1 Net +1 Net +1 Agricultural Colony: These colonies are settled to provide food 4 Size +1 Comm Net Tech +1 - for their inhabitants. Colonies are created in a similar fashion to characters. and possibly for export to other worlds. A breathing MHD thrusters. based on the Tier Level of colonies do not have any orbital infrastructure. France and the ESA nations are considered Tier 1 nations. Record Starting Features and Adjust UCP Initial Features This is the starting UCP for the colony. a Large Modular Outpost. and Tier 4 nations roll once. These colony types are analogous to character careers 1 Interface +1 Interface +1 Interface Interface +1 +1 Choose one of the following. so Nueva spacecraft. Tier 3 Colonies are sited on worlds with a Habitability of at least 1. a ten-year unit of time. Most colonies will have some facilities in place before the first colonists arrive. built by pathfinder teams and corporate sponsors. 4 is subtracted for the They cannot.Interface X: (None local) Size: 2 Fuel and Repair Services Transportation Network: 0 Spacecraft fuel is general available at any world with any sort Communications Network: 0 of interface capability. UCP is recorded at the start of a term. . equal to or lower than their own interface transport capability. Mundo will have a Law Level of 4. 17 . though the conventional colony’s Law Level by +2. for a starting Tech have the Orbital Shipyard upgrade. nations roll twice. Even the poorest colony code of 6 – captive government or colony. 5 Comm Net +1 Size +1 . for use as cryogenic fuels. +1 (Habitability 5+ and Biosphere 2+ required). (Interface Class E). 1+ required). This modifies the will have a fuel station or two available. and the Incan Republic is Tier 1 nations start with spaceplane service (Interface C). - Resettlement Colony: Whether a prison or simply a dumping 6 Comm Net +2 . Solid rocket fuel is more rare. 2 Tech +1 Tech +1 Transport Transport Net +1 Net +1 Resource Colony: These worlds are developed primarily for 3 Transport Net Transport Net Comm Transport their resources (Natural Resources 7+ required). for a Government type of 3. though with fewer modules. the founding nation. Tier 3 colonies start with orbital and is modified thereafter. while Tier 2 nations make do with SSTOs (Interface D). Initial Interface Capabilities and Orbital Terminals Tier 1 nations begin with an orbital terminal that is equivalent to Continuing Colony Generation The process to develop a colony is based on the Planning Term. the same as the nation back on Earth. Self-Perpetuating Oligarchy. For these purposes. Colonies have a maximum number terminals equivalent to Small Modular Outposts. while Tier 4 of Planning Terms they can run. considered Tier 4. Government: A roll of 6. model will take days or even weeks to crack enough fuel for a Law Level: The Incan Republic has a Law Level of 9. Level of 2 The final UCP is X200369-2 Po Initial Colony Features Colony Type Tier 1 and 2 nations roll three times on the following table. If an upgrade is rolled extraction that is otherwise commercially unviable (Habitability again. The initial Natural Resources. and an additional +3 for being an Incan colony. if a colony rolls 8+ on 2d6. but that code is removed once leaders appointed from the Core. Law Level. 2 -2 If a Revolution is rolled. Colony advancement is similar to character advancement. Often such shifts will also bring changes to a colony’s Law Level. consult the table below. All colonies roll on one of the Colonial Development. Often. The following table outlines the Law Level shifts from 5. Agriculture. If failed. that can they start to develop their Mining and Agricultural resources. Advancement If a Government Type shift is called for. Government Type Shift Most colonies start out as a captive government. change. 8th 1d6 Development higher) term or higher) Resource Agriculture Relocation 1 Size +1 Fission Plant Interface Transport +1 2 Transport Net Solar Power Comm Net +1 1 Mining +1 Agriculture +1 Agriculture +1 +1 2 Mining +1 Population +1 Mining +1 3 Telecom Net Industry +1 Solar Power 3 Agriculture +1 Agriculture +1 Industry +1 +1 4 Industry +1 Industry +1 Mining +1 4 Population +1 Military Base Fusion Plant 5 Industry +1 Mining +1 No Effect 5 TL +1 Terminal Industry +2 6 Mining +1 Agriculture +1 No Effect Improvement Trade Codes 6 Government Transport +1 University Trade Codes are defined differently from the Traveller Core Type Shift Rulebook. Government Type Law Level 0 -4 If a Base is rolled. Roll on the Event Table. a changing government. 3 +2 4 0 Planning Term Development Once each Planning Term. Roll on the Government Type Shift table if necessary. Each given Rank may increase a colony’s characteristics or grant additional facilities. Traits can modify advancement rolls as well as affect the colony’s trade codes. and Industry. with Rank 0 representing start-up colonies and Rank 6 representing the most developed and oldest colonies. however.Tier Level Maximum Planning Terms Incan 1 16 1d6 France Manchuria Republic Texas All others 2 12 1 -2 -1 -1 -1 0 3 8 2 -4 -2 -1 0 +2 4 4 3 -5 -3 +2 -2 0 4 +2 +2 +4 0 -2 Begin First Planning Term 5 +4 +4 +6 -4 0 1. to represent the different nature of the 2300AD universe. the colony rolls on the following table. roll on the Revolution Results table. roll on the Outpost/Enclave table . Over time. In modifying the current Government Type of the colony. and apply the results. 6. as desired. Upgrades can only be taken by a colony Trade Classification Development in its fifth or later terms. 18 . and even then only for Tier 1 the following table. Roll for Advancement on the appropriate table. Habitability for an agricultural colony. The DM for this roll is half of the relevant and Tier 2 colonies. Colonial (5th term and (Tier 1 and 2 only. or Advanced Development tables. Roll 8+ on 2d6 for an Event. Roll to Avoid Disaster. while advanced development can only In each Planning Term. 6 -2 +6 +8 0 -4 Upgrade. 2. each Planning Term a colony may gain Ranks. 1 0 If an Outpost is rolled. roll on the Mishaps table. and the higher of either for Upgrades Advanced Development a resettlement colony. 5+ +2 As noted on the table. Law Level 3. roll on the Base table for type of base. a change in Government Type will lead to a change in 4. Roll for Trade Classification Development. Mining. characteristic: Natural Resources for a mining colony. Note that any Government Type is possible. roll on occur in the eighth term or later. governed by Note that all colonies start as Poor. then it gains the Industrial code. Colony Survival: A colony is only in danger of dying if the tion Population falls to 1 or less from a higher level. Desert (De) Atmosphere 2+. Agriculture or Mining then the colony get the Agricultural code. High-Population (Hi) UCP Population 7+ High-Technology (HT) TL 12+ Tier Survival DM Ice-capped (Ic) Atmosphere 0-1. Note that. Agricultural colonies at least one higher than Population are net exporters of food if they have inexpensive interface Vacuum (Va) Atmosphere 0 or 1 travel (Catapult or Beanstalk). Atmosphere of 0. as shown below. Rank Resource Agriculture Relocation 0 Mining +1 Agriculture +1 Mining +1 Colonial Mishaps 1 1d6 Mishaps 2 Interface +1 Industry +1 Agriculture +1 1 Natural disaster. Poor (Po) Agriculture and Mining less than 4 Agriculture: If Agriculture is higher than the colony’s Population. Atmosphere 4-9. with a maximum DM of +4. roll 2d6 for 8+ for the colony to attract additional investment with graphics of 0 DMs by Tier level. This will increase Population Barren (Ba) Uncolonised world by +1. reduce Interface by one letter down (B 5 TL +1 TL +1 goes to C. Rich (Ri) Population 5+. reduce Mining by -2 4 Industry +1 4 Orbital accident. Colonising an alien world is DM not a safe thing to do. reduce Population by -1 3 2 Crop failure. Population and Trans- port Network by 1 6 Emigration reduces Population by -1 19 . and setbacks are common in the first few Mining Colony DM +1 if Mining DM +1 if Industry is 6 Planning Terms. Hydrographics 1+ 1 +2 Industrial (In) Industry Trait higher than UCP Popu- 2 +1 lationigherHh 3 0 Low Population (Lo) UCP Population 4 or less 4 -1 Low Technology (LT) Tech Level 6 or less Non-Agricultural (NA) If Mining and UCP Population are both greater than Agriculture Industry: Every 2 levels of Industry adds +1 to the colony’s Tech Non-Industrial (NI) Industry lower than UCP Population Level. Hydro. etc) 6 Orbital Shipyard University Foundation Base 5 Colony contracts. Advancement Table rolling a Mishap does not mean that colony generation ends. If Industry is higher than the level by 2 or more world’s Population. and the 1 owning government or organisation either abandons it or sells Garden (Ga) Planet Size 5+. If this happens. off the assets at fire-sale prices. so too can Colony Type Advancement Advancement DM they suffer setbacks and disasters. Agricultural Colony DM +1 if Agricul. If the roll to Avoid Disaster is failed. Hydrographics 0 or If the colony fails to attract further investment. DM +1 if Population is ture is 6 or more 5 or more Colony Type Avoid Disaster Advancement roll Relocation Colony DM +1 if Popula. it fails.Trade Code Requirements Agricultural (Ag) Agriculture greater than UCP Popula. Apply the following DMs to the Advancement roll. Non-Agricultural colonies have to import food. Hydrographics 4-8 with a low population of a few remaining stalwarts. though. reduce Agriculture by -2 3 Mines played out. unlike in character creation. the colony must make a roll on the Colonial Mishaps table. reduce Size. Resource Colony 8+ 6+ tion is 3 or more Agricultural Colony 6+ 8+ Relocation Colony 9+ 10+ The Advancement table details the upgrades and changes that occur at each Rank. Colony Mishaps Advancement Table Just as colonies can advance and grow in prestige. Asteroid (As) Size of 0. It then becomes an Outpost. then the world receives the Non-Agricultural code. Each additional time this has to be done. Colonies with 4 or more terms gain a +2 DM to is 6 or more or more Avoid Disaster. Water (Wa) Hydrographics 9 or A Mining: If Mining and Population are both higher than Agriculture. there is a cumulative -2 DM to the roll to attract additional investment. such as Army. Independence would mean that the rebels have If Population goes to 1 or lower. rules for colonies. Roll on the Revolution table and these scientific bases have a much broader scope of below. page 173. orbital defence installations are largely just weapon 2 as well. and is usually oriented towards solving 11 Crops struggle. Orbital Defence: An orbital fort. lightly armed with lasers and Independence: TL drops by 2 without the support of the mother missiles. colonial government. Tier 1 and 2 powers will have the largest bases. investigation. to bear that the colonial independence movement is stopped by with staff levels in the hundreds or even thousands. Controlling nation scientific bases are usually very focused in their research. and then on the Relationship Table. Often serves as an orbital base for fighters or other gives a far wider variety of government types than the normal small combat vessels. groups are handled by Outposts and Enclaves Colony Events 1d6 roll Resource Agriculture Relocation 2d6 Events 1 Scientific Scientific Military 2 Disaster! Roll on the Mishap table 2 Foundation Military Naval 3 Agricultural breakthrough increases Agriculture by +1 3 Orbital Defence Scientific Scientific 4 Military Military Foundation 4 Terraforming increases Habitability by +1 5 Naval Foundation Scientific 5 Another nation/corporation establishes a colony on 6 Asteroid Mines Asteroid Mines Asteroid Mines the world. Mining. given here. Again. Industry and Agriculture levels are all reduced by naval bases. 20 . (page revolutions. their own. bases. DM-1 for a French or Manchurian colony. Wet Navy and Air Force. On declares martial law. Facilities established by other an Event of some sort. but the space facilities will still house Civil War: The effects of civil reduce Population by 1 per Planning 100-200 personnel. usually along with a squadron of defensive Term of the Civil War due to deaths. Tier 3 powers depend more on their and Law Level increases by 3. A Military Base of 8 Controlling government or corporation establishes a a Tier 1 or Tier 2 power would have all three (if applicable).000. 83) should provide some good ideas. Note that this systems.000 on base. it is an internal the establishment of colonies by several years or even decades. of 5. the nature of the ecology demands further study. these are combined- 10 External foundation. three squadrons of fighters. Consult overthrown the previous revolutionary regime. the colony has government or organisation. Agricultural colony. and at least force. corporation. typically only 2. The are often the locus for constellations of defensive nation. and fighters. On a Roll of 8+. The newly independent colony is considered a Tier 4 platforms. A brief check through the planetary revolution.000-4. asteroid mining usually followed If Revolution is rolled again for any colony. roll 2d6. but heavily armoured and screened. with Government Type and Law Level determined as per buoys. Roll on the Base/Facility training and recruitment facilities. some worlds. AS opposed to nation. Reduce Agriculture by –1. or government arms units. Foundation: The purpose of a Foundation base depends Use the revolution table below to determine the effects of a on which Foundation organised it. This number is independent of the 9 Colony grows very quickly.Values cannot go lower than 0 . though DM+2 if the colony is a Relocation colony. establishes an outpost in the system. Roll for colonial relationship 6 Pirate Raid. voluntary emigration. Note that colonies can experience multiple Organisations chapter in the 2300AD Core Rulebook. Most have dedicated the Planning Term Development table fighter squadrons for defence. environmental problems relating to the new world. These bases are home to a segment of the owning nation’s space forces. Add +1 to Min- Military: Military bases are devoted to ground-based military ing and Tech Level units. (or X for Interface) revolution. Gain a +2 DM to the next actual colonial population. and are not responsible to local governments. Roll once on the Scientific: A scientific base is established by the owning Outpost table. Roll 2d6 on the table below. Naval: A base for space-based military units. Foundations are self- governing. and instituted the Text Box on Colony Survival on this page. Government type goes to 6 for the next Planning Term. but the Army is usually the largest component. Law Level increases by 4. Asteroid Mining: Until recently. and are often home to a few larger Rebellion Quashed: Parent nation is able to bring sufficient force vessels as well. refugees. Government Type becomes 6. than it may have failed. These 12 Colony declares independence. ringing the planet in shells of disposable weapon the rules in Traveller Core Rulebook. Bases and Facilities Roll for a Colony Event Bases and facilities here are established by the controlling For each Planning Term.000-20. Tier 3 powers will have much smaller Advancement roll. supporting a base population table below. DM+1 if it is an most will cooperate with local authorities. ground-based facilities. plus base in the colony or system. and Colonial Improvement: Roll once on the Upgrade column on include training and maintenance facilities. Reduce Mining by -1 Possible Local Bases and Facilities 7 Owning nation increases investment. It will be completed by Colonial Relationship Table the end of the current Planning Term. revolution suc. founded the asteroid mines wish to not disturb the other settlements. and created the planet-based colony to support the mines. observed by them. Use the table below to determine the order to make use of the existing colony’s infrastructure. fol- lose by independence lowed by independence 6 1d6 years of civil war. then use the Outpost Generation system to generate the outpost or enclave itself. Alternatively. followed Independence 1d6 years of civil war. Revolution fails improvement. revolu- tion fails 3 Rebellion quashed Rebellion quashed Negotiations result in colonial 1d6 years of civil war. Revolution fails 2 Rebellion quashed Rebellion quashed Rebellion quashed Negotiations result in colo- nial improvement. -3 if original colony is Manchurian. enclaves choose their locations in enclave in the system. or do not wish to be first. which either 21 . 3-4 Planetary (Other World) 5 Planetary (Main World))ost the oost system 1d6 Roll Relationship to generate the outpost itself. 1d6 Roll Outpost Type +2 if original colony is a Foundation. however. It will be com. on the other hand. foundation. rebels Negotiations result in colonial 1d6 years of civil war. fol. An enclave. and while it brings its own Another nation or corporation has established an outpost or strengths to the arrangement. rebels 1d6 years of civil war. 1 or less Actively Hostile pleted by the end of the current Planni 2 Hostile 6 Enclave (Planetary Outpost) 3 Cool 4 Neutral A planetary outpost on the main world is usually established as 5 Friendly far away from the other colonies and settlements as possible. DMs are -1 if original colony is French. determine referee. Independence Independence Independence lowed by independence 7+ Independence Independence Independence Independence Some recent colonies. revolution fails rebels lose 4 1d6 years of civil war. -2 if original colony is a 1-2 Space Outpost corporation. Revolution fails improvement. and use the list of rivalries and Arm of space. based on the active nations and organisations in that the nationality of the new colony. is usually established in close Enclaves and Outposts proximity to another settlement. general class of outpost.Revolution Table 1d6 Tier 1 Tier 2 Tier 3 Tier 4 1 Negotiations result in colonial Negotiations result in colonial Negotiations result in colonial Rebellion Quashed improvement. lose lose improvement. allies on page 9 of the 2300AD Core Rulebook. improvement. 6 or more Very Friendly These outposts will be controlled by another corporation.rebels lose ceeds anyway 5 1d6 years of civil war. or nation active in the arm of space. The identity of the owning Use this table to determine the relationship between the organisation or governments should be determined by the established colony and any new colony. rebels 1d6 years of civil war. on asteroids. contrary to many a Core-produced and their families stay for longer terms. themselves with tweaks to the standard colonist package. Another type of outpost is the colony precursor. At Porte d’Enfer. Trilon named it the ‘Space Superiority them from colonies is the transient nature of their populations. Some are scientific Weapons are available in self-contained modules. like the industrial facility in have been used to develop a DNA modification tailored to the the Bessieres system. until the recent Kaefer attack at the end of the French Arm. it was illegal for civilian facilities to be armed with There are three basic types of outposts. Bessieres is a notable exception as crews and short-contract miners. can have populations of up to 10. weaponry permitted would barely they usually have provision for some sort of artificial gravity. at least for food and other basic needs. out on a four-year contract basis. and some module. Even since then.000. are survey stations set up to study a world in the prelude to a colonisation effort. become self-supporting. Managers of pirates and raiders. Against stutterwarping spacecraft. So. In nearby Bessieres. refuelling and discharge points for vessels on their with permanent populations in addition to the transient space way to somewhere else. these outposts have like Bessieres. The name of the 100-ton weapon module is misleading. However. Sans Souci. to the teeth. with the exception of the Texans. The outposts are rapidly becoming small towns. and to Wolf 359. With access to FAR Stations. Outposts and Outpost Design Outposts are small-scale facilities established in deep space. These facilities are designed as research bases to study the potential colony world. with its asteroid mines and gas giant scooping impressive chambers full of hydroponic and carniculture vats. even the most battle-hardened station One of the key characteristics of outposts that distinguish does not stand a chance. to arm themselves. only the more distant gee outpost. vegetables. to the American populations and begun to spread underground. operation. with point defense second type is a planetary outpost on an inhospitable or airless clusters and light lasers being the only weapons allowed. Frontier regions are not full the support costs associated with housing families. however. The only foodstuff they need to import are the nutrients for the carniculture vats Most zero-gee outposts are mining support facilities or and luxuries. Civilian world. conditions and environment of that world. Outposts sufficient. and thousands of staff and workers. on the desolate world orbiting close Zero Gee Outposts are the most common type of outpost. this size of outpost is quite rare. there is an expectation that colonies can eventually 22 . intended to house staff and guests on a transient concentrate on specific goals and are supported externally. both produced by Trilon for the colonial market. space stations and outposts are not armed segregated from the workers. Additionally. They are typically not self. either on asteroids or large space stations. The first type is the zero. military-grade weapons. others are mining stations. and can support a variety of light industries. The afford the outposts to defend themselves. and herbs. In fact. module’ in order to boost sales. If these outposts have been authorised by their governments to arm outposts house more than 50-100 people for any length of time. they must content rotating through habitats and factory stations on two-year terms. some are simply way-stations 30-ton Self-Defence module. even at that. even including the industrial conglomerate that controls the system rotates workers Core. with crews in the hundreds. the deep buried outposts have acquired permanent range in size from small 10-man mining stations. to industrial clusters abundant solar power from surface arrays. The largest outposts. Now. but they are effectively entertainment feature. the the largest industrial facility in human space. usually stations on the French and Chinese Arms are still not permitted a precursor to colonisation. For outposts. waystations. basis. themselves and. like At best. The costs of training new crew are preferred over the costs of permanent populations and Despite lurid stories in Core media. The third type is the outpost on a habitable planet. many outposts will have small hydroponic gardens to the Manchurians have on Haifeng or the French have on supply limited quantities of fresh fruits. there is no such expectation. Within these broad parameters. either the bases. these outposts would also few hundred. some interesting variations have Zero Gee Outposts taken place. or the 100-ton Space Superiority and refuelling point on the way to other worlds. or inhospitable worlds. Before the ban on further Outpost populations are small. seldom numbering more than a DNA modification experimentation. Outposts exist for a variety of reasons. dirt or up extending for kilometres under the surface. bars. are designed this way. parks. Drill Rig 6. Mass Driver Loader 7. locale does not exist elsewhere in the system. offices. are usually mining is much more viable in general. 23 . resources are available for extraction. the outpost can end domes are buried under 5-10 metres of crushed rock. If conditions are particularly hostile. these planetary outposts located at the surface for civilian outposts. with schools.4km Digital Enhancement: x12 Locations 1. and in the case of are becoming scarce. most protected abandoned. or else when a suitable Adjacent to this dome would be starship facilities. Using plasma-borers to cut tunnels. are buried for protection. fission or fusion plants. usually Planetary outposts are typically located on worlds where the surface access point. Power supply. generally at the bottom of the access shaft. like Chinese outpost at the end of the Chinese Arm. There are probably 50 or more of then the fission and fusion systems. with vehicle storage and maintenance. the systems. As asteroid in the form of solar array. Habitat Dome 9.6 Distance: 12. Transient Habs Scale 2. Transmitter Tower 10 m 3. Planetary outposts on inhospitable worlds start as a collection of Arrayed around the access shaft will be dormitories and surface domes and Quonset-style buildings. regolith. usually made from apartments. Solar Power Arrays 5. and hydroponic and carniculture reinforced spraycrete. Hab Module Planetary Outposts The surface terminus of the shaft is capped with a dome. Asteroid Mining Ship 4. though many have been outposts locate their power plants in the deepest. More permanent outposts are constructed around 8-16 and other recreation facilities. Military scattered across human space. Asteroid Mine 1 5 9 3 2 4 6 7 8 Momotaro D500 1000mm lens at f5. shops. The surface habitats on Hochbaden metre wide shafts that extend 100-200 metres underground. portion of the facility. Mass Driver 8. though they are very large. Asteroid Outposts A hollow asteroid with a gravity wheel can have a population of 1d6 Tier 1 Tier 2 Tier 3 Tier 4 2d6 x 2d6 x 20 (x30 if built by a Tier 1 or 2 power or corporation). Hollowed Asteroid: In many ways a development of the deep site method. A deep site with a gravity Space outposts are located away from a planet or significant wheel can have a population of 1d6 x 1d6 x 20 (x30 if built by a moon. built to study local to dock spacecraft that allows easy access to the interior of the conditions. a spun Cluster Cluster Cluster hollowed asteroid is carefully carved and balanced so that the 2 Deep Site Surface Surface Surface entire object can be spun to produce artificial gravity on the Cluster Cluster Cluster inside. 5 Hollowed-out Hollowed-out Deep Site Deep These are major installations. burrowing into it for living space and airborne contaminants that may have been missed in initial safety. but some outposts have the wheel in the hollowed-out space. throughout an asteroid. with a diameter of 400 metres. 2d6 x 10 (x20 for Tier 1 sites). are the easiest outposts to build. and their location. and use the wheel’s motion to circulate air throughout the space. with an assortment of spraycrete structures. enough to sleep comfortably. conserve the energy required to spin it up and keep it spinning. They are sufficient in environmental support systems. Gravity on the inside of the station would be gravity wheel Cluster Cluster a comfortable 0. with few in operation after 20 or so years. eat and exercise for maximum benefit. for a full torus. This gives a outpost can simply be chosen. or colony pathfinders. as the major components can just be towed in place. Deep sites have Barriers. In some ways these are the simplest type of outposts to Tier 1 or 2 power or corporation). a gravity wheel is added to miners exploiting that rock. the miners residing in surface domes until they have enough tunnels carved out that they can move in. Population of surface clusters is typically other structures constructed from discarded aeroshells. Hollowed Asteroid with Gravity Wheel: Using a similar method An asteroid base often starts out as just a base camp for the to the deep site with gravity wheel. A deep site with a gravity wheel are randomly generated. including fences and walls. carving out tunnels and habitation spaces as it goes.44G. construct. Most such are used to generate outposts. whether in space. or hospitable planet. more importantly. A hollow asteroid can have a 1-4 Asteroid population of 2d6 x 2d6 x 10 (x 20 if built by a Tier 1 or 2 power 5-6 Station or Habitat or corporation). the characteristics of outposts effectiveness of the crew greatly. felt gravity of 0. can a carved out volume. and against everything else. though even here. 1 Surface Cluster Surface Surface Surface Spun Hollowed Asteroid: Very similar to large habitats. unknown. Plasma borers can easily carve corridors and rooms surveys.22 Gs in the wheel. the modules Deep Site: A deep asteroid site’s facility is carved into the are typically sealed and filtered to protect against any possible material of the asteroid. are common for a planetary populations of 1d6 x 1d6 x 10 (x20 if was built by a Tier 1 or Tier outpost. Asteroid Site ity wheel Space Station Space-stations are purpose-built orbital structures. and should have short-lived. however. The following tables an axis within the chamber.Habitable Planetary Outposts protection is minimal. providing artificial gravity. These low. The tunnels are almost always round in cross-section. Hollowed asteroids are very popular with belters and other Drifter groups. with preparing a permanent site. A large outpost of this nature might be 800 m in diameter. and vacuum-rated spraycrete to protect living modules. Often these tunnels are the residue of past mining. Even with Zero-G Outpost Generation DNA modifications. with a transient population of about the same size. 3 Deep Site w/ Deep Site Surface Surface and 2. Asteroid w grav. studying local conditions and asteroid. usually built Surface Cluster: A surface cluster is a collection of domes elsewhere and transported into place.000 m long. a hollowed-out asteroid has large interior volume Zero Gee Outpost Type carved out for habitation. or several habitats. with an extremely large interior volume to 4 Hollowed-out Deep Site w Deep Site Surface work with. This volume is typically kept in vacuum to lead to the expansion of the base into the surface of the asteroid. and. 24 . Radiation emergency food and water supplies. A spun hollow asteroid can have a population of 2d6 Asteroid gravity wheel Cluster x 2d6 x 40. gardening 1d6 Location and food production. or the characteristics of an wheels spin at 1 rpm. based on the Tier of the nation simply has a carved out a section of the asteroid large enough that constructed them. providing artificial gravity enhances the Rather than a full design system. These are then rotated about inhospitable planet. They have to be self- and habitat structures on the surface of an asteroid. as the capabilities of the local animal life are still 2 power or corporation). Near the surface of a deep site will be a bay These outposts are either scientific bases. Deep Site with Gravity Wheel: A major problem with asteroid settlements is the low gravity. with Lafarge screens to protect against Outposts on habitable planets are usually composed of standard ionizing radiation. Successful strikes. In addition to the habitation ring. and has a recreation facility. These outposts have very small populations. or Habitat Torus even billions. and are only seen in important systems. along with several 5 Large Small Torus Large Large Modular habitation rings of a similar size to the Large Torus. three metres of rock or regolith for protection. So a Dalton-class mining ship 3 AUs space station around Beta Canum and its Beanstalk is an away might use its mass driver to fling ores and materials to the example of this. While that have the Large Modular: Large modular stations are built from the same advantage of gravity. with significant space surface dome outposts have been in operation for over 100 for expansion. with no one willing to invest the time or capital required to 25 . and 1d6 100-ton modules. and this type of station is often found as an orbital Base Domes Domes Domes terminal around newly-settled colony worlds. Small Modular: A small modular station is made from several standard 30-ton space station modules. and warehouse modules 6 Small Large Torus Small Large Modular round out the design. Vacuum World and a long-range communication modules. and over 15 kilometres around. challenges in their design and construction. and all the resources of a small town. docks. along with 2d6 50-ton modules. stacked along the core of the station. These habitats have populations ranging from a few hundred to many thousands. which can cost hundreds of millions. a small torus has workshops. The elsewhere in the system. of Livre. and a few others. some Arcture was a small torus-sized outpost. These stations are built with long-term occupancy in Shaft Base mind. and 4 Shallow Shallow Modular Surface have extra 100-ton housing modules to handle them. It is torus has a population of several hundred to a few thousand. years. including provision to house staff who are having trouble with Domes Domes Domes Domes the weightless environment. and blur into the size category of a Small Space Station Types Habitat. with half that many again in transients. The spin 1d6 Tier 1 Tier 2 Tier 3 Tier 4 habitat is 50 tons. 2 Large Small Small Small Modular Small Habitat: There are only a few outposts of this size in Modular Modular Modular human space. and is considered to be temporary. At five kilometres in diameter. These Large Torus stations can be five to six kilometres across. This habitat is too small to house the entire staff. Station the outpost. free-flying stations are typically built Large Torus: Most Large Torus stations are a series of Small as way-stations and collection points for resource extraction Torus-sized rings. which is a Bernal Sphere habitat. Surface Facility. but add additional 50-ton and ferry materials. The ring of a station like this would be about 200 metres 1 Small Small Small Small Modular wide. station for collection. It consists of the central Torus Modular Modular garden sphere. along with a small spin and cold. hanger bays. and are not set up to properly handle much in the way of transients. allowing it to create a full one-gee simulated Shaft Base Base gravity on the inside of the torus. on usually used as a construction base to build the next phase of a ring 100 metres wide and over 6 kilometres around. workshops. the Large Torus could 1d6 Tier 1 Tier 2 Tier 3 Tier 4 spin at just under 0. A typical small modular outposts will Planetary Outposts have 10 + 2d6 modules. is a very large station. despite the name. radiation. until a commercially-viable quantity can be An alternative is to build a much bigger station. Shaft Shaft Base Domes Small Torus: A small torus. Large modular outposts have 30 + 3d6 30-ton modules. Large modular stations can handle 2 Modular Surface Surface Surface transients. Population is 3d6 x 100. They must also contend with extremes of heat 100-ton storage and operational sections. and the possibility of micro-meteroid strikes. Surface Domes: This is just a rough collection of spraycrete communications. they require vacuum-capable landers to 30-ton modules as smaller stations. A typical Torus Modular Modular habitat in this size range would be something like Far Station 4 Small Large Large Large Modular Five. above.6 RPM to develop a full gee of gravity in the interior. Population works out Surface facilities on vacuum worlds or moons face many to around 3 people per module. and a small med 1 Surface Surface Surface Surface bay. including the various American FAR Stations. A small domes and half-buried Quonset-style prefab buildings. along with 2d6 transients. and is Most of these types of facilities are buried under a minimum of used as an exercise facility to help maintain long-term health. Station population 3 Shallow Modular Surface Surface is 3 per module (no matter the size). A Torus Modular fusion power plant. while spinning at less than 6 Deep Shaft Deep Shaft Shallow Modular 1 rpm. Shaft Base Domes Domes Orbital terminals can see ten times that number of transients. 3 Small Large Small Small Modular the Shambhala tax haven at C1. However. including a docking hangar. habitat. Population could be in the Modular Modular Modular thousands (3d6 x 500).Unlike asteroid stations. about 6 kilometres across. even lower speed. simply a small space station that kept growing. hangers. The habitation ring is usually a full two kilometres or 5 Deep Shaft Shallow Modular Modular more in diameter. and spin it at an assembled for interstellar transport. Deep Shaft Outpost 3 8 9 5 6 6 7 1 3 4 2 RebCo SAR Tracking Station 4-Alpha Locations Scale 1. Fuel and Remass Tankage 7. Antennae 9. Garden Dome atop main shaft 2. Ship on Pad 26 . Transient Quarters 20 m 3. Intact Landing Pad 6. Damaged Landing Pad 5. Vehicle Entrance to Underground Areas 8. Docking Towers 4. spores. and other modules as needed. The top of the shaft is again typically under aeroshell. insect-like creatures. Such a base would have 3d6 x 20 200 metres deep. Vehicle and spacecraft storage is usually located though this number can be double or even tripled. Deep shaft outposts can be very large. a modular base can be set up separated from the shaft in a buried location on the surface. Base Base Structures Structures Modular Base: Assembled from vacuum-rated 50-ton modules. structures. they will see populations of about 3d6 10-20 times. a vehicle-maintenance module Tower Modules Modules Structures with inflatable airlock. along with another 1d6 x 10 transients. with these outposts tend to be walled. These are usually filled deep tunnel is drilled into the ground. Like the shallow shaft outpost. the outpost tower is a multilevel construction with elevators to connect to the surface. and 2d6 x 10 transients.upgrade the facility. A surface dome facility can house 1 Modular Modular Inflatable Inflatable 2d6 x 10 staff. fortress-like Towers. or larger fence. A typical 4 Domes and Dome and Modular Modular modular base would have several apartment modules. On 1d6 roll of 5-6. but usually have 2d6 x 20 inhabitants. often enclosing a park or recreational garden anything out. and the outpost built with hardening foam if they are expected to last more than a around the shaft. The population of this any required heat radiators and power transmission equipment type of base is highly variable. reinforced spraycrete structures generally 5-7 metres tall. The domes are far stronger than the modules. Modular bases can be Tower Tower Modules modules as big as required. If the planet’s Biodiversity score is less than 8. then it has a whether it is from microbe. On worlds with Teeming or Death World biospheres. with maybe 1d6 x 10 transients. and in extreme cases are cameras along the top to monitor outside conditions. support. with 1d6 x 10 staff usually over a garden or park. with yet again that many transients. and Deep Shaft: Deep shaft outposts feature a central shaft at least often more defensible as well. Shutters between each level can Modular Structures: Using the standard 50-ton modules. a planetary facility will have a fence or a wall. usually around 3d6 x 10 people. inhabitable worlds. year. a half-dozen office (command) modules. Inflatable Structures: A very temporary and inexpensive base Shallow Shaft: In a shallow-shaft surface habitat. a 50-metre constructed from inflatable buildings. using standard modules combined with spraycrete domes for more permanent x 10 people. a few Modules Modules Base Structures dormitory modules. housing 2d6 Domes and Modules: This is a hybrid base. Walls are threats. The top of the shaft is protected by a dome. alarmed and electrified. with up to 2d6 x is designed to operate on local power. with another 1d6 x 10 transients. 2 Modular Modular Modular Inflatable the modular base is often buried under gravel or regolith to Base Base Base Structures protect it from radiation and temperature extremes. The design is strong enough to keep practically a protective dome. with very quickly. the primary one. then it will always have a wall. this class of Modules Base Base Structures base is also not intended to be a permanent solution. x 10. diameter. Power generation is usually hostile environment protection. another inflatable structure to serve as a 6 Outpost Outpost Domes and Domes and garage. it does have a backup 30 inhabitants. with close in the event of a blow-out. aside from throwing a radiation screen over 1d6 Tier 1 Tier 2 Tier 3 Tier 4 the most exposed buildings. As towers are more tightly constrained of this type of outpost can multiply these population levels by than other types of bases. If the Biodiversity is 8 or more. from the ground all the way to the top. While the 3 Domes and Modular Modular Inflatable modular base is designed to be easy to maintain. Transient in companion surface domes or other shallow shafts adjacent to population is roughly the same. If the outpost is on a Deathworld. Shallow shaft outposts are small. along with another 1d6 x 10 transients. and powered shutters composite building dropped to the planet via disposable between each level. While it area. This shaft is anywhere from 8 to 16 metres in people. 27 . These are typically very small sites. Very large examples power supply as well. protection from environmental hazards is often required. the various functions Outpost Tower: Designed for use on the most inhospitable of and facilities of the outpost are constructed around the shaft. on the surface. Surface Facility. 5 Outpost Domes and Domes and Modular a couple of power modules. Habitable Planet Walls and Fences While facilities on habitable planets do not have to provide life. though the cost is quite high. then it has a wall. possible transients outpost. the lack of maintenance national Tier. which determines what sort of condition it is in. Tier 1 nations get DM+2 on the Operational State is leaving many of the station’s systems to fail. an outpost can deteriorate -3 Abandoned/ No fixed population. It will have no 20-50 -1 internal power or life support. -2 determine the DM for a further roll for the station’s Operational tion State. while Tier 4 nations get DM-2. 28 . tional -2 Derelict 1d6x2 population. 1d6 Roll State Effects nance DM If the upkeep is not up to standard. Libertine traders will often descend on such a station and remove anything of any conceivable value. If the facility has a gravity wheel. and 60-80 -2 there will be no internal temperature control. of such outposts scattered all Operational state is a measure of the condition of an outpost. in spite of the wishes of any current occupants. It is generally not worth the cost to transport the possibly New +1 decades-old station to another system. there is always some deterioration. though they usually do not have the skills or resources to keep the outpost running properly. Transients and outlaws 10 0 may make use of such an abandoned facility. The old Royal Society station at Kapetyn’s It also provides a DM for maintenance and repair Skill Checks. modified by age and moth-balled before being abandoned. This age is used to -1 Decrepit Half normal popula. over human space. it will be stopped. Derelict: A Derelict Station has been abandoned by its original owners but others have taken up residence.Outpost Age and Operational State Outpost Operational State While a well-kept outpost can be kept in good shape for an Modified Operational Mainte- extremely long period of time. 140+ -4 There are dozens. along with DMs for the operational state of the facility. water pipes will be frozen. +2 6 160 years 110 years 60 years tion Outpost Age and Operational State DMs Abandoned: Abandoned Stations have been shut-down and left Age in years Operational State DM to ruin. having either been spun down 100-120 -3 on purpose or simply failed and seized. -4 remarkably quickly. Star in the Chinese Arm is an example. it not hundreds. table. +1 4 100 years 50 years 20 years tion 5 140 years 80 years 40 years 7 Perfect 4 x normal popula. cross-referenced possible transients by which Arm of explored space they are in. 0 Disrepair Normal population -1 1 Shabby Normal population -1 Outpost Age 2 Adequate Normal population 0 1d6 Roll French Arm Chinese Arm American Arm 3 Average Normal population 0 1 New New New 4 Average Normal population 0 2 20 years 10 years New 5 Average Normal population 0 3 60 years 20 years 10 years 6 Excellent 2 x normal popula. The first table below generates the age of the Non-opera. Even though it was Roll 1d6 to determine Operational State. -3 Roll 1d6 to determine the age of an outpost. Exterior Gate Construction Composite. Docking Tube 3. Outer Walls. Concrete Apron. SSTO Lander 3.5 metres thick 29 . 3. Armoured ATV 2. 4. Tower Outpost 4 5 6 2 1 7 8 3 2 IEX SB-10 Jacques Cartier Elevation: 16 metres Primary Surface Scanner above mean sea level Altitude: 487 kilometres Locations Scale 1. Dual Machinegun 10 m composite armour Turret sheath (Armour:100) 5. 8. Outpost Tower.2 metres thick 7. 6. with a small amount crops typically have to be rotated. as it is such an important part of colonial operations. This chapter provides an introduction to farming in deficiencies if supplements are not taken. especially if processed into clothing machinery. the yields can be even higher. on the other hand. It is even possible to exist entirely amount of land in production. either for internal use or would give them a very limited diet. 30 . In many ways. or other beasts of burden. Subsistence-level agriculture is often animal-powered. with devices like crop spiders being used to find and destroy pests. makes extensive use of sale of some as a cash crop. and may allow the Industrial agriculture. This does not include pasture land. grown in controlled greenhouse environments. by another has legumes to enrich the soil. it is used to support mining operations. especially Farming is the growing of crops for human and animal nitrogen. local plants and is modified by soil quality and increases with industrial farming. or for export. though. It is often industrial purposes. A typical subsistence operation for four farming. and could lead to vitamin for export. like mining and industry. This is especially important in subsistence-level farming. often carve out a marketable niche for themselves by producing with crops being rotated yearly in order to avoid depleting the soil artisan products and foods not available through the industrial of nutrients. Agriculture can be subsistence-level. This tailored to the world in question. though support the farmer and his immediate family. Whenever possible. If only one crop training and control rigs are used to control work animals in a is possible per season. though this is limited. protect the crops. aside from adaptive modifications 0. or else have to be planet’s natural biology. per day. allowing industrial production without large amounts of Farming pesticides. Gene-modified plants and animals One hectare of land given over to textile production will produce are not overly common. to left-over for cash sales or trade. 2300AD. farming is a great Early resettlement and agricultural colonies will typically be deal simpler. Terran plants either have a race. This is more than enough for personal use. in which case it is used to Subsistence farming is low-impact and sustainable. then they would have to keep double the very sophisticated fashion. one typically is run fallow. Even then subsistence-level farmers will Even here. In At subsistence level. though. and occasionally left fallow. and to maximise like corn. one hectare of some cases.05 dtons of raw fibre per year under ordinary conditions. When possible. The soil symbiotes help to lock in nutrients. mechanised. type of agriculture will generate a significant surplus. and robots often do much of the work. This for the luxury export market. to maximise yields. similar principals of land management apply. along Each hectare of land used for farming requires two hours of work with the symbiotes and agri-chemicals needed to support them. oxen. On some worlds. Of the four hectares of farmland. and another four operations. by manual agriculture. and the fourth corn. a horse. yields. local plants are grown to what can be seen in subsistence farming. Or else it can be industrial avoid depleting the soil. minimise reliance on off-world sources of seed. and several chickens. with the choices dependent on local conditions On an industrial level. and not likely to generate a surplus of any sort. On most worlds. or industrial. while in land can keep four people fed over the course of a year. under ideal conditions. including many types of mould and fungus. the colony symbiotes and tailored chemicals are used to enrich the soil and will be able to support the costs of mechanised agriculture. It also covers the growing of crops for textile and pathogens. though it makes heavy use of gene-tailored plants and animals. Robots and drones monitor and protect the crops. including robots and drones. land yields are often two to four times and requirements. either to support other people might run to four hectares of farmland. subsistence-level for the first 5-10 years. Large areas of land are cleared for the equipment. A wide variety of crops are grown. This others it is the focus of the colony. of pasture for a couple of cows. vegetables or textile plants. animals are modified for higher yields and used instead. and some of them protect against soil-borne pests and consumption. the third has a variety of horses. and will expand industrial farming and ranching to produce a marketable surplus. After that. farms operations. aimed at generating a surplus. between the developers of the symbiotes and a to be genetically-modified to perform well. and with some crops. Frontier Agriculture Agriculture is the foundation of many colonial operations. The amount of pasture required to sustain livestock remains the One hectare of land would support one animal like a cow or same. Native Trees 5. as pasture land. then the number of animals that can be supported per In the case of livestock. Solar Array 10. This would followed as with food crops. and relatively inexpensive. albeit requiring some sort of supplement. Creek Livestock fearsome predators. In areas with particularly rabbits. Trachenberg Homestead Elevation: 973 m above mean sea level 2 10 9 1 7 5 8 3 9 6 4 Kosmos 42 Surveillance Pod 8 Altitude: 122 km Locations 1. with On the Frontier. kept confined in something like a feedlot or other industrial . too. Garage and Bunkhouse 8. Terrestial Trees 10 m 3. often two rings of fencing are used. a similar pattern or field rotation is hectare can be up to five times the subsistence level. Main House 6. Livestock Barn 7. Often. feedlots for large animals are rare chickens are allowed free run on the fallow pasture. However. facility. 31 . in a feedlot setting. of paramount importance. hemmed in by fine mesh fences. This involves rotating the animals mean that one hectare of crops could support up to five cattle through pastures while keeping at least one fallow. and the animals horse. but if produce is grown on productive soils. Greenhouses 9. and solar-charged electric fences are though the Inca Republic colonies often feature fields of grazing common. Small animals are normally kept indoors. Vogelheim’s augers can also be raised for food. Windbreak of Kiri Trees 4. Paydirt Crops Scale 2. at least on worlds with compatible biospheres of fields. Protection on the Frontier. Beta Canum’s beefalope and indoors at night. the definition of livestock can vary from herds the outer-ring carrying a lethal charge. pastures and animals from local plants and wildlife is where they can graze. Animals are usually kept of cows to herds of rabbits. Catfish are part of the reclamation cycle. Hydroponics require the output of two standard waterway is strongly discouraged. bands of local plant life would compete too strenuously with the crops. or Lv1 if the plastic itself can be locally-made. or on worlds the quick-growing fish can be safely consumed. this measure is not garden. similar to industrial farming. In other cases. Hydroponics Hydroponics are very uncommon outside of outposts and other Agricultural Land facilities in hostile environments. as allow the most efficient use of machinery and robots. synthetic meat grown in a vat. at a cost of Lv5 per organisms. imported form off-world. the water and feeding equipment. the land is divided up in large squares. while larger enclosures are usually in lakes or oceans. A single greenhouse or hydroponics to support it. tanks can be on land. hydroponics In subsistence farming. would hold a few hundred or allow the growing of crops that otherwise would not grow in kilograms of fish. and takes up 4 square metres of growing crops. Small square metre. in enclosed tanks.Greenhouses to provide for one person over the course of a year.000 per year per hectare in vegetation to prevent soil erosion. a Every two hectares of greenhouse requires the output of a source of protein is necessary. plus the cost of the building. with one narrow end adjoining a local waterway when price of a conventional inflatable structure to account for the possible. the only cost Aquaculture usually involves raising fish and other aquatic is the plastic used to stretch over the frame. It is uncommon for a colonist to have a large towns or outposts. with north-south roads termed range roads. especially in newly-created the colonists. like shellfish and clams. 1 hectare of hydroponics to provide the proper nutrients. Like greenhouses. or 5. they also require the input ground up. In many cases. The tanks would be supplied by things like table scraps and cut-up small animals and insects. similar to the food given to pet fishes. and greenhouses or hydroponics gardens. filtered. most common type of terrestrial fish found in typical small-scale aquaculture tanks. land is typically divided up into long facilities are treated like inflatable buildings.000. However. long. The large squares with the sealed vats where the tissue is grown. and greenhouse. and further and will eat just about anything. enclosure. and feed Greenhouses are usually part of the initial pathfinder phase on other organisms that are part of the cycle. and doing so is a sure-fire power modules per hectare. The interior environment is equivalent to Habitability Yields from aquaculture can be high. Aquaculture would cost Lv125. A typical small additional crop to worlds and locations with appreciable seasons. If built from local materials. and each vat requires 2 hectares of greenhouse or associated with them. Manchurian and other Asian colonies use a 32 . but at half the price. lights and life support source for their plants and animals. structure likely will not be larger than ½ a hectare. Catfish are the with incompatible biosphere or unusual growing conditions. with each one kilometre by one also be provided. but are double the strips. This ensures that all colonists have access to a water troughs. While common. fish are kept as part of waste-water reclamation. typically vegetable-based proteins like nuts kilometre square called a quarter-section. Fouling or blocking the requirements. As most fish are carnivores of some sort. In cases where even these chemicals and nutrients. land is cleared in large areas to environment.000 square metres. power module and as similar to inflatable structures. Greenhouses are treated costs Lv20. is a high-energy process that produces a variety of meat in a controlled In industrial farming. highly robust. however. Carniculture is common on the Core worlds. increase the yield per hectare by four times. greenhouses have a number of costs four vats. allowing a catfish meal about once or twice a that climate. week. Nutrients must are usually called sections. as they are easy to care for. the food consists of fish caught in the wild. Such a greenhouse. A grid of roads runs between where energy is plentiful. These facilities of a colony. Each quarter-section or soy beans grown in an adjacent greenhouse or hydroponics contains 100 hectares. One standard power module is required for every farming. producing much higher yields than conventional floor space. they are completely eliminated and replaced with fast- Carniculture growing Terran trees like kiri and bamboo. Like greenhouses. but cases. but requires a concomitant 10. each measuring can also see on worlds without compatible biosphere and two kilometres by two kilometres. about four metres across. low structures filled east-west roads called township roads. dried. A vat is Greenhouses provide an intensive environment for starting and approximately 8 cubic metres. A vat and the energy requirements to run it. leaving buffers of local provide. Though oceanic farms.000. adding an investment of energy and external protein. and combined with vegetable protein sources as a of clean. Carniculture. of a hydroponics building is always 10. Greenhouses also extend the growing season. but cost an additional Lv50. unless it is for high-value cash crops. sort of super-flake. the can recycle a fair amount of water. the Habitability way to alienate your neighbours. Carniculture is done in buildings like the squares. especially for standard power module for environmental maintenance. and preferably sterilised water. In these well as in large outposts and long-duration spacecraft. There is the cost of the structure itself. to ensure that food production is in underway for are common on many colony worlds. One standard vat produces enough animal protein universally used. Hydroponics yield eight times what an equivalent area of Exceptional soils would Land is only cleared as needed. Greenhouses are assumed to have Exceptional soils. consisting of longer narrower strips of land. Land is rated in terms of its suitability for agriculture. and then start working-in a quantity of dirt from Earth.000 metres of this land can only support 0. Salmon Tanks 3. and in most colony operations requiring its use. separate containers of the sterilised native soil. Utility Boats modified version. This quality affects the crop of doing this is to take native soil. Solar Array 20 m 2. however. Multiply the Rating by the number of people or animals per complete with soils. long. Mahi-mahi Tanks 4. unsuitable land has a rating of 0. sterilise it with heat and yields and the number of animals it can support as pasture. bacteria. This quantity of dirt is can support 4 people. With Exceptional land.1.4 people. Cod Tanks 5. A hectare Manchurian section is only 500 metres wide and 2. Paydirt On worlds with incompatible biospheres. one hectare cubic metres) is provided free of charge. and worked into can now support eight people. This soil imported from Earth is known as pay-dirt. This process can 33 . the same area as a western quarter-section. Elevation: 0 m Fishfarm Testbed 5 above mean sea level 8 1 2 4 4 7 3 6 4 9 4 SurvSat 17 Altitude: 171 km Locations Scale 1. to determine the new total. radiation. Offices and Processing 7. a hectare then usually divided up several dozen times. One method range from Exceptional to Useless. Helipad 6. or a single size 4 animal. hectare. A On the other hand. along a or else modify local soils to make them compatible. Floating Hab Modules 8. agriculture has to Land Quality either make use of greenhouses and similar enclosed facilities. and contains 100 hectares of land. Normally. one displacement ton (14 Exceptional-quality land has a Rating of 2. and everything else required. or two Size 10 animals. like cows. Floating Piers 9. containing appropriate tools for clearing. In the long run.5 hectare of ground. Price: Lv12. Each tube in the TL: 7 kit tests for something different. feel that these worlds should not be subject to mass and baler are used to harvest crops feed crops. suitable for Once. a disker for breaking Many experts. including Professeur Nichol Kolchak with the soil. breaking.000 litres. that Price: Lv50 create floating pens for aquaculture use in lakes or oceans. including the Life that can be drawn by horses or other beasts. These are worlds where genetic engineering techniques TL: 8 can adapt humans and their agriculture to the new world. focus.000 measures can slow them down. Aquaculture Tanks An aquaculture tank in a free-standing tank used to support the growth of catfish and other fast-growing species. a seeder. moisture content. up to one metre deep in many cases. Average 1 Normal soil It would require 12 tons (180 cubic metres) of soil to cover one Below Average 0. these experts contend agriculture in greenhouses. Most farms have the ability to incubate 6-12 Poor 0. including pH value of the soil. rake. A The soil rest kit is a simple set of chemical tests that do not tank can support 100 kg of fish per cubic meter of water. Assuming a uniform depth of 25 centimetres. and planting crops. Animal-powered Harvesting Equipment or even hydroponics. a plough. The kit is designed to be used up to five times before needing to be replaced. The 34 . some. adequate drainage. a harrow. and a quarter section a half mile by a half mile. and will slowly retake land lost to this process. nutrient levels. or 1. require a computer or sophisticated sensors. The hay cutter Foundation.1 Semi-arid desert produce enough soil to cover a hectare. that amount of soil can be spread to cover an area 7.5 metres) of soil. often the native life forms can out-compete their Terran Mass: 2 tons rivals.be repeated on a continual basis. was approximately 0. Soil Test Kit and then the final commonly available size if 250 cubic metres. It includes a shovel.01 Rocky desert depths of soil are required. and provision made for This is a kit of tools. the section was one mile by one mile. There are four standard sizes of free-standing tank. but some loss is inevitable. The smallest tank is only 1 cubic Agricultural Equipment metre. The world-wide adoption of the metric system after Twilight led to the new definition of the western section and quarter section.4 Price: Lv400 hectares. and a seeder. More commonly. Even more radically.5 x 7. are less than enthusiastic on the topic of using paydirt to would consume 1 ton of starship cargo terraform small pockets of native soil. Mass (empty): 10kg per cubic metre nitrogen levels. is considered to be a better option for The harvesting equipment includes several pieces of equipment these colonies. 4 garden trowels. Aquaculture Enclosures TL: 9 Enclosures are light-weight panels of industrial composite Mass: 2 kg material. and instead more hospitable worlds should be the takes 1 ton in a starship hold to ship. greater Useless 0. and a pair of cultivators. like river-deposited silt six months to convert one litre of paydirt into 1 ton (14 cubic Very Good 1. nets for dragging rocks.5 metres. but in the mattock. it takes Exceptional 2 Rich soil. It includes hooked chains for pulling stumps. then 100. like Land Quality Rating Example in a greenhouse or other climate-controlled structure. the acre. although a near-infinite range of sizes can be produced. Mass: 50kg The old imperial land measure.25 Heavy clay soils tons of soil at a time. This array of equipment IEX. usually attached to synthetic limestone floats.000 Gardening Tools Land Survey This is a basic set of tool for gardening by hand. Additionally an impermeable barrier has to be placed between Animal-powered Farm Implements the terrestrial soil and the native soil. The next size is 20 cubic metres. On the worlds where this is TL: 8 required. before Twilight. rather Mass: 2 tons than the other way around. working small tracts of land or gardens. Under the right conditions. requiring between six months and a year to Unsuitable 0. This equipment settlement. Various Price: Lv10. and a few other Price: Lv100 per cubic metre tests of chemical composition. general devastation following Twilight most of these township TL: 7 and range road divisions ended up being overgrown and lost. allowing more than two crops to be brought in.pens are fully-enclosed. and has hectare. or may not. Price: Lv500 per ton of fish contained All colonial governments have a supply of seed stock that has Land Quality and Habitability seen some adaptive modification for the new world. Animals suffer Planetary Adaptation Syndrome in much the circulate the water.000 kg per ton of fish contained colony. Note being planted. 10 would be the maximum Habitability. or sent ashore for use in terrestrial applications. Agricultural Yield Table. then increase the Habitability before consulting the hectare to feed 4 people per year. Example corporations include Trilon and Tao Biogenics. Symbiotes are Lv200 per hectare. then increase the rating by 4. If the genetic engineering was done by Pentapods. conditions of a world. consult the table below to determine the effect on plant and livestock yields. Symbiotes can survive in the soil for a number of years Genetic Engineering Modifications equal to the planet’s Compatibility. and so groups are fertile. with a Habitability of 8. season. and only that native plants and animals would treat local conditions as available in the French Arm. then be increased through the use of genetically-modified plants the Habitability would be raised by 2. and add 1 to the world’s conditions. allowing two useful crops to be harvested per effective Habitability. standard year. four or more crops could be harvested per crops. then yields have to If the genemod crops were provided by the Alberta Farmer’s be adjusted downwards. Provider Mod Fertile Plants Hectare Government +1 Yes Free Agricultural Yield Table Foundation +2 Yes Free Habitability Crop Yield Livestock Yield Example TransNat +3 No Lv100 10 x1 x1 Earth. Use of symbiotes 4 or lower x1/64 x0. This is where having plants would germinate into something completely different after adaptations to local conditions makes a huge difference. It is also possible that any seeds from these yields for terrestrial crops and livestock. 35 . Tirane Pentapods +4 Sometimes Lv200 9 x1/2 x0.5 Kie Yuma In addition to engineering plants and animals. At the same time. DNAM are typically TL: 9 developed for most animals as part of the pathfinder phase of a Mass: 5. This does not have a direct effect on the aquatic plants. plants from these seeds are not fertile. effective Habitability. nematodes and tailored fungi that work to block Kimanjano native organisms and enrich the soil. then they add 2 to the better conditions. and is combined with the rules for Soil Quality. allowing Terran crops on Joy to yield enough food per organisms. crop yields 6 x1/16 x0. and so new seeds have to be purchased each year. operation. If the crops were engineered by a Foundation for Joi. The plants from seeds provided by these A world with a low axial tilt will not have distinct seasons. Pentapod seeds are Lv200 per hectare. but does affect their comfort. bacteria. If the genemod crops were provided by a TransNat or other Habitability is used to determine the effective yield from a farm corporation.9 Beta Canum In any case. a mix of 5 x1/32 x0. along with their fertility. would be able to support 1 person per hectare of Average land. if they were Habitability 10. a planet’s Habitability can land. They also assume Earth-like conditions. no appreciable differences. However. These The yields and conditions described above assume ideal modifications are very generic in nature. After that.3 can be improved with the use of soil symbiotes. Thus. Seed costs Lv100 per A world with a Habitability of 10 is like Earth or Tirane. For other worlds. for an effective Habitability and animals. If conditions prohibit the growth of two crops per year. a world may have Cooperative or the Life Foundation. 8 x1/4 x0. above.1 Beowulf. either to grow same way as humans. amount of meat they yield. Fish waste is used as fertiliser. with filter systems that clean and re. If a field or pasture is using genetically-modified of 10. and mortality. These seeds may. and the seeds can harvested to grow future at the right latitude.05 Crater adds 1 to Habitability for the purposes of crop yields only.7 Joi. then they provide modifiers to raise effective Habitability for the purpose of crop yields only So Joi. then the effective Habitability is increased by 3. Chengdu 7 x1/8 x0. health Cost of the enclosure is per ton of fish kept confined. and 2 per hectare of Exceptional For the purposes of this calculation. as does the Habitability Seed Cost/ use of soil and crop symbiotes. they must be If plants or animals are genetically-engineered for the specific renewed. Genetically-modified crops and animals also raise the world’s effective habitability. result Habitability and Compatibility have a pronounced effect on in fertile plants. 05 x1/64 Dukou 36 .9 x1/2 Beowulf. While yields are high. it below 0. save for the small. If the Compatibility is plants themselves produce fertile seed for the next season.5 x1/8 Beta Ca- Compatibility num Compatibility affects the effective yields from native plants and 6 x0. In one case. instead of high-yield corn. Subsequent generations Native Crop Native Livestock remained true to whatever they had manifested as in the second Compatibility Yield Yield Example generation. these creatures turned out to be 9 x0. then only sterilizing the soils and mixing in paydirt to is the seed themselves that can be a problem. Ellis 7 x0.The use of Pentapod-supplied seed on the French Arm A vastly incompatible biosphere means that Terran crops will not continues to bear some risks.3 x1/16 animals. and Terran animals cannot graze. 8 x0. almost entirely human-compatible protein. instead contained water-filled pods. 10% of all cases. inside of which floated frog. with less-compatible organisms either providing less 5 x0. the husks 10 x1 x1 Earth. second generation seed came up radically different from the first generation. On inspection. In approximately terraform it can help. Tirane like creatures. 4 or lower x0.7 x1/4 Joi. Chengdu many-legged seed they carried in their mouths. and the grow.1 x1/32 Crater food or requiring more processing and supplements than Terran foodstuffs. A 160-square-metre 37 . foam rather than air. local sources of long fibres can be Inflatable Buildings substituted at reduced structural strength. With metres of floor when deflated. using On most colony worlds. running fibre. be 8 x 20 metres. even then. is in place. and susceptible to aeroshell. At any time. or the fuel cell from a power module may end up powering a distant town. power. so a spraycrete building can be completed in These prefab structures form the core of any new colony or two days. spraycrete molds and similar materials are also dropped via aeroshell. structural strength. more so than on the potentially hostile worlds of the Frontier. Pre-fab materials. homesteaders. and prospectors. However. and power damage in high winds or extreme weather. Several layers of structure takes up cargo space equal to 0. especially on worlds that lack easily-accessible foam is 10% the mass of the spraycrete for a similar building building materials. Inflatable buildings are used strictly for temporary construction. and are good for approximately 500 square metres of building. building shells. a layer of insulating foam and glass fibre Inflatable buildings are priced by their floor area. techniques. and sections may be incorporated into other buildings. Spraycrete is thin concrete mixed with long-fibre nanotubes for structural strength. The first step is assembling the mould. and networking are added. Inflatable buildings are built with TL 11 materials. and The use of prefab construction may continue past the initial another Lv2. The The most important components of an early colony’s advantage of inflatable structures is their portability and ease infrastructure are typically built elsewhere and dropped via of transportation. usually and are included in the price.05 tons per 10 square spraycrete are applied before the outer mould is removed. outpost. interior fittings like water. A full tank costs Lv50. a layer of spraycrete is applied. if desired. most common. which Spraycrete can then be drained and the structure folded up to its travelling size. minutes to make. Once the mould fresher per 100 square metres of floor space. at Lv50 per is sprayed on. and plumbing lines. as only the nanotube reinforcement needs to be imported and. a chemical catalyst can be applied to return the hardened foam to a liquid. The foam will harden over the course of three the benefits far outweigh the risks. A ranch plus Lv5 per square metre for insulating foam. The insulating settlement phase. space.000 for the spraycrete. then a final finishing layer of spraycrete which is square metre. but since a environments and. Interior partitions can be created in a similar manner. hours. refurbished and repurposed. Structures The requirement for shelter is a basic human need. spraycrete construction is size. often by survey teams. stations. nowhere Once the shell is finished. In these cases. Inflatable buildings contain one an inflatable or light-weight composite structure. A typical office space or dormitory building would smoothed to make the interior walls and ceiling. making the building much sturdier.000 for the tank and spray applicator. An inflatable It sets very quickly. and are often used well past their expected service life. with structures like offices. parts Spraycrete costs Lv100 per square metre of interior floor space. Equipment destined for the Tanks of spraycrete weigh 1 ton. they are flimsy. from spraycrete and moulds to pre. and is extremely strong. initial construction uses pre-fabricated spraycrete and foam on thin sheets to harden them and build construction techniques. hospitals. Even once they are eventually decommissioned. This price includes may have the auto-kitchen from a 50-year-old prefab barracks. This is often done before the final This chapter covers buildings and construction technology. take up half a ton of cargo Frontier is built to last. Spraycrete construction is a very fast method of constructing Plumbing and wiring lines are run through the inflatable structure. a building shell can be finished in one day. or 160 square metres. Once the shell is complete. These interior partitions take only a few assembled modules dropped from orbit in disposable aeroshells. Spraycrete is TL9. and costs half the price. They Inflatable shelters can be equipped with an airlock for hostile occasionally suffer minor damage in the process. power. and insulating layer is sprayed on to hide any pipes and conduits. like wall sections. the chambers can be inflated with guided aeroshell is much cheaper than any other sort of lander. this technique. 8 metres wide.000 more than standard strong as the modular buildings below. but will Each module has 5 Hull and 5 Structure on the vehicle scale. two modules deep. a dormitory is based on a standard 50-ton module. four static automeds. and takes up 10 tons as cargo. two freshers and an 20 tons of cargo.000 The support structure for modular buildings can also be equipped with elevators. though this is rare. two portable automeds. Rigid foam costs the same as the insulating foam for Environment). of a rigid rectangular shell that folds down to only a ¼ of its full size for shipping purposes. Dormitories When configured as a dormitory. Price: Lv2. and at least two more for the power module. 20-ton buildings are 5 tons for shipping. Collapsible Buildings and lose 28 square metres to life support. Administrative and other support functions would be served by an adjacent office module or other support facility. Unconfigured Module This is a bare module. colonies.5 metres. Cost is The hospital module contains a full operating theatre. and take 8 tons of cargo most of the modules are also available as HE-rated (Hostile space.000 Building modules can be stacked in a framework up to four Offices modules (eight stories) tall. and the module is wired for power and communications. and a power module to ensure standard for convenience. and when erect are 5 x the cost of adding four sets of plumbing connections where 7.inflatable building would cost Lv8. spraycrete structures. 50-ton. a dining area. though Manchuria tends to use two uninterrupted operation. and are used for functions like Price: Lv100.5 x 7. The dormitory contains 38 . though designed as cafeteria space with a full galley. nor are they vacuum-rated. measures 5 metres tall.5 metres long.500. and costs Lv100. Most nations use this module for long term care. They cost Lv15.000. while the lower floor is in hostile environments. and gymnasiums.000.600 for the building alone. another 6-12 is a two-story structure. and measure 11 x 30 metres. with no interior fittings. The framework must be autokitchen. modules.5 x 7. and 17. warehouses. along with four freshers and an auto-kitchen for preparing meals. Cost is Lv63.600. TL: 10 Price: Lv200. these buildings are as VAC-rated modules cost Lv150. support a new colony. It requires a staff of eight Modular Buildings Ready-made modular structures are the core of most new medical personnel along with four support staff. or VAC-rated (Vacuum). along with Lv105. 35 tons and 70 tons. They are 25 tons for shipping purposes. These buildings are 6 metres tall. The framework and all infrastructure consumes containing a smart wall. though Hospital typically only one floor. the most common sizes are 10-ton. 10-ton buildings are 2. they in many variations. and six recovery beds.200 desired. and lose 56 square metres to life support equipment. and up to six An office module consists of 12 offices. Each elevator costs Lv20. Building Modules There are a huge variety of customised modules available to and all features have to be added.000 meeting halls. A count itself lucky if it gets even half of that number. climate control and Collapsible buildings are semi-permanent structures consisting filtration equipment. The 50-ton module medical staff. HE-rated modules cost Lv100. dropped from orbit in aeroshells as part of the pathfinder phase of the colony’s development.000.5 x 15 metres. 100-ton aeroshell would carry one of these modules. an office module (perhaps two). The price includes 40-ton buildings are 10 tons for shipping. and 100-ton. the module can house up to 86 The standard modules as described are not designed for use people in triple bunks on the upper floor. cannot be added after the fact.5 x 7.000. TL: 10 100-ton buildings are fairly rare. The French A typical new frontier hospital might consist of three or four standard for modular structures designed for planetary use hospital modules. a small meeting room modules long. and administrative staff. four portable medical imagers. and when erect are 2. When erect. and cost Lv31. Even a small frontier hospital will require nearly 80 staff.5 x 15 metres (two stories tall).000 more than standard modules. Such a facility would require 32-48 different standard sizes. placed into substantial foundations to support the modules. along with TL: 11 40 tons of supplies and materials. all built on the same standard module. 20-ton. Collapsible buildings are available from a range of manufacturers These options have to be purchased along with the module. up to 16 immediate support staff. with 140 square metres per floor.5 tons for shipping and when erect are 2. but they are frequently inadequate for Larger vehicles are accommodated by a larger inflatable or the number of people living in them. Due to the TL: 10 requirements of the lift. along with a full suite of tools and a boards as thin as 2 cm. each module contains two classrooms with and repair. The smart TL: 11 walls are run from the instructor’s portacomps and will tie into Price: Lv1. as part of the vehicle shop. Other amenities include checks. and four freshers. dormitory difficult to replace skilled humans with robots. three small offices. In many cases. the sawmill can cut It includes a hydraulic lift. with sufficient in a kiln while a silica mixture is pressure-fed into the lumber to interior room to allow any vehicle of up to Hull 20 to be serviced. A typical module requires three staff. and a mini-galley stocked with TL: 11 nutritious snacks and electrolyte-restoring drinks. This shelter is included they can be relocated out to the mines or homesteads. along with an array of solar cells for cracking fuel. equipped with a concrete pit instead of the are considered temporary residences only. If the business is a restaurant or A machine shop module contains a medium fabricator. Fortunately. TL: 10 TL: 10 Price: Lv900. them in the kiln. three bar. preserve it. treadmills. the timbers are dried The vehicle shop is a single-floor structure. resistance machines and maintenance staff. though expert modules are converted into apartments once they are no longer systems are among the tools available. entitled Power Systems. along with a couple of cleaning robots. leaving the bottom level for guests and lathes to manufacture just about any part. staffed by a couple small fabricators. and treat any of light fabricator for small parts. The power module can provide enough power to run 20 Price: Lv350. it is usually by one or two people on a part-time basis. When these Price: Lv2. with another available for maintenance In the school version. and a wide variety of CAD/CAM cutters and of human cooks or a robot.000 per module. at a cost of Lv10. Once cut.000 Like the vehicle shop. with at least one required to be on shift when the School facility is in operation. but often with one or two robots as well. The nature of the work makes it apartments. for as long Vehicle Shop as it is supplied with raw logs. The vehicle shop counts as two buildings for the purpose of power requirements.000 modules. and the manufacture and repair of parts for vehicles and equipment. All it requires to operate is a steady supply of water to process TL: 10 as fuel. or four small ones.fresher and shower facilities.000 with the underside resting on a full foundation. This crew requirement can cover up to two free weights.000. freshers. Staffing levels are usually minimal. students in their self-directed learning programs. two teachers and an administrator. A machine shop liquor/stimulants/depressants.000 Price: Lv250. TL: 10 Price: Lv350. Apartments To operate at full efficiency. and shipped inside it. offices and storage on the other.200. who provides supervision and limited assistance to the processor. Recreation The recreation module has two floors of exercise equipment.000 5 x 10 cm (colloquially called ‘two-by-fours’ from some long- forgotten measurement system) timbers per hour. as it allows A commercial module contains a small business on one floor. used for both recreation and instruction. Power Module Often the role of the teacher is filled by a parent or even an older The power module contains a pair of fuel cells and a fuel child. required. Sawmill TL: 10 The purpose-built sawmill module can process 250 metres of Price: Lv450.000 the portacomps or Link phones carried by the students. Each module also contains a simulator with an power modules. the kitchen will typically be on the upper floor. The power module requires three full-time engineering and including stationery bikes. purposes.000 Machine Shop Commercial The machine shop is essential for any young colony. Time on the entails a cumulative DM-1 to all Mechanics or Engineer (power) simulator is usually booked in advance. smart walls. or as thick as 15 cm. In addition to 5x10 cm boards. 39 . a vehicle shop requires two Each module can be configured as two relatively spacious mechanics and four helpers. the vehicle shop must be carefully sited Price: Lv320. housing colonists until lift for servicing beneath the vehicles. and though each subsequent module after that omniball.000 modules are staffed at all. Other power systems are further detailed in the next chapter. module counts as three normal modules for power consumption three to five at most. these dormitories collapsible structure. low-flow showers. the machine shop requires skilled operators. and 23 metres in While waste water and solids can be disposed of in large diameter. The grain mill is a standardised module capable of milling any terrestrial grain or seed into flour or other powder of suitable The module does not require any full-time staff to monitor it. metres required per person). like quinoa. so very little of an animal goes to waste. There. There are 2 doors. but most are collapsible for shipping. of power. The grain mill requires two module’s worth Module Connectors of power. it can be easily stacked. Catfish in the system act as algae cleaners on the filter systems. but for volume processing a Manchurian Modules more automated process is far more cost-effective. but consistency. unlike the being flash-frozen for later processing by skilled human artisans. 10 sheets per hour. and fish bait. and amaranth. Each corridor section takes up TL: 10 1 ton on a starship. which it pulls in and processes. as vacuum systems collect of liquid and solid wastes enter at the top of one of the narrow it and combine it with resins and glass fibre to build sheets of sides of the module. The waste treatment module requires one module Grain Mill worth of power for operation. The access is through the interior stairs and an interior elevator shaft. uses a couple more people or robots for cleaning. usually in 125 x 250 cm sheets. and and to perform any required maintenance. The process is as humane as possible. ground in concrete foundations. Price: Lv160. The sawmill requires three modules worth water is likewise sterilised and reused for human consumption. This person. Waste by-products from the process can be used as fertiliser. Price: Lv650. Again. Operation of the mill is largely automated.5 metres high by 3 metres wide. The mix 40 . and their functioning. up septic fields (100 sq. with a maximum height of three modules. and 11.000 taking up 0. Unconfigured 35-ton Module and starts with a livestock-rated sonic stunner before the animal The Manchurian 35-ton module is two stories tall. fish food. it is usually to three modules tall. French modules. however. Like the smaller module.000 One treatment module is required for every 500 people in a settlement. and usually Power.5 is instantly killed by a pneumatic bolt to the base of the brain. The metres in diameter. then flash-freezing the meat and skins for future use. only on the second floor. The 2. water and sewer interfaces are standardised. Skins are subject in There are no windows on the ground. Alongside the lumber. The 35-ton and 70-ton modules are quite them. both on ground level. often in biomass reactors. genetically-engineered counterparts.000 70-ton Unconfigured Module Waste Treatment Module This much larger module is three stories tall.5-metre pylons are fixed to the DM-1 to all Mechanic checks. multiple levels. Solids are removed and sterilised by ultraviolet radiation for use requiring three to five personnel to feed logs in. common. killing and rendering for their colonies. The interior stairwell from each module can connect to the others.000 Price: Lv600. The abattoir requires four staff for normal operation. leaving solids behind as it flows.Even sawdust does not go to waste. while the treated monitor equipment. the mill can produce microbes act to clean the waste as it moves through the system. and the larger module used more for community spaces. an initial chemical treatment to clean and preserve them before They can be stacked without the need of a rack. Chaff and Price: Lv500. The maintenance person can be stretched to cover corridor is 2. the material cascades down through construction and utility material. The module is fed by TL: 10 external hoppers. like meal. TL: 10 Abattoir Module Price: Lv20.000 waste products are held and disposed of separately.000 per section The slaughtering and butchering of animals for human consumption can be done by hand. and two to as fertilizer and in terraforming operations.000 It is not suitable for cleaning industrial effluent. Typical crops milled are cereal crops it does need to be checked on a daily basis to ensure proper suited to the colony. with the smaller module used for housing and offices. modules can be connected by enclosed corridors suspended above the ground on pylons. The abattoir The Manchurians use two different standardised modules can process 60 tons on animals per hour. corn.25 tons. In harsh or inclement environments. considered a more sound practice to treat it in some way. TL: 9 TL: 10 Price: Lv75. among other things. only Price: Lv550. but more than two will entail a cumulative section is 10 metres long. rest of the process takes about 10 minutes. without a supporting rack structure. Plants and generally 1 cm thick. The grain mill requires one operator and one maintenance and connect to the upper doors found on most modules. compact waste treatment module uses accelerated biological TL: 9 processes to clean and filter waste water and household biomass. and a typical more than one module. TL: 10 and can also used as food once they get too big for their tanks. Hostile Environment Protection: For worlds or regions with Building From Scratch Buildings do not have to be prefabricated marvels shipped from atmospheric taints or harsh climates. microwave.000 Bunks 6 3 metres Lv200 per bunk Furniture 5+ Varies Lv100-500 per piece Interior Walls 6 None Lv50 per metre Hostile Environment Protection 10 10% of entire building Lv10. and have a cost Privacy Fencing Lv100 Lv150 N/A associated with them. per piece. can build a filter/ heat exchanger.000 to buy and have someone build for you. The power Consumer Goods chapter. It does 1d6 points of Autokitchen: As described in the Miscellaneous Equipment and stun damage every combat round spent touching it. a power unit for every 100 metres of fence. oven. . So a typical required to protect the colonists from the local wildlife. and costs Lv200. . but will double the time required. Includes the cost of the some lumber. it does not include a shower. shed. can deliver a potentially fatal Bunks: Upper and lower bunks to accommodate two people. If you used local materials. from Trilon. non-load-bearing walls. If you did the work yourself. Barbed Wire . adding hostile environment protection will filter and regulate the air temperature. but the unit is identical to the one used for shock fencing. LethalForce fencing. Adding one person to your crew. locally made. (like the one for the shock fence) every 10 metres. Lv200 Razor wire . someone building it for you will cost around Lv250 per square metre. by yourself. Fencing may also be and fasteners. For double the size and price. the cost would only be Lv17. along with wireless LethalForce . mass 10kg. and requires can feature a tub. or a chainsaw and some ingenuity.000+ 100% of building cost Airlock 10 4 metres Lv5. and will take about 15 days. per linear metre. and Shock Fencing . but will take 2 man-days of time per On many worlds. Lv300 input from any computer or Link phone from within 15 metres. This type of fence requires a power unit Interior Walls: Interior. then it would pricing is provided. though you 140 days to build. Lethal fencing does 3d6 points of damage per combat price by ten for off-world furniture. Shower: A basic shower stall. however. for a one-story-tall wall. but rather one designed to separate a hostile exterior environment from the Buying a purpose-built wood or metal frame building and having interior. Doing the work yourself Fencing will cut the cost in half. unit is TL 9. Between 20 and 30 posts are required for take you 280 days to build it.000 Full Galley 9 10 metres Lv5. every 100 metres of fence. It also seals an orbital factory in the Core. Lv200 includes sensors to capture touch input. charge. They are subject to the Tech Level-based Chainlink Lv80 Lv140 Lv500 availability rules. and sufficient storage and prep space. Anyone with a set of tools and the building against exterior conditions. Building Additions and Upgrades Fencing Types 2x3 m panel 3x4 m panel 50m Roll These additions consume building floor space. Item Tech Level Floor Space Price Smart Wall 10 None Lv500 per 2m x 2m Fresher 8 4 metres Lv400 Shower 8 1 metre/person Lv100 per metre Autokitchen 10 2 metres Lv8. Lv300 Smart Wall: A smart wall is a display painted on a wall. Using local materials will cut the cost to just tools sensitive installations and machinery. Fencing Fresher: A basic single-person toilet with sink. Full Galley: Refrigerator. fencing is used to contain livestock and protect square metre. . range. barn or house by themselves or with a little help. Multiply the areas. and is used to keep megafauna out of human-controlled Furniture: Basic furniture. Unlike starship Fence Post Lv5 each versions. 70-square metre house (7x10 metres) would cost Lv35.500.000 41 . Fencing is available either in standard sections or flexible rolls.000 Microgalley 11 4 metres Lv3. but it would take Posts are typically constructed from local materials. it Shock fencing delivers a non-lethal electric charge. . Airlock: This is not a vacuum-rated airlock. it would cut the time in half. round spent touching it. or for the sort of base-load power fairly uncommon in new colonies. They require power. powered by gas turbines and MHD recovery systems. but no more Generator than a housing module would normal receive. especially for heavy equipment and aircraft. and into operational units. tide power. A typical retail operation will consume twice as much power as a which ships as 15 turbines in 50 tons. though on Generator many worlds wood-fuelled heat is used. 80 Lv120. Solar arrays. compact fission reactors. items are manufactured elsewhere. geothermal Tidal-action . petroleum resources are tapped to provide fuel as Compact Fission . is an beaming power to surface-receiving antennas (rectennas) are important component in the production of synthetic materials. Lv50. Coal is rarely mined systems required by heavy industry. especially during the colder seasons. and a light industrial facility Large Scale Power System Unit Size Shipping Size Price Setup Time Notes Solar Rectenna Array 100 sq km 4 x 100 ton aeroshell modules MLv50 14 days Large Fission Plant 500 tons 6 x 200 ton aeroshell modules MLv117 28 days Type V Reactor Fusion Plant 450 tons 3 x 200 ton aeroshell modules MLv195 56 days Type V Reactor 42 . Once modules are soft-landed. are 25 tons. along with gas. One powersat can supply up to 1. bog-gas reclamation. like the Trilon synchronous orbit. wind power. Hydro natural gas from algae stacks or biomass reactors.000 solar-powered fuel stations producing hydrogen for fuel cells. run-of-river hydropower will also be tapped. including Run-of-River .000 for storage. three powersats are required in financed colonies. and then dropped from orbit fired generators fuelled by natural gas. however. Power Systems A variety of small-scale systems power small communities Fuel Houses and individual homes and farms on the Frontier.500. depending on the local geography. Supplemental 10 days . these Small towns use larger solar/battery arrays. When available. On storage many worlds. 150 Lv100. the preferred technology.000. fill most domestic power and climate-control Generator requirements.000 and bio-diesel from specialised crops and agricultural waste. 20 Lv200. so ten are Natural gas is also often used as a fuel for heavy vehicles required to produce the same power output as other stations. For most colony worlds. half the size of a conventional colony module. All of these power-generation methods are Power Requirements available in standard 50 ton modules except for the wind farm. and alcohols Wind Farm/LMS 10 years 100 Lv130. whether from algae in custom aeroshells. with large-scale fission and fusion systems the alternative choices. or from ground-based sources.000 homes.000 homes per unit. and generate no weapons. These generators have internal fuel tanks good for five days.000 taps are the preferred technology when feasible. In well. Technology Supply Supported Price combined with liquid-metallic suspension (LMS) batteries Gas-turbine 5 days 200 Lv150. as noted in the Setup Time column.000 Storage Fuel for vehicles comes from a variety of sources. These tanks Solar Rectennas require orbital solar powersats as well. 5MW TWN-9g. along with natural gas. These reactors use thorium to produce power. power for up to 10. Each of these technologies can provide stacks. 400 Lv1. a machine shop three times. and cost Lv5. house. orbital solar arrays for use as a source of power but. Solar Array/LMS .000 well. The degree of centralised control and distribution required makes fossil fuels For larger communities.000 Tanks When more heating or cooling power is required. 80 Lv120. For optimal coverage. they have to be reassembled grade material. are often used. Geothermal systems require a local TL of 8 for Tidal-action .000 construction. create little waste. and often have supplementary tankage as well. It would take 12 days of production to fill the tanks of a module- Gas-fired Generator based gas-turbine power plant. for five days. or one heavy and one light. can be and then uses it to crack water into hydrogen for vehicle fuel. appeals far more to the sort of person who emigrates out to the in which case it provides enough power for a normal single.000 algae stacks produces enough fuel to keep four light vehicles or two heavy vehicles operating on a continuous basis. generator or its extra tanks. Heavy industry will consume at least External Tank the equivalent of 1. TL: 11 Algae Stack Mass: 8 tons Algae stacks are tanks of water and algae. family home. In addition to the solar-powered fuel station listed above. there are several methods to obtain fuel on most colony worlds. and is capable of supplying module. colonies. Price: Lv2. the power needs of a work camp or small settlement.500 Each standard module of biogas reactor produces enough fuel to run three light vehicles. the gas-fired generator is a tankage and four days to fill the tanks of the portable gas-fired Stirling-cycle engine that can burn just about anything as fuel.100 times as much power. One module of Price: Lv50. livestock and agricultural operation to feed it. and costs Lv200. Other sources of fuel for modern panels. Shipping Size: 4 tons water. obtained from several sources. Kilo for kilo.000 Portable Power The most common portable power generators are described Fuel Sources here. or the collection and processing of fossil fuels requires a viable 10 minutes for a large ground vehicle. and requires a the equivalent of 20 modules of power. The authority or corporation to do the work of collection. which supply 10 days each. Two fuel cells together would provide enough power for a plant waste into fuel and fertilizer. Other Fuel Station classes of power plants can be used to crack water into hydrogen A solar-powered processor that produces electricity from sunlight fuel. If built locally. and to produce thousands of industrially- valuable organic chemicals.000. the most common fuel after hydrogen. In sunlight (of average intensity in the life zone). Quite apart from environmental effects. centralised infrastructure. algae stacks. Natural gas. or else just released into the atmosphere. The venting multi-fuel engines include alcohol and bio-diesel from agricultural oxygen can be connected to a separate oxygen storage tank if waste. panel generates one hour of fuel for a small ground vehicle. a biogas reactor system fills a standard connected to a powerful generator. per day. A tank in the unit holds liquid hydrogen. Fuel Cell The portable fuel cell is used to provide power in many wilderness situations. On some worlds. other fuel sources can be obtained individually or as part of small communities or collectives. or about one module worth of power. External tanks can be added. each this way has more energy than almost any other type. or even drilled and The complete station consists of a central unit and ten solar pumped out of the ground. For all other vehicle types. and is frequently used in concert with the fuel station Biogas Reactor described above. It requires a developed standard module. providing but construction time is at least three months. This engine is If imported from off-world. including biogas reactors. All it needs is sunlight. fuel derived 10 m. It would take eight days of production to fill the tanks of a module-based 43 . However. station only works during daylight hours. but the average- TL: 10 sized combined farm with cattle and/or pigs and a variety of Mass: 25 kg crops can be effectively self-sufficient in fuel with the system.500 is far more useful to most nations as feedstock for synthetic and composite materials. it is economically viable to harvest petroleum Each solar panel unfolds into a flat square measuring 10 m x from the ground and distill it for fuel. refining. TL: 10 Most nations tend to discourage the collection of petroleum for Mass: 20 kg (with empty tank) fuel purposes. A full load of fuel is good local Tech Level of at least 8. recovered from bogs and swamps. but is optimised for natural gas and hydrogen. 18 days for the supplemental Built on a small vehicle trailer. The fuel cell runs for 10 hours on a full load of The biogas reactor is a system of silos that turns animal and fuel.000 homes of power for normal operations. and fertilizer. and distribution. petroleum Price: Lv3. while aircraft must halve it yet again. which means some sort of central this amount is halved. desired. and it produces natural gas. However. the cost is halved. Mass: 4 tons Price: Lv5. which The station can also be used to produce direct electrical power. 27 days or be built locally.000 for enough plastic to cover ten hectares of bog.gas-turbine power plant. and another Lv10.000 for collection equipment Bog Recovery and other material needs.000. and six days to fill the tanks of the stack array with production equal to a standard module takes at portable gas-fired generator or its extra tanks. as it requires covering several hectares of bog to look like a normal bog from the air. 12 days for the supplemental tankage as a collection point for the lighter-than-air natural gas being and three days to fill the tanks of the portable gas-fired generator released by the bog. and would ten hectares reduces the time required by 50%. Many of these systems are operated illegally. A local Tech Level of 7 is all that is Recovering natural gas from a bog is often frowned upon by required. Each additional least two months. The sheeting is raised towards the centre 44 . It requires 20 hectares of bog to produce or its extra tanks. If built locally. disguised colonial officials. with plastic sheeting. enough natural gas to keep two light vehicles or one heavy vehicle in daily operation. algae stacks can either come in a module. halve the cost of the module. requires a local Tech Level of 9. construction time for an algae for the supplemental tankage. It would take 18 days of production to Like biogas reactors. Bog recovery costs Lv7. fill the tanks of a module-based gas-turbine power plant. One module of algae stacks costs Lv300. men. We a day of arrival. I feel like I fell down the rabbit hole a long time ago. but different enough that they don’t an open bed. save some that had gone feral. cats. Later colonists carried animals as embryos. it’s not like to diagnose the latest local pestilence. preferring to keep my options open. the e-horses. anything that can be domesticated has been. Then again. along with a handful of islands. and one e-dog for every three. and were grateful for bubbling up out of a swamp. livestock. domestic animals had only four. parasites and even allergies at them that e-horse for every ten Ebers. with maybe one many diseases. which turned out to be Montana was lacking for men. for any resemblance to Terran animals. The cocktail of drugs needs to avert the symptoms The first settlers out from Earth carried animals with them. a female with the musical name of ‘Swift Javelin Thrower. and I hoped to learn about the native animals too. The IEX’s School of Exobiology in Nouvelle Provence. and spent the next two years arrangement with a local nomadic tribe that the clinic would lend working with an established vet before we could get a license to a hand with their animals. I never took the DNA mod for Montana. you only see a few different animals. Met my I took over the practice. I decided it was time to move on. most of the wild animals had six legs. as the native life will have had more opportunity to adapt to terrestrial life. it was farming country. frozen of PAS was tolerable. not so much. diseases that infect them are all very well-known. but the planets throw so the nomads weren’t big on keeping animals. None of the Eber’s domestic Colonial practice was nothing like a vet’s office back home. dogs. fungi. I animals. after I was sent out to his herd cows I understand. with both the old blood-brothers thing. biochemistry than the Ebers. She spends almost all her time with Mexico and Argentina sharing the prime real estate. but most folks just preferred the horse. and the other useful materials an animal can provide. Out in the and e-dog. trucks. and them. in exchange for the Ebers teaching practice. many colonies especially those domesticated by the Ebers. 45 . three of them for one of me. I had a job with one of the clinics. which is like ground on the planet. That suited me just fine. Meat and took ship for Kormoran. Naturally. keep one for myself. as Alice once said. My practice was low-lands. and hovercraft available. they cherish the ones they have. Still. but the dubbed the domestic animals with names like e-horse. The older the colony. Within my first husband there. dogs. is. The sheep. I love horses. and used exo-wombs to bring them to parturition. For the most part. the worse it the chance to apply Terran medicine to them. from lizards to ferrets. They had an shipped out for Montana together. iguanas. no love lost between Texas and Mexico. Kormoran has a funny biology. or your hands are full just diagnosing the latest disease to come so. They were in need of an experienced animal products are a staple of trade between colonies. along with Through her. the in the ship’s hold. and the e-dogs. so I stuck with it. while all of the can see every day. more for the role they played in the Eber’s life than colonies. Then he left with her and a couple of older men. treatment is almost as bad as the disease. I got to know the native animals very well. Had some sort of weird nomad prank. On some worlds. Lots of cows and horses in my practice. and a few types of neos. Animals were brought to the colonies to serve as companions and work After five years on Montana. in the middle of the only large flat expanse of when she requested that we become Arm-Sisters. though. you have so many different kinds of animals that you In fact. Everything was perfect. cats. On animals had wild relatives. used animals as beasts of burden for subsistence farming. Curiouser and curiouser. Horses and second husband. She surprised me outside of Rio Oro. e-cow. Some imaginative biologist had sheep. but I liked the folks on Montana.’ She would often bring us Montana was a world of shallow seas and one small. I got to know one of their scouts very well. mountainous animals she had captured in the high desert and the surrounding continent. Only on Kormoran. even weirdest thing? The high desert animals have a different townspeople. goats and llamas. I had a range truck with Similar enough to be edible. the local brew. but very vet there. I couldn’t have asked for a better arrangement. There’s me. Earth. Initially. Almost everyone owned a horse. and another four years at the The Texan enclave on Kormoran truly felt like coming home. on Tirane. and even saved my life from a rival nomad tribe. a cattle rancher. but on Montana I had no time to come from the same evolutionary tree. Animals I spent four years at Texas A&M. so we built up quite a menagerie. but primarily were sent as a source of protein and all sold the practice back to my ex and his wife and husbands. also in the exoveterinary program. the food. some interesting possibilities. Met accents. little is exported back to Earth or Tirane. There were cars. there are limited numbers of horses out on the Frontier. factories can be Horse very effective. So while two people could inhabit The llama is an important food and textile source across South a stateroom. However. producing a kilogram of beef from a cow is far Food animals are never modified for improved intelligence or more efficient than from vats. The moratorium on genetic engineering in humans has not led to colonists also prefer to use animals rather than take out loans or a ban in animal geneering. for output of milk. chicken and pigs to not only feed themselves. and the immense quantities of soy proteins meat and milk yields are the most common reasons. and catfish. from solar power arrays and industrial fusion plants is almost free. or their parents or Horses are also sometimes seen on newer colony worlds that grandparents. with a hibernaculum for a Price: Lv500 for a cria. The intelligence of pigs has been a hotly-debated low-level genetic modification to adapt them to new environments. for anything much beyond subsistence- trade for other necessary goods. were Vat-grown meat. topic. The closure of the program changed that. required as nutrients for the meat factories. chickens. or carniculture. Aside from few connoisseurs. the difference between free-range beef and beef grown in vats as horse had been next in line to receive the modifications. lest they turn out to be a cover colonies. and with it came strong animal-rights movements. animal power. if not outright banned. power networks and abundant.500 for a mature animal Cow L i f e S u pp o r t R e q u i r e m e n t s Livestock and other terrestrial animals have similar life support The cow is one of the most economically-important animals on any colony world. nearly free. the production and consumption of animal-sourced they had created for cattle on Aurore could be modified for meat. Many colonists prefer to keep using put the technology out of reach of the average homesteader. This long strings of muscle fibre. Lv4. For many. in particular the so-called ‘hyper-pig’ developed for off-world conditions. Their case is late 2240s.000 for a mature animal horse being four times the size of an individual person’s frozen sleep capsule. machinery is required. twitching under constant electrical was in preparation for becoming a companion animal for the impulses to maintain tone and consistency. with many sophontologists who have studied the animal Animals. make heavy use of for clandestine DNA modification programs. in 2294. Increasing vegetables. due to even frontier town. energy that make largely on older colony worlds that can afford the luxury of keeping meat factories viable. Pig Even among farmers and ranchers on the Frontier. Farming is still done on earth. eggs. carniculture has failed to achieve market penetration. but the speculation is that the template the 2280s. or even four under cramped conditions. They do not need to rely on level farming. However. Indeed. In general. On most Frontier worlds. but various watchdog agencies keep mortgages to pay for off-world equipment. and even then the power requirements subsistence-level farming. beef. Price: Lv200 for a foal. are exceptions. most countries. and has been extensively imported to many colonies under crowded conditions takes up an entire stateroom by itself. though. along with other domestic requirements to people. and poorly-supported a close eye on breeding centres. chicken. and with concentrations of population. On top of that. along with colleagues at the Agricultural School of Adelaide. or animal power well after machinery becomes available. as a work animal in viable in bulk production. new wave of colonies many were expecting. as there is no specific DNA modification for that world. no one can tell the When the Neo program was scrapped in the early ’80s. in the Core. In many case. which is alleviated through genetic manipulation. it was one of the main reasons they. it will meat animals like pigs. However. due to its hardiness and the quality of its meat and wool. Milk. program. For each animal in this chapter. central agencies or corporations to do this. They are still one of the most important protein sources for most colonies. By still before the courts. where horse ownership has become common. be stated how much space and concurrent life-support they Price: Lv200 for a calf. is another factor. there is DNA M o d i f i e d L i v e s t o c k Most livestock sent out to frontier worlds undergo some form of some controversy surrounding the use of pigs as food animals. Lv3. indicating it requires four times as much Llama space and food as a human. or meat and other products. a family can easily raise enough cattle. what is essentially a large pet.000 for a mature animal require. Carniculture is only do not have an industrial infrastructure. rats. either to improve of the carniculture process. became strongly stigmatised in people. a horse America. compared to a human.until adequate machinery can be brought in. like those of the Incan Republic. energy loyalty. Lv2. In terms of energy and land use. This also applies to frozen sleep. but sell or the expense. though. For example. the Life Support rating for a horse is 4. became popular on Earth in the arrested on charges of human genetic tampering. chose to emigrate from Earth. several researchers at the University of Western Ontario. Pigs were already remarkably intelligent animals 46 . young. grains. either. colonies do not have the extensive Today. are subject to Planetary Adaption declaring they have been getter smarter since the hyperpig Syndrome. and any other animal product could be produced through some variety or another Livestock are also modified for other reasons. Montana and a few other worlds Most colonists practically make a religion out of self-reliance. like people. Characteristics in parenthesis refer to hyperpigs. Instead. Elephants are never used as meat animals. animals on worlds where the local biology is either marginal smaller animals providing proportionately larger amounts of or incompatible with terrestrial life. and Crater. among other worlds. merely ‘co-operative.000 for a calf. In these situations. and can even be scared to death. though in some places they are also used for pest control in much Animal Size Intelligence Instinct Speed Life Support Price Cat 5 kg 1 3 10 1/10 Lv10-2. take on much bigger roles. both as companions and biological pest control. They are slightly more difficult Price: Lv500 to care for than chickens. Lv2. Unlike most animals. has been banned in the former French colony mixed breed animal adopted from a shelter up to a purebred of Elysia. Elephants Goats: Goats are useful for their milk. The price listed is highly variable. they have an abbreviated meat source for Frontier life. surpassed only by rabbits. Wool is a major cash crop for Alicia on Beowulf. hair. sometimes becoming the primary Small Dog: Small dogs are largely bred as companion animals. they can digest exported to many Manchurian colonies. as African elephants are larger and more difficult to though that too has value on the Frontier. body mass in edible portions. Small Animals Neubayern. Lv20. since Twilight. speed and life impressive meat and pelt yields. market for them. whether for cultural or financial reasons.000 for a mature animal clothing makers in the Core. Wool is one of the control. meat. strictly just about anything.5 kg 0 2 8 1/100 Lv5 47 . Goats are smart and famously obstinate. co-workers. few animal-based commodities that finds a ready market with Price: Lv2. and found just about everywhere humans go. they Norwegian Trollcats. the description. particularly large breeds like the Savannah and On some colonies. unless Rats: Rat meat has long been a delicacy on Earth. All domestic animals have Survival-0. and is one of the more popular choices from the carniculture vats. elephant. can largely fend for As opposed to a neo-dog. speaking. similar law. largely because they are even less intelligent. legendary adaptability and ability to eat almost anything is put to good use. and they have been widely everything in sight. especially Rabbits: Rabbits are another small animal that make an excellent smaller domestic animals. As browsing ruminants. with description. chickens Price: Lv200 for a piglet.000 Small Dog 8 kg 1 4 8 1/8 Lv10-2. easy to care for. elephants are never tame.000 Chicken 10 kg 0 3 6 1/6 Lv5 Turkey 20kg 0 2 4 1/6 Lv7 Goat 40 kg 1 4 10 1/3 Lv150 Sheep 50 kg 1 4 10 1/3 Lv200 Rabbit 4 kg 0 3 12 1/30 Lv20 Rat 0. Rottweiler or German Shepherd. most trade in wool comes from the colonies. and skin. ever otherwise noted. Cat: Cats are highly adaptable. that is very common on frontier Turkeys: Bred largely for meat. the rat’s meat than larger ones. like a themselves. though the latter is very rare on the Frontier.’ They get along very well with sheep. from a low value for an adoption from an animal shelter to a high value for a pure pedigree. Chickens are easy to take care of Dog and. Any relevant skills will also be noted in that they frighten easily. Chickens: Both as egg-laying birds and meat animals. The highly variable price ranges from a hyperpig stock. Their immense size. they While pedigree cats are very rare on the Frontier. and the Bund on Neubayern is currently debating a show animal. intelligence. source of transportation. strength and them in compatible ecosystems that they do not simply eat intelligence makes them invaluable. on worlds with compatible biologies. turkeys yield nearly 2/3 of their world as household pets and guard animals. On the Frontier. being hardy. with size. The only drawback to them is support requirements. at least those of the same way as cats. Animal Equipment While animals are not a large part of any colonisation effort.prior to that. Many animals do not require full descriptions. there is some may be present as companions. this is standard large-breed dog. and can occasionally They tend to form strong relationships with their handlers and interbreed. Note that. caution must be taken with to most colony worlds. The most widely-used species is the smaller Asian Sheep: Sheep are valued more for their wool than their meat. and with sheep ranches few and far between on Earth and Tirane. work animals and food animals. elephants are actually a useful addition Another easy-to-care for animal.000 for a mature animal are one of the most common livestock animals in human space. rats are used as food Animals yield approximately 1/3 to 1/2 of their mass in meat. The use of pigs as food animals. instinct. the animal can be Pentapod Exo-womb controlled by a remote operator. the Assassin Cat would Exowombs lie in wait for its target. despite its utility. and the last thing they would see would Two different types of exowombs are in use for livestock. necessary. Such might be considered of protection allows them to pursue local wildlife through alien for a very valuable breeding animal. or. and in almost all examples originate in the Core. For smaller animals this drops to 50%. that is. The second is a Pentapod While this is almost certainly a story. These systems are most though utterly vacant. TL: 11 Mass: 6 tons Control Rigs Price: Lv200. TL: 10 Most famous of these is the apocryphal ‘Assassin Cat. While it is unquestionably alive. be to bite off a finger as proof of its kill. It is also worth noting that when the infamous vice- lord Raj Ahliwalhia was killed in his apartment in D sector of the The Pentapod exo-womb is itself a living creature. the gestation period for a horse is approximately 340 days. along with an array of nanowire electrodes across the brain. 48 . they are not typically used to replace military and police services. alter their movements. in the same room with one requires a Routine (+2) Int check. and one finger had been removed. The Pentapod exo-womb can bring it to term in about 35 days. The head is featureless save for a situations. neural sheathing.000 Mass: 25 kg Price: Lv400 Animal Cybernetics Cybernetics are available for animals as well. due to the size they take up within the body. On the Frontier. New Cybernetics for Animals Cybernetics developed specifically for animals are normally based around training and control. but is not compatible with TL: 15 horses. carboglass fangs. but control rigs in particular would be extremely This large machine requires power and a protein-rich nutrient illegal. and a poison injector in the fangs. and go scampering off. Most people are uncomfortable commonly used in guard and surveillance animals. which a fast-acting neurotoxin. he had been injected with a neurotoxin. Cybernetic eyes and ears are Many find the Pentapod exo-womb to be a disturbing biotech typically installed as well in order to assist the remote operator. In these stories. apparently with Pentapod bio-machines.000 kg TL: 3 Price: Lv100. and if wide mouth that always seems to be smiling in an oddly human. all of the modifications device. however. in particular horses and Elephants. Cybernetics for animals are generally not Dogs in particular wear armour to support their roles in prosthetic devices. injecting The first type is the human-made industrial exo-womb.Riding Tack Failure means that the person will desire leave the room if at This is basic saddle.’ a large Mass: 10 kg domestic cat of no particular breed that. which is rapidly coming into widespread use due to its the animal is supposed to have are possible. either as an risks associated with tangling with an alien carnivore. After a day spent mapping the connections. extending the capabilities of the animal. expensive. and exo-wombs can be used for practically any animal. Camel equal to the negative Effect. Similar units could be made Industrial Exo-womb for humans. not to mention the bionics. like most Shambhala Habitat in the C1 system. a guard animal. though extremely superior features. control rigs are used to monitor the animal. Typical accelerated times for large animals (50+ kg at maturity) are 90% faster. source. available for animals. blanket and bridle needed to ride a horse. muscle Price: Lv1. all possible. up a very sharp knife. in very rare cases. Elephant tack is five times the mass and price. very rare. according to the stories.000 Control rigs are implants that tap into the animals’ brainstem. Armour is intelligence gathering platform. Mass: 1. this added level a badly injured or missing body part. to the size of an ox.200 implants. Instead they are brush with considerably reduced risk of injury. It can incubate one animal at a time. The main difference between the Pentapod and human designs is that the Pentapod exo-womb can bring The following cybernetics and surgical modifications are the animal to term in a fraction of the normal time. smile. device. Staying used in anything right down to microscopic animals like rotifers. available for other animals. On the Frontier. be the red flash of its eyes as it darted in to bite them. Some are only available for larger animals. tack is the same mass and price. The last act of the Assassin Cat would can incubate and decant up to four cows or horses at a time. as a weapon. it is basically a limbless otherwise the animal has to remain in line of sight. and can be spending any time at all around it. For example. these sort of cybernetic modifications are respectively. In most lump with a rudimentary head. the mass and cost three times and fives times that shown below. Protection: 8 was equipped with a control rig. cybernetic eyes. though the selection Animal Armour is rather more limited. and will be unlikely to return for a number of hours Similar equipment exists for riding camels and elephants. Gestation period is normal for the species. 05 kg – 0. set of skills. with the implants acting as sources of both positive ple and negative reinforcement. Price includes the implantation cost. though considerably larger cheaper.Tech Level Animal Size Price Limbs larger plant Class A 11 500 kg + Lv5.500 recon and attack swarms. which is plants larger about 75% of the total price. They are not available for insects or microscopic Hypercharger Animals 75 kg and +200% creatures. larger Cybernetic Animals 50 kg and +500% Training Im. Animals 30 kg and +100% Comp larger Training Implants RFID Chip Insects and larger More -50% Training implants are similar to control rigs.500 D 12 0. Edged weapons +300% E 11 0.5 kg – 5 kg Lv500 E 12 0. Animals 1 kg and +50% the more it costs.000 Implant Weap.5 kg Lv500 ons only F 12 Insect Lv100 SubdermaTalk None +100% G 12 Microscopic Lv500 Subderma. Muscle Im. Neural Sheath.000 Cybernetic None +200% C 11 5 kg – 50 kg Lv5.5 kg Lv250 49 .000 Eyes B 10 50 kg – 500 kg Lv7.000 Ears D 11 0.Cybernetics for Animals The cost of control rigs varies depending on the size of the Modification Restrictions Notes Price animal being controlled.5 kg – 5 kg Lv1. The net effect of in animals training implants is to allow an animal to quickly learn a new than peo. generally with the bigger the animal.000 Insects are frequently the recipients of control rigs.05 kg – 0. the array of nanowire common electrodes is less extensive but more targeted. Animals 1 kg and +200% ing larger Control Rig Class Tech Level Animal Size Price Cybernetic None +200% A 10 500 kg + Lv10. as part of B 11 50 kg – 500 kg Lv3. Training implants are categorised Chargers Animals 50 kg and +100% in much the same way as control rigs. C 12 5 kg – 50 kg Lv2. Survival-1 Traits: Acute Smell/1. Herbivore Woods Walk 33 5 35 1 12 8 Life Support: 20 for an adult. Hard to Kill/1 Attacks: Stomp/Trunk (4d6) Armour: Hide (2) Number Encountered: 2d6 50 . Acute Hearing/2 Attacks: Bite (1d6) Armour: None Number Encountered: 1d6 Elephant Behaviour and Diet Preferred Habitat Movement Mode(s) STR DEX END INT INS PCK Gatherer. open fields Walk 12 7 15 1 3 5 Life Support: 4 for an adult. ½ for a cria Skills: Athletics (co-ordination)-1. Herbivore Domestic. Acute Hearing/1 Attacks: Kick (1d6+2) Armour: None Number Encountered: 1d6 Cow Behaviour and Diet Preferred Habitat Movement Mode(s) STR DEX END INT INS PCK Grazer Herbivore Domestic Walk 18 6 19 1 8 16 Life Support: 4 or 5 for an adult. Survival-2 Traits: Tough/1 Attacks: Bite (1d6/2) Armour: None Number Encountered: 1d6 Pig Behaviour and Diet Preferred Habitat Movement Mode(s) STR DEX END INT INS PCK Gatherer. 1 for a foal Skills: Athletics (co-ordination)-1.Horse Behaviour and Diet Preferred Habitat Movement Mode(s) STR DEX END INT INS PCK Grazer. Survival-2 Traits: Acute Smell/s. plains Walk 12 6(10) 11 1(2) 10(14) 8 Life Support: 3 for an adult and ¼ for a piglet Skills: Melee (hooves)-0. Melee (bite)-0. 4 for a calf Skills: Melee (stomp/trunk)-1. Herbivore Domestic Walk 11 12 13 1 10 8 Life Support: 2 for an adult. Carnivore Domestic Walk 3 8 5 1 8 2 Life Support: ½ Skills: Athletics (co-ordination)-2. Survival-2 Traits: Tough/3. Melee (bite)-1. 1 for a calf Skills: Survival-0 Traits: Tough/1 Attacks: Hooves (2d6) Armour: None Number Encountered: 6d6 Llama Behaviour and Diet Preferred Habitat Movement Mode(s) STR DEX END INT INS PCK Grazer. woods. Omnivore Domestic. Survival-1 Traits: Tough/1 Attacks: Hooves (1d6) Armour: None Number Encountered: 2d6 Dog Behaviour and Diet Preferred Habitat Movement Mode(s) STR DEX END INT INS PCK Chaser. this would be a suit including jacket. inferior materials can be used. Clothing and Protective Gear Clothing can be made out of an astonishing variety of materials. for a total of Lv700. A particularly well-equipped colony might have several automats So. and often in what amounts to a clothing vending machine. and double the normal price. robust clothing made for function of ballistic gel over a layer of inertial cloth.000 51 . Clothing Automat Fashionable Clothing In colonies at TL11 and higher. A cheap jacket or coat would run roughly purposes of taking damage. while a materials for their type and Tech Level. a jacket worn by a SOC 10 playboy with light panels and size to supply the clothing needs of the colonists. Superior materials can jacket would run Lv100-200. decent cut and style. colour steps into the machine. and masses Cold weather coats add +15 to effective temperatures for the around 1 kg at most. The clothes outlined below are made from appropriate expensive or flashy. this is either a suit. It masses spot. rather than style. for anyone on a budget. For women. and a limited ability to stretch or shrink using memory scan is then used to automatically create clothing drawn from plastics and other smart materials. though a tie is uncommon. masses 1-2 kg per piece. which will typically reduce Formal Clothing costs by 50%. available as either raincoat or cold weather gear. and undergoes a full-body scan. inopportune moments. The whole process takes about 5 minutes. Both genders typically accessorize with jewelry and sizes. but not too metals. Fashionable clothing costs a selection in the system. light panels. Utilitarian clothing Protection: 8 costs Lv30-50 per piece or set. shoes. This includes things such as work clothing and TL: 8 athletic clothing. A jacket or Mass: 5 kg coat would be around Lv80. Raincoats are Lv100-300. Armoured Overcoat Utilitarian Clothing The armoured overcoat protects the wearer with a flexible layer Utilitarian clothing is well-made. be used. Coats Cheap clothing is fairly low-quality. The changing. or a good skirt Most clothing is made from standard patterns to fit standard with jacket. Prices are typically change would cost Lv500 (base) plus 100 for the light panel and 20-50% higher than listed prices. Cost for formal wear is 2 x SOC x Lv50. pants. with the accessories costing Lv100 each. The customer incorporates accessories like flex-screens. 1-2 kg per piece. Tailored clothing is available on any developed colony for quality footwear. for Cheap Clothing either gender. with a mass of 1-2 kg. but runs the risk of ripping or disintegrating at Formal clothing is of a superior cut and quality to plain clothing. Lv40-60. Any particular piece (shirt. which will increase the price by 100-400%. TL: 11 Mass: Two tons Overcoat Price: Lv200. Plain Clothing from animal skins to natural plant fibres to spun glass and Plain clothing is office wear. inexpensive. while cold weather coats are Lv200-400. t-shirts or underwear) costs around Lv15-25. In a similar fashion. another 100 for the shape change. which then makes the clothing on the SOC x Lv50. skirt. bespoke clothing can be made Fashionable clothing is flashier than formal clothing. Each piece would be Lv50-100. casual clothing are 2-4 kg in mass. For men. as well as practical uniforms.000 This is a long overcoat for men or women. Price: Lv2. an item ever make it past OQC quarantine. Light gloves would be driving gloves or light duty gardening but would be regarded as an atavism in the Core.Leather or Hide Duster Light Gloves This is a common article of clothing on many colony worlds. or nanocomp. and are Protection: 3 suitable for most work-related duties. heavy leather coat. these have substantial and Beowulf cave dragon. Heavy Boots Mass: Negligible Heavy-weight boots with metal or ceramic protective inserts. Includes hearing and fine chain-mail screens as protection against razorflies. protective ability against casual cuts or abrasions. They are typically not tinted. connected to a biomonitor. Price: Lv100-200 Mass: Negligible Price: Lv 50-Lv150 Welding Gear Welding gear includes a protective face shield with auto- Cold Mountain Hat darkening eye protection. normal eye protection.500 Boots Cap Light-weight fashion or hiking boots. from berets to baseball caps to the kepi blanc of the Legion Etrangre. On Cold Mountain they use rigid hats with workplaces. Mass: 3-5 kg Price: Lv10-50 Price: Lv2. and lower face cover. They have little protective value. + Lv5 for a neck drape Suitable for use at most industrial job sites. shoulder-length gauntlets. Lv250 for visitors TL: 8 Protection: 3 Sunglasses Mass: 6 kg Sunglasses are typically made with tinted. but leaves face and arms exposed. neck drape to protect the neck from exposure or insects. Price: Lv80-300 Hat A hat has a full brim to provide greater protection from the sun Hard Hat and other elements. ability to maintain a stable climate down to external temperatures portacomp. It can be used with a neck drape. Often includes a capability. insect netting does not suffice. Price: Free to colonists. and are available in a wide variety of fashions and shapes. They are made from a variety of materials. The cool suit uses a small belt unit to provide the Price: Lv200 cooling. Hot Climate Clothing (Cool Suit) fragments. The most common types found on the frontier are either Cold Climate Clothing (Heatsuit) wraparound types that almost completely enclose the eyes.and shock-resistant. Other examples include the Mass: 1 kg classic fedora and cowboy hat. Beta Canum Buffalope. oxen. of -50  degrees C. The cool suit incorporates a liquid-cooling system that covers but can have the same options as sunglasses. with a battery good for 8-10 hours of operation. designed to protect the eyes from gunpowder particles. It is 52 . and a Mass: 0. Battery life is about eight hours under the TL: 5 coldest conditions. with little or no protective A billed cap to provide protection from the sun. goggles. + Lv50 TL: 9 for auto-darkening. or even The hard hat is common protective gear worn at most industrial full insect netting. including farms and mines. and high-speed debris. Price: Lv5-Lv50. the torso and head. polarized plastic Price: Lv200 lenses. adjustable else the classic aviator style. or Cold climate clothing consists of a light-weight. but closer to 36 hours  under more typical Mass: Negligible cool weather conditions. Found Price: Lv40-200 in a variety of shapes and sizes. and may contains a battery pack and internal heating elements with the also incorporate a wireless HUD. Use TL: 7 of the cool suit lowers the effective outside temperature by 15 Mass: Negligible degrees. including Heavy Gloves Terran cattle.5 kg heavy kevlex protective apron. very durable and treated to be water- repellent. The suit an electronic auto-darkening flare protection system. Heavy work gloves or gauntlets. More expensive sunglasses include body  suit. with hood. and +Lv100 for HUD Mass: 2 kg Price: Lv300 (more expensive versions are available for the Shooting Glasses fashion-conscious) These polycarbonate glasses are impact. Chengdu omniphant. Lv80 for high-fashion. should such gloves. Price: Lv20 for basic sunglasses. The duster is a Price: Lv5-15 long. flexible environment Protection: 7 suit. Damaged armour has a protective value However. but even that is regarded as suits while fighting a fire. helmet monitors. protection for fire conditions of up to 600 degrees. the 2245-pattern served the French military well throughout the turbulent years of the Central Asian Body Armour Surplus body armour is often available to colonial customers. firefighters one lower than normal. The suit is lined with a moisture-wicking layer to keep the wearer cool. 53 . and armour of this quality is typical for colonial militias. body armour. Damaged Armour TL: 8 The ultimate bargain-basement armour. fumes. blunt impacts. while providing very Protection: 5 good protection from the front arc. damaged surplus Mass: 2 kg (4 kg with full outfit) armour has actually been shot. It is not intended for use Vedette Half-Armour (Surplus) in vacuum. at least despite being surplus is still in good condition. or even walkers when the need arises. Price: Lv600 TL: 11 Protection: 3 Mass: 20 kg Surplus 2245-pattern Helmet Price: Lv6. and some may very well have Price: Lv200 had someone die while wearing it. TL: 8 Surplus Non-rigid Body Suit Protection: 2 This full-body suit made from ballistic cloth is standard for the Mass: 12 kg better-equipped colonial militias. The armour protects equally well against gunfire. sharp edges or points. but many members will purchase one themselves to The helmet is solid. the communicator has been removed. The suit has a battery-powered life support TL: 9 system to provide breathable air and a stable temperature. TL: 7 Riot gear is designed to be intimidating. and fire. Life support is only good for 15 minutes. Militias on the Fire Suit French Arm have started upgrading their equipment in the face of In many conditions.000 While superseded in modern French inventories by the 2290-pattern helmet. and several pockets all over the suit provide storage for miscellaneous items. and modern Price: Lv50 armour-cloth materials are difficult to modify. Life Protection: +2 support duration is normally eight hours. but Mass: 10 kg with added protective material designed for use in particularly Price: Lv450 hostile environments (such as corrosive atmospheres or radiological and toxic environments). It is. though it is heavy and fatiguing to wear. which provides another 5 degrees of cooling. The vedette half-armour is not a standard issue item in most militias. Hostile Environment Suit TL: 10 A hostile environment suit is a close-fitting. War. colonial police forces will wear the surplus vest. It comes equipped with a Mass: 4 kg helmet with full -face shield and a limited life-support system to Price: Lv250 protect against chemical agents. TL: 11 either for local police or militia forces. but it provides surplus armour. The built-in life support and heat sinks will last for about 30 minutes. but a replacement can be added for Lv20. Riot Gear Surplus Vest Many colonial police stations come equipped with riot gear. When they wear outside of Vogelheim and Dukou. but with bottled oxygen Mass: 2 kg this can be extended to 20 hours (the maximum battery life). and but few frontier peace officers have ever had to don it. a low-order probability. with audio and visual sensors linked to provide that extra bit of protection. As a surplus item. or else as protective Protection: +3 clothing for colonists in particularly dangerous conditions. but only costs 20% of the list price for will wear the fire suit. in most commonly encountered situations. and provides decent overall Price: Lv2. very cheap. however.usually combined with the typical light. Mass: 6 kg Custom-made armour is typically not available. much like the softsuits used in vacuum environments. with an outside safety envelope of an additional 15 minutes. loose desert clothing. Armour protection is minimal. firefighters will use hostile environment a possible threat from the Kaefers. or 10% of the price for new armour. and fire.000 protection. The vest is made from standard non-rigid ballistic cloth. Riot gear has Shock Armour a -2 Availability for purchase by civilians. though they are not common at completely opaque at the touch of a switch. It provides complete all on the Frontier. The ultimate in riot and prisoner control gear. TL: 12 TL: 11 Protection: 8 Protection: +4 Mass: 5 kg Mass: 4. It This 1.5 kg Price: Lv6.8 metre tall clear plexane shield can be rendered is also used in jails and prisons.000 Price: Lv500 54 . It is an electrically-insulated suit of ballistic- Protection: 8 cloth armour with a weave of wires through the surface. shock armour is TL: 11 rare on the Frontier. Price: Lv4.It is also very obviously armour. which is the point. protection to the officer using it. Most officers using these suits Riot Shield for riot control carry another three to four batteries with them. When Mass: 20 kg the suit is live. anyone touching it will suffer a 3D6 stun attack.000 The battery in the suit can provide enough power for 50 ‘shots’ before needing to be replaced. I saw one of these women knowledge and assistance. Planetary Adaption Syndrome. tissue. I spent time in the Orbital Maternity Complex. when you see us making our rounds in the hospitals. Everyone else in human space. and the cloud of imaging mites MSF was interesting work. women refused to make use of them. and often their lives. His records showed that Kimanjano was lifeless. the autodocs and expert systems are best equipped lungs. being called gifted by my mentors. family relocation expenses to kinder worlds like Ellis or Hermes. his blood vessels were full of what looked like nano-scale to handle the mundane cases. infant mortality rates are 12% for infants in their first two to us. coughs almost always failed by the end of the first trimester. at the ‘forefront of directed Linkphone headsets. nor had any material that cover the oceans hold their own dangers. Once they got to his Yet again. inform flowing in the brutal gravity on the surface. the routine matters that happen every day. Osiris fibres just tore them apart. This condition led to and fine-tune the intuition. These skills. which could have been PAS. But they cannot do what we do. but the either on the frontier. gear crowding us. especially during delivery. and our ability to make inferences though. Whoever did the memetic what you notice first is the technology. We did not even have of my class. They were displaying quantum resonance images of our patients. and my homeworld of Kimanjano. It is for extreme gravity and harsh conditions. but when I chose to settle down. in Nouvelle Provence on Tirane. Medical Technology I was trained at the best med-academy in the Core. the metabase consistently offered Maybe one woman in 50 accepted the offer. enabling the medical staff to fibreoptics. I we blew into his lungs turned up nothing but mildly inflamed returned to the French Arm. though. They see themselves for our next appointment. though. Basically anything commonplace and easy. refers to them as ‘trogs’ including the majority of OMC and see connections. Though that work was the unusual cases that colonists require the expertise of doctors. and HUDs that remind us how late we are human evolution. with all that as superbly adapted to the harshest planet in human space. Autodocs and expert systems deal with point between King and its largest moon. our intuition. but the true art of healing to conceive and carry their fetus to term. incredible risks during pregnancy. I graduated at the top blood. Human intuition enhances skills acquired systems would be hypercharged in order to keep the blood from years of training and education. micro-drones to swim through his blood. coughing up Hospital. but the Oui. we make use of expert systems and metabases gave up their health. We had a couple of brand-new autodocs that we hauled years back on the surface. break a nurse’s arm during labour. we sent a couple of bio-reactive materials. organic acids and allergenic substances. It was just too fast. a large habitat in a LaGrange This is not the case. in turn. A subsequent QRI was negative. The Foundation even offered to pay the systems kept throwing out garbage data. rewarding. Some sort of new parasite brewed up by that hell handle the new and the unusual. our knowledge. and a metabase expert system that was the Life Foundation. We went there with a couple of Pentapod-made exo-wombs. though seldom to their faces. proud of being short-lived monsters. 55 . too. as an observer. Their cardio-vascular comes from within. Pregnancies on the surface broken bones. We look like technicians. We sent in rotifers to scour the blood vessels. and there’s no shortage of planet. On Cold Mountain. consider doctors mechanics or technicians. Their job was to try to convince women to in use across both Core Worlds. gauntlet body-comps engineering on those people did an amazing job. his breath coming in ragged gasps. and remain for the first year of the child’s life. for the opportunity to aid in diagnoses and treatment. toxins and of his ancestors. Every case we saw there was new then. it was disheartening at times.’ as they like to put it. time to grow him new lungs. in true and dedicated survivors. Expert systems are invaluable sources of staff. So many women Certainement. up the diagnosis of pneumonia and recommended omnicillin. a third-generation colonist. burns. The mothers reside in the OMC throughout their I was in attendance at Cold Mountain for a term as a member of pregnancies. arrive at the first sign of pregnancy. due to the and colds. Here. Failing anything else. not return to the surface. women would the easy cases. There was a small team on staff from down the well with us. Many people. MSF also brought me to King. On one patient. and claim that autodocs and expert systems do all the real work. Even Médecins sans Frontieres. just an inadvertent twist and it snapped. but the protein analogues and organic he had never undergone any DNA modification. He died two days later. But the secret of healing is in our heads. In the absence of a qualified human operator. In the 56 . Portable and inexpensive. spray-on bandages. When TL: 12 used by someone with the Medic skill. but does not require the Medic skill to around the affected area to build up a 3D image. off local power but in the event of a power  outage. Gauntlet Imagers this autodoc can diagnose and treat wounds and disease as if Gauntlet imagers are used alongside gauntlet autodocs. Each resupply package component miniaturisation. Gauntlet imagers medkit. the medkit contains equipment all Medic checks. just the ability to follow instructions and hold still.000 kg someone with Medic-1 or higher. the autodoc operates M e d i ca l E q u i p m e n t The medical technology of the 24th century is far advanced from with Medic-2 and Int 8.000 TL: 12 Mass: 3 kg Portable Imager Price: Lv1. In general.2kg Price: Lv100  There are three common classes of medical imager. Use TL: 12 of a medkit reduces normal healing times by half when used by Mass: 1. Price: Lv2. Its Static Imager medical supplies can be resupplied at any medical facility The static imager is a massive piece of equipment only found containing static autodocs. The static autodoc is designed for permanent emplacement in a hospital ward or on a starship. any Mass: 300 kg shock or trauma that does not immediately kill can be repaired. the lightweight autodoc is popular Unlike the gauntlet imager. Use of a static autodoc drugs. to Quantum A medkit resupply package is used to replace medkit Resonance Imaging. a Medkit patient’s condition can be accurately diagnosed and treated over The medkit is a portable first-aid kit containing limited diagnostic a long period of time. and adds a +2 DM to separately. and glue tissue. which is then use. and autoinjectors of antishock. Like the displayed on a HUD or a holographic display. the autodoc adds a DM of Mass: 4 kg +1 to non-diagnostic Medic checks. use of the gauntlet halves healing times. to imaging dust and microdrones. antibiotic. Use of a portable autodoc quarters in better-equipped hospitals and some starships. Gauntlet Autodoc Often found in a gauntlet-style arm computer or similar device. Imagers TL: 9 add a bonus to diagnostic Medic checks. and stabilise serious the autodoc operates as if it had Medic-3 and Int 10. where the imager is located. The Price: Lv12. conditions. and anaesthetic hours worth of emergency battery power. It has all the hand of the gauntlet. close wounds.000 batteries run for approximately 10 hours  of operation and can be recharged wherever normal electrical power is available. assuming access to TL 12+ medical Static Autodoc facilities or a static autodoc.  Other types of drugs would have to be purchased boosts all healing rates by 6 times normal. be moved all capabilities of a medkit. but require the patient to be completely enclosed. with emergency teams and is often used in large numbers for Portable imagers add a DM of +2 to medical diagnostic skill checks. It even has add a DM of +1 to diagnostic Medic checks. Mass: 0. Price: Lv6. TL: 11 the humble practices of the early 21st century. They deliver a much higher resolution image Lightweight Autodoc of the patient. medical imagers are defined more replaces five uses worth of materials. by size and capability than by actual technology used. disaster relief. micro-manipulators that can cut. stitch. it had Medic-0. Using the gauntlet imager requires the bones. and dispense a basic array of medicines. and static. It is intended only for temporary care. Due to materials  that have been consumed. from portable ultrasound imagers. This piece of equipment is designed to run equipment. gauntlet.000 Even death is not final with resuscitation being possible for up to an hour past point of death. The medical TL: 11 supplies carried in a lightweight autodoc can maintain a patient Mass: 160 kg for an  average of 24 hours before resupply is necessary. portable. it has 12 antitoxin. Price: Lv25.000  TL: 9 Mass: 1 kg Price: Lv500  M e d i ca l I m ag i n g E q u i p m e n t There are a variety of imaging technologies available in the Medkit Resupply Package 24th century. needed to diagnose and treat minor injuries. set broken especially in the field. antivenin.000 Portable imagers are usually found in field hospitals or well- protected vehicles. Given sufficient skill. they are able to do full body scans. stimulant. A medkit contains enough materials for 20 uses. The rooms all healing rates. and adds a +1 DM to all Medic checks. It can remove bullets. absence of a qualified human operator. With the static autodoc. A triple dose does not increase Initiative room as the patient. for a total the inability to voyage down the very smallest blood vessels. Failure scanners can provide extremely high-resolution images. Its  effect is to counteract the reduction of co. It taken in any 24-hour period. Failure will result in a –2 penalty to Dexterity per point of Effect. Bounce is a drug used primarily by people operating in zero-G and a single dose of the party drug last for 24 hours.000 Herc Herc is a drug made popular by physical labourers and has also O t h e r I m ag i n g T e c h n o l o g i e s been used on occasion by ground military forces. for a period of 24 hours while the In some thriller entertainment pieces. TL: 11 TL: 12 Price: Lv20 for five doses (available only at the space facilities Mass: 8. up to perhaps 5 centimetres TL: 11 TL: 12 Price: Lv300 per 10 doses  Price: Lv1. Each dose of the drug increases a character’s Strength by +2 for a period of Imaging Dust approximately seven hours (roll 2D6 for duration). The microscopic Boost will last for six hours. The controller has a double dose will give the user the Fast/2 trait. A character using Bounce treats each must make an Routine (+2) Endurance check. Subsequent doses within a 24-hourperiod will have no Once they die. A single environments. Breeze gives the user the Tough/2 trait. A cyborgs can live for up to 6 hours and can travel throughout much of the body from any insertion point. apply a cumulative DM-2.500 kg of major colony worlds)  Price: Lv120. Multiple doses of Bounce can be taken in a 24-hour period to further counteract the effects of gravity upon Dex or to breakdown. the user that of their native world. lasting until the drug wears off. but still require a Routine (+2) Endurance check breakdown and are excreted from the body. and the gastro-intestinal tract.000 Boost Microdrones Boost was initially developed as a combat drug during the Microdrones are microscale cyborgs that mate a visual/thermal Central Asian War. or if multiple doses of the drug are taken in a sinuses. The effects of each dose last an average of Education drops to 1 or lower. For every additional dose of zooming in and resolving fine detail at the cellular level. dose of the corporate version lasts for three days. If as if it were High-G. but will extend the duration by another hour. Price: Lv100 per dose TL: 11 Mass: 3kg for the controller Breeze Price: Lv300 per microdrone. Zero-G is treated additional dose taken within a 24-hour period. such cases. due to the possibility of causing a Bounce psychotic breakdown. after which Imaging dust consists of dust-mote sized camera and lighting time the user must rest (do nothing more strenuous than walking modules. the character risks painful muscle spasms and incapable of independent movement. Medical imaging dust is 24-hour period. so must be in the same duration by two hours. but has increasingly found its way onto colony imaging system with a tailored rotifer-like micro-organism worlds. to extend the drug’s duration. who refined the drug and Drugs And Symbiotes distributed it to workers in mining and resource colonies and outposts. not add bonuses. Roll twice on the Breakdown Effect Table below. If the rest but in medicine also to obtain images of the interior of lungs. These a character should make a Routine (+2) Endurance check. only about 2 meters. surrounding electronics from the effects of the scanner. or similar affair. with a -2 DM per gravity level as if it were one higher than it is. and give the user the Fast/1 trait. to resist the side-effects. and Normal-G failed. It is highly illegal. Lv200 for controller Originally developed as a party drug in the Core. of nine. capable will result in limb paralysis for 3d6 hours. and the cameras and lights possibly permanent Strength damage. themselves are very short-ranged. The most common side effect is Price: Lv50 per dose short-term paralysis. especially those with dangerous fauna. Education is reduced by -2 points per point of Effect. Every time ordination experienced by those operating in a lower gravity than additional doses are consumed within a 24 hour period. grants a DM of +4 for diagnostic Medic checks. 57 . microdrones have been patient undergoes violent convulsions as every neuron in their used as assassins. and extend the very limited range. If the check is as if it were Low-G. but side effects are not uncommon in determine the effects. the rotifer and its imaging equipment quickly further effect. ingested or injected into the victim at a party motor nervous system misfires. unencumbered) for an equivalent period  of time. The only restriction microdrones suffer is checks. It is normally used to inspect hard-to-reach places. the character suffers a psychotic 10 hours. period is ignored. Low-G as if it were Normal-G. Breeze’s ability to allow young partiers to dance for three days straight was noticed by corporate interests.housing these machines have to be carefully shielded to protect When taking more than one dose of Bounce in a 24-hour period. and then piloted to the victim’s brain where they TL: 12 wreak havoc. A single dose of remotely controlled at very short ranges. Note that Bounce can only be used to negate TL: 12 penalties. but it works for the colonists of King. It provides a +2 death. Any autodoc on a planet will on the road to recovery. The combination of runaway cancerous and teratomous tissue. Medical care can arrest this decline. Once the first characteristic is reduced to 0. either to slow the progress of an illness The AFS provides a DM+4 to Endurance checks to resist the or infection until the subject can reach effective medical care. 10 days pass in real time. both to increase the number DNA-modified colonists returning to Earth or Tirane require the of passengers that can be carried. Price: Lv10 per digit of physical UWP difference from Earth (867).Breakdown Effect Table drugs put the patient into a sort of fugue while the drugs do their 1d6 Roll Effect work. This requires intravenous feeding and constant medical attention. After TL: 11 the symbiote dies. as they would in turn suffer PAS on the Core Worlds. be programmed with the proper drug mixtures. using them avoid answering truthfully  and completely. Without medical care. so the patient is not aware of the passage of time. or else radically increase a patient’s healing rate. day of real time. It is often used as a sort of ‘poor man’s 5 Phobia hibernation. requiring professional medical Planetary Adaption Regimen intervention to recover. AF symbiotes have now been developed for use on interrogators generally have is to sort the important facts from several worlds with atmospheric taints. allowing rapid healing from injuries and surgeries. 1 Annoying Traits 2 Manic Inhibitors 3 Arrogant Metabolic inhibitors slow the subject’s metabolism to the 4 Coward point where sophisticated diagnostic equipment is needed to detect any sign of life. physical UWP of D97. For every Lv10 while King. this is an annoyance. Metabolic Drugs One dose is sufficient to establish the symbiote colony. and reduce life support costs. after which the subject suffers one point explanation of the effects. atmosphere. Regimen. planetary or interstellar distances.it causes extreme  talkativeness in the user. When  asked a direct question. one dose is good for up to five days. and it will Metabolics. The real usefulness of J in security circles is in the drug’s side effect . the patient experiences 10 days. Each dose is sufficient for one day. one dose is good for up to five days the effect does not last long (2d6 hours). Both types of TL: 11 Price: Lv250 per dose 58 . a patient’s metabolism. Further acceleration results in a by members of the  Foundation for Practical Knowledge. For example. Augmenters Metabolic augmenters greatly increase base metabolism. act to increase or decrease survive as long as the host is breathing the proper atmosphere. atmosphere. the AF symbiote will continue to reproduce. as that J is a drug that was developed in a memory-enhancement study process is already accelerated. costs but increases the metabolic rate by a ratio of 10 to 1. so for every day experienced by the patient. effects of a tainted atmosphere. of damage per day. The user Symbiotes becomes so caught up in the clarity of his memory that he does Atmosphere Filtration Symbiote not realise he is talking out loud to himself. While in a contaminated the vast volume of unassociated information. but Price: Lv250 per dose. as they are often known. costs Lv90 per dose. Note that augmenter J cannot be used for the rapid regrowth of limbs or organs. drug works very well as a temporary memory enhancer  (add TL: 10 +4to a character’s Intelligence and Education when using J). the patient sinks into a coma. with a physical UWP of 767. and start the patient DM to checks made to combat PAS. the subject will The Planetary Adaption Regimen is a cocktail of drugs and deteriorate at the rate of two points of damage per day until antihistamines tailored for a particular planet. For those using J The Atmosphere Filtration (AF) Symbiote was first developed solely to combat memory loss. it and its load of contaminants are cleared Price: Lv30 per dose from the lungs by a few coughs. The only problem for food. The maximum amount of time the drug can be used for See page 105 of the 2300AD Core Rulebook for an is 20 days of real time. to filter out sulphur in the planet’s wonderfully in interrogations.’ as it slows the passage of time by a ratio of 10 to 6 Manic 1. It is a microscopic organism that takes up residence a J user must make a Very Difficult (-4) Endurance check to in the lungs and filters selected contaminants. TL: 10 TL: 10 Price: Lv100 per dose. with a minimum of Lv10. and the autodocs expert system can easily tailor the required dosages to suit any Inhibitor is often used for the transportation of people over short individual. Beta Canum. TL: 11 Mass: Regeneration collars are 0. and delivers immunity to the specific drug or toxin liver and eye. and a 6 the success of the in-place procedure.000. This growth techniques used for limbs and organs do not translate symbiote is usually destroyed once the user arrives in a more well to a full body. (2d6+2 days). in-place regeneration. growth tanks 100-200 kg Price: A collar is Lv2. Avoiding side- military-grade toxins effects requires a Routine (+2) Medic check. aided by Education. Limb and Organ Regrowth Using pluripotent stem cells harvested from the patient. This doubles the cost or more in vigorous cancer. Common practice is to force-grow regeneration. -4 for a Critical limbs or organs in accelerated incubators. Detox Detox is a symbiote that exists in a variety of tailored forms. leaving a full- TL: 10 body forced-growth clone a poor candidate for donating organs Price: Lv100 per dose and other body parts. and take six months.000. Within two Regrowing minor parts like fingers costs Lv2. on the part of the attending physician or expert system. it is quicker and easier to implant a cybernetic This check is required once for vat-grown tissues. producing a misshapen monstrosity. destroying the limb or organ.000 and take three gone. and twice for replacement instead. toxins. growth ranks Lv10-30.000 59 . Side-effects are determined by the Effect on failure. rates in various areas. and then graft or Organ. the forced- dissolved in the blood stream and affixes it to bones.000. Less commonly. cost Lv30. Lv2. An Effect of Daily visits and adjustments by a doctor are required to ensure 1 results in a minor teratoma. as opposed to in-place and organs can be regrown. and halves the time required to replace the affected body part.000 for illegal drugs and poisons. Complex or critical organs. organ and limbs can be regrown in place using a regeneration collar.000-6. 2-5 in multiple teratomas. However. all effects of the drug or toxin are month. In most cases. chemistry-related problems. The symbiote lasts in the user’s system for up to 2 weeks months. heart. each designed to counteract a specific drug or toxin. implant them onto (or into) the patient. Major limbs or organs costs Lv10.000 for in a similar manner to DNA modification therapy. Detox cannot counter biological agents. TL: 12 The forced-growth techniques that allow limbs and organs to Price: Lv500 per dose to counteract legal drugs and household be regrown include a risk for producing cancers and teratomas. It captures calcium The full-body cloning of a human is possible. -2 for a Major Limb or Organ. Cancers and teratomas are also very common.Calcium Fixer The calcium fixer is a single-celled organism introduced into the Full-Body Cloning blood stream for long-duration space travel. and takes one hours of being administered. and Lv5. for that time period. and tend to give rise to differential growth stable gravity. like the pancreas.25-5 kg. limbs DMs: +2 for vat-grown tissue. to avoid side-effects like bone spurs and blood. Exploratory Equipment Exploratory equipment covers survival gear.500 calorie. It can give body and consist of more basic fare. particularly poor environments. if enough time is allowed). and rations are not available. centimetres. and while it filters usually once per month. The synthesiser chemically analyses the contents. can monitor breathability to cause stomach upset. Canteen The time required for the food synthesiser to process 1 kg of The normal canteen is a two litre container with a basic food material is a number of hours equal to 10 -Compatibility. and other toxins). for some dishes) serving tray. and animal tissue.  When using a food synthesiser.  neutralises or Water Purifier filters out toxic elements. The water purifier is a battery-operated microfilter and chemical and ejects the result  in either a dried or pulpy form (operator’s treatment  machine used for purifying natural water sources. auto-darkening piece  of 60 . microfiltre to apply limited purification to water as it is filled. the first being nothing add  essential elements for human consumption when compact more than an inexpensive  piece of protective eye-ware. make the result palatable. 5 kg Price: Lv15 Price: Lv500 Food Synthesiser Goggles A food synthesiser can be used to detoxify local food sources and Goggles come in two different types. nor can it change the chirality (handedness) of the proteins water. pre-packaged meal. Fifteen minutes are required to treat each litre of water. Each meal comes in its own self-heating (or self-chilling. harmful tastelessness. choice). and all portions of the meal have textures that pollens. They are also bland to the point of of atmospheres (noting presence of various gases. but animal tissue can be processed and in the backpacks of campers and military mission teams. The Food Purifiers require refills for their vitamins and minerals. and can be worlds with a Compatibility of 0 or lower. TL: 8 TL: 10 Mass: 2. adds missing vitamins and minerals. providing Mass: 1 kg about 1. in survival lockers on lifeboats. a food synthesiser cannot add missing amino The machine can also be used to recycle  biological waste acids. but can be as often as once per week in contaminants. Sometimes a food synthesiser can even the second being a photosensitive. usually carried on the belt or wrist. TL: 9 The amount of food produced and the time required to do so Mass: 5 kg is dependent upon the Compatibility of the planet. This equipment operator packs the mixing chamber with native foodstuffs (plants can be found with survey teams. and carbohydrates it processes. camping equipment. easily-digested and not likely function readouts for medical diagnosis. Individual Price: Lv2. an and mobility gear for use in wilderness areas. The heating/ Biomonitor cooling process  is activated by breaking the seals and takes The biomonitor is a broad-purpose monitor about five by eight around 30 seconds.5 kg (full) Mass: 25 kg Price: Lv20 Price: Lv1.100 foodstuffs can vary from the world’s base Compatibility. irradiates them to kill local pests. Military issue meals provide 1. can give a good analysis of edibility of local plant in the French Arm have to have the Approuvé stamp of approval. The synthesiser is of no help on The battery pack is good for 200 filtration cycles. recharged from any vehicle or other electrical power source. The filter cartridges are good for about 20 fillings of the canteen.500 Compact Rations Refill Packs Each ration pack is a complete. and plant analogues work best. TL: 8 TL: 10 Mass: 1 kg Mass: 0. and when connected to a nanocomp can be described best as ‘interesting. filter is only good for treating fairly clean water.’ All compact rations sold or portacomp. However. it is not as effective at filtering pathogens.000 calories and fortified with a full day’s requirement of Price: Lv 50 vitamins and minerals. so the terminal phase involves a and power to remain lit for five full minutes. attached 61 . An extremely skilled operator can even use the jets to come to a crash stop while flying very low above the Flares ground. Solar panels on the lid of the stove recharge to keep the occupant comfortable in almost any temperature.equipment to protect against steady bright light or sudden flares. A backpack is used to carry equipment (as well as protect it) TL: 7 while keeping hands free. or manual. an altimeter in the pack. Price: Lv1. temporary landing areas. controlled by blindness induced by lasers or flares. It is packed in a similar fashion to a to allow an explorer (or soldier) to carry their equipment load parachute.200 TL: 9 Mass: 1 kg Wingsuit Price: Lv30 The wingsuit. to a pack by a cluster of shroud lines. Small items can also be suspended Mass: 10 kg from its frame. to Wind-Proof Lighter provide enough surface area to allow the wearer to glide.5 kg temperature down to -40 and up to +50. similar to 20th century hook-and-loop TL: 8 fasteners. additional Lv3. Dex check. The release of the The auto-darkening models provide a +1 DM for checks against parachute from the pack can either be automatic. with a -2 DM if carrying a load of over 10kg. and self-inflating pockets along the back cooking time. The included TL: 10 power cell provides up to 48 hours of comfort at extremes of Mass: 2. essentially Price: Lv200 a large canopy of light-weight nylex or similar material. allowing the operator to dispense with the parachute Flares are used to signal at a distance. which gives it a Price: Lv16 glide ratio of 12. Each 5 minutes of use requires 2 hours It includes a hood with a heat-exchange unit to pre-warm or of charging time. micro-jets +5 kg Price: Lv10 Price: Lv2. All chutes also include a backup Price: Lv5 (normal goggles) or Lv190 (photosensitive) chute. Price: Lv800 TL: 8 Mass: 2 kg Parawing Price: Lv60 In contrast to the parachute. Turning off the lighter shuts down the fuel flow and is incapable of slowing the wearer down for a landing without shuts off power to the element. with the battery able to provide 40 minutes of pre-cool incoming air. and has an aerofoil cross-section. TL: 11 Parachute Mass: 3 kg A parachute is a fairly simple method of aerial descent. the battery when closed. lighter creates a high-pressure plasma flame at nearly 4. The Using hydrogen fuel and an electric element. or from any standard power source. Dex check. which means that for every metre of altitude lost. Refilling the lighter parachute or parawing. often called a squirrel suit. TL: 9 TL: 8 (TL10 for microjets) Mass: 2 kg Mass: 4 kg. TL: 10 Small jet units can be added to the wingsuit. Pockets and pouches another parawing. Backpacks can be attached directly to the vest. gekkotoe material. This is a Formidable (-6) Athletics (co-ordination). It can be recharged Price: Lv100 by hand via an included crank. The parachute allows only minimal control of speed and direction of descent. the parawing can be aimed and controlled precisely enough to hit a designated drop point. such as in the marking of or paraglider. The wingsuit Celsius. The lighter contains enough fuel simply dropping out of the sky. the wind-proof glide ratio is 3. They typically come six to a set. costs about Lv3 for a new battery and fuel. to provide support and comfort to the occupant.000 for microjets Portable Stove Survival Cocoon The portable stove is a small electric stove powered from a The survival cocoon contains heating and cooling elements rechargeable battery. designed it to be steered precisely. and between each leg. allowing The load-bearing harness is actually a belt and vest. rather Mass: 8 kg than using the included straps. and the wearer is largely at the mercy of Backpack the winds. The Load-Bearing Harness parawing is smaller. Landing the parawing on a target is a Difficult can be attached anywhere on the vest using quick-release (-2) Athletics (co-ordination). uses flaps of lightweight cloth between the arms and legs. where the wearer pulls a TL: 2 (normal goggles) or 8 (photosensitive goggles) ripcord to deploy the chute. and uses a small parachute as a backup rather than distributed fairly evenly across their body.000° the suit and its wearer move three metres forward. plus parachute.000 for wingsuit. only 10% of their normal Without human intervention. and the map moves about radius of two metres. Mass: 1 kg TL: 11 Price: Lv10 Mass: 30 kg Price: Lv2. They have the effect The only thing that the tent cannot do by itself is stake itself of doubling speed on a Routine (+2) Athletics (co-ordination). Again. Once the Pressure Tent. base. For Cross-country skis allow rapid travel over unbroken snow. TL: 8 Inflatable pads in the tent’s floor give it some rigidity and comfort. The map gives a small holographic picture of any 10-kilometre square area in its memory. the large tent is powered by rooftop there is power for the heating element. wrist-worn unit that always points Often an entire protective suit is unnecessary and unwieldy. The system is good for 120 man-days. Map chips cost Lv15 for a 1. with human help it takes three. replacement filter: Lv15 of an area in a memory chip. it is available with ColourChange walls that can have a quick release clamp for the special shoes worn with them. people commonly use a simple respirator mask will always indicate the preset direction even if its wearer to filter the air they breathe. Small user has plotted in his present co-ordinates. but can also be run off a power station or fuel cell. Skis an extra Lv75. Large The survival blanket is a thin sheet of wind-proof synthetic. such as the terrain display of a vehicle day or 1 man for 12 days). and the life support film battery provide additional warmth for up to 18 hours. Mass: 2 kg Price: Lv120 Nano guard material resists dirt. must be changed every 6 to 12 hours.000 Price: Lv500 62 . but if that is obscured it only has power selling them is an easy way to pick up extra money on many for 12 hours. Typically. At the same time. It is powered by a solar square area. In towards a preset location (usually north). The tent includes a small airlock. it breathes freely. up. A ceramic heating element and a thin.5 kg Price: Lv5. the tent takes five minutes to set movement. TL: 9 TL: 11 Mass: 2 kg Mass: 0. TL: 10 The large pressure tent is self-inflating. of 10 metres. change the colour and reflectivity of the tent walls to one of 16 The price of the skis includes the shoes. and the material Skies wicks moisture out of the tent. snow deeper than knee The Smart Tent is a non-pressurised tent that sleeps four. missions. A human is still necessary for that. solar cells. eliminating condensation. The interior can be subdivided survival blanket increases effective temperature by 10°. mold and mildew. the filters in such a mask undergoes movement such as flight or underwater travel. Inertial maps are often hooked up to a life support system good for 12 man-days (i. with An inflatable half-cylinder with a width of four metres and length a reflective layer that is kept inwards towards a person’s body. TL: 11 TL: 9 Mass: 2 kg Mass: 3 kg Price: Lv250 Price: Lv250 Inertial Compass Respirator An inertial compass is a small. The airlock can be detached for use or combat walker. Takedown time is half this. used for additional pushing and balance. down.Survival Blanket Pressure Tent. A filter mask grants a +1 DM to Price: Lv80 Endurance checks involving atmospheric taints. End check.5 kg An inertial map is a small nanocomp that contains a detailed map Price: Lv350.000-kilometre on worlds with breathable atmospheres.000 Snowshoes Snowshoes are large and awkward but permit normal walking Angstrom Recreation ‘Heyerdahl’ Smart Tent speed over deep snow. It uses height will reduce movement by half. The inertial compass such situations. TL: 6 Inertial Map Mass: 0.e. The tent includes a small airlock along with that dot as the user travels. and water rolls off of it. the large tent is suitable as a small exploration capturing their body heat. he is represented The pressure tent is an inflatable hemispherical tent with a as a dot in the centre of the screen. Otherwise. Making map chips of uncharted areas and then panel built in to the roof. while snow thigh-deep or memory-plastic materials to set itself up and take itself down. along with the poles settings. depending upon the TL: 9 amount of pollutants in the air. or 20° if many different ways. with running or jogging impossible. deeper will slow a person to a crawl. 12 men for 1 display on other screens. or remove the stakes. 20 uses. and masses one kilogram per 100 TL: 8 metres of rope. It has a breaking metres in the air. small hammers. The battery is rechargeable. Mass: 12 kg TL: 11 Price: Lv450 Mass: 1 kg/ 100 m Price: Lv100 per metre Rope Rope is available in a multitude of materials. Price: Lv5 per metre TL: 9 Mass: 7 kg Price: Lv660 63 . just barely thick enough to grab. and masses the trailing rope. It takes about 5 minutes for the compressor to build TL: 4 up enough pressure to fire the grapnel to maximum height on a Mass: 1 kg/ 5 m normal-gravity planet. from spun glass Autograpnel fibre and synthetic polymers to natural long-fibres like hemp or The autograpnel consists of a handheld. Use of the climbing kit the spun carbon fibre rope. which can fire a small grapnel as far as 20 common in utility use on many colony worlds. 100 metres of fine At the opposite end of the scale from the natural fibre rope is rope. The rope presented here is typical of the natural fibre ropes compressor unit. and confers a +1 DM to all Athletics (co-ordination) checks used for requiring special gloves be worn. The carbon fibre rope has a climbing.Climbing Kit Rope. and is good for one kilogram per five metres of length. breaking weight of 10 tons. battery-powered jute. and carabiners. then pull a load as heavy as 100 kilograms up weight of 500 kg (adjust weight for local gravity). Advanced A climbing kit includes such tools as pitons. They cannot be from a lower Tech Level. Use Electronic Repair Tools of these tools gives a +1 DM to all Mechanic checks involving Electronic repair tools are specialised tools for work on electronic vehicles or aircraft. these are Basic Tool Kit not powered tools. Tools and Industrial Equipment The following chapter includes tools that are commonly available Construction Tools in the 24th century. A set of excavating tools includes picks. chisels. grease guns. TL: 10 Use of this equipment allows the Engineer (electronics) skill Mass: 10 kg to be used with no penalty. rotary saw. and other specialised tools. turning it into a low-powered. mattocks. Nail guns can even be used to join wood. a power supply is required to recharge then. A construction tool set contains hammers. and TL: 11 other such tools. including binary-propellant Price: Lv300 weapons. and photonic equipment. short-ranged. super batteries. it is unwieldy. with smaller. or no more than two Tech Levels higher. Mass: 30 kg TL: 4 Price: Lv300 Mass: 5 kg Price: Lv250 Nail Gun Using accelerator technology similar to a gauss weapon. While all these tools use rechargeable Use of a nail gun reduces all construction time required by half. It is possible to override the safety mechanism on a nail gun. as well as gauss and energy weapons. Gunsmith Tools TL: 11 These specialised tools allow maintenance and modifications Mass: 3 kg to chemically-propelled firearms. DM-2 on all attacks). wildly inaccurate TL: 9 gauss gun (Range Pistol. etc. but not gauss or energy weapons. Again. saws. squares. While it can do gruesome damage. Electronic repair tools must be the Price: Lv500 same tech of the item being repaired. This kit includes small hand tools suitable for a variety of TL: 5 purposes. TL: 12 Vehicle Maintenance Tools Mass: 2 kg These are specialised tools used for repair and maintenance Price: Lv220 of vehicles. screwdrivers. Mass: 35 kg Electromagnetic nail guns are illegal in Manchurian and Incan Price: Lv500 colonies. the Power Hand Tools electromagnetic nail gun is used to drive long nails quickly and This selection of power tools includes a chainsaw. synthetic and drill. but not spacecraft. such as torque wrenches. Length: 110 cm TL: 1 Range: Melee (large blade) Mass: 20 kg Damage: 3d6 Price: Lv300 Heft: 3 Mass: 4 kg Cost: Lv250 64 . sharper teeth. TL: 10 Cutter Bar Mass: 2 kg The cutter bar is a brush clearing tool. along with spare and metal structural material to concrete used special nails. including wrenches. Damage 1d6. pliers. engine and fuel cell calibration tools. much like a very powerful Price: Lv500 hedge trimmer. None of these are powered in any way. Most tools are good for 8-12 hours of use on a charge. as it was designed as a tool Excavating Tools rather than a weapon (DM-2 to attack). shovels. as well as other electrical tools. hatchets. and other woodworking tools. accurately. batteries and a charger. including airlocks. They Lighting Artificial lighting is required in a number of circumstances. it is quite The opener is designed to force open locked or jammed doors. of different sizes and models. lighting is TL: 10 available in a huge variety and selection. The internal power pack instead wastes far too much energy simply heating up water in contains enough power to force open 10 regular powered doors. and requires The hand torch. Mass: 15 kg Price: Lv1. A typical torch will have TL: 11 batteries that allow for 20 hours of continuous operation. unless the target is or five airlock doors. however. the rescue then giving them a shake to mix the chemicals. like a heavy-duty fuel cell. in eye-shield that is commonly used for emergency cutting or TL: 9 welding in field conditions.5 kg Welding Rod: Price: Lv15 Mass: 0. With a range of Melee (small blade). The battery pack lasts for 12 hours. Damage 1d6. Chemlights jaws are used by SAR techs to quickly cut and force their way are available in a wide range of colours and styles. up to 15 cm thick. It is ineffective against heavy security doors and a -2 DM to attacks. TL: 10 Mass: 22 kg Glowpatches are small square patches. glowpatches and glowsticks. As a and vaults. in one minute. It is capable of cutting one meter of hardened Mass: 0. TL: 11 TL: 11 Mass: 15 kg Mass: 6 kg plus power supply Price: Lv900 Price: Lv1. the Lakonian is capable of doors as well. emit light Rescue Jaws for up to 12 hours. It takes 2d6 rounds to set up.Powered Opener steel.0 metre Mass: 0. ‘Terminus’ Plasma Cutter/Welder Glowsticks are about 20 cm long.5 kg per 50cm rod Price: Lv10 per rod Head Lamp A small electric torch that is attached to the head or helmet. though a wide variety of sizes The Terminus is a small hand-held unit. or flashlight. The Terminus can cut through 50cm of hardened steel.350 have an adhesive backing that is activated as soon as the light is.5 metre order to operate. a butcher knife is a better weapon. and they can be applied just about anywhere. In such a case. Price: Lv1 It is powered by a compact LMS power cell. including into vehicles and ships.500 Chemlights Chemlights use binary chemicals that when mixed. round after the first. The Lakonian must be connected to a high intensity power TL: 7 source. it lacks the explosive effect of a weapon laser. They Price: Lv2. From require an external power source. though the internal battery only has enough power doing 1d6 per round. like a vehicle-mounted generator or a heavy fuel cell. and will then beam laser. and open a door in 1d6 rounds afterwards. in one minute. 5 cm on a side. Welding is somewhat quicker. up to 8 cm Hand Torches thick. is available in dozens. in Range: 6 m x 0. chemlights to area lights that can light up a stadium.200 Powered Shears These shears are massive hydraulic cutters that can eventually force their way through steel beams up to 40 cm thick. It can open welded or forcibly-jammed completely immobile. Mass: 2 kg TL: 6 Price: Lv800 Range: 15 m x 2. Darlan ‘Lakonian’ Laser cutter allowing hands-free work. As a weapon. Military units issue one unit per squad. hundreds. TL: 9 W e l d i n g /C u t t i n g E q u i p m e n t Price: Lv2 Trilon Inc. which provides enough power for five minutes worth of cutting or welding. complete with a built- and shapes are available. if not welding rods in addition to the Terminus hand unit itself. Most are activated by bending them and Combining the powered opener with powered shears. adding an additional point of damage every to open one or two door stuck in this fashion. a body to do much in the way of damage. ineffective.25 kg Price: Lv20 65 . They can be used to illuminate an area side. A small electric charge deactivates the Mass: 0. and 2 kg sizes blinded and suffering DM -4 to all actions requiring sight. If found on the Frontier. For work Spot Light on vehicles from these manufacturers. which then becomes very sticky. he needs only a Mul-T-tool. in Range: 10 m almost any environment. continuous. black Range: 10 x 20 m 10 tons. A Stik-kit is a Mass: 2 kg disposable adhesive patch about the size of a human hand. Note that the Stik-kit is up to 10 meters in radius. Mul-T-tools come in three gauges were a pistol and. violet 1 ton. orange Lv40. but are designed Stik-kits can be used for anything from patching hulls to creating as portable units to move from location to location on a job site ladders or suffocating creatures. green Lv160. 1 kg. the tactical flashlight will last for 10 hours of constant use.5 kg. flexible plastic sheet. Roll to attack as if it adjusts to fit the fastener size. releasing the chemical onto the white illuminate an entire area. One side benefit of Range: 100 x 200 m this is the creation of devices that can create monofilament strings Mass: 500 kg by mixing a liquefied chemical base with a catalyst. By grasping the ridged side. a soldier can see whatever they aim at. TL: 8 Stik-kit Range: 3m x 50 m Stik-kit is referred to as ‘Gekkocott’ in Europe. the light from This is a self-powered unit with a flexible head that automatically a spotlight can temporarily blind a person. a mechanic need not The hand-held spotlight can illuminate an area three meters have several different types of tools. and UT 11 ‘Mul-T-Tool’ Range: 10 m x 1 metre The Mul-T-Tool is designed to replace a number of other Mass: 0. With a Special Equipment The following equipment is state-of-the-art and is usually only tactical light. Most vehicle Price: Lv20 and heavy-equipment manufacturers in the Core use the very limited array of fasteners supported by the Mul-T-Tool. humankind first had to develop new TL: 8 materials with incredibly high tensile strengths.5 kg adhesive . force. Price: Lv30 Some variations on the material require a special chemical catalyst to release the adhesive rather than an electric charge. it utilises the van der Waals 36 hours before needing a recharge. on a successful hit. Red 10 g. TL: 8 Bridgeport UT-9. In order to build beanstalks. blue Area Lights Lv320. Mass: 3. Difficult (-2) Dex check to avoid being blinded. much like a gecko (thus the European name). yellow 1 kg. the price will any lighting penalties for the range of the torch.25 kg fastening tools like screwdrivers and wrenches. monofilament carbon nanotube- 66 . lanterns user can flex the patch. violet Lv640.Lv80. one-millimetre-thick.25 kg per patch Price: Red Lv20. They brightly illuminate a large area.a battery is included in the Stik-kit for this purpose. Within 10 metres. the Effect indicates the number of rounds the target is Mass: 0. Each stik-kit patch has a colon- or a spacecraft.Tactical Flashlight Tactical flashlights are small torches that are designed to attach to the accessory rail on a military weapon or helmet. If the check is TL: 10 failed. Between these Lanterns two sides is a chemical interior. negating found for sale in the Core. black is not normally available  Generally equipped with their own generator carts. a hand-held mechanism that spins a strong. orange TL: 8 100 g. Work Lights Work lights require an external power source. One such Price: Lv10. The battery on easily be 5-10 times higher. area lights use a dozen very powerful white-light emitters to cast light over Spinner a very large area. except PTFE plastics like teflon. Stik-kits will TL: 8 adhere to almost anything. across at ranges of up to 50m. the other side is smooth and white. rather.0 kg TL: 10 Price: Lv30 Mass: 0. green 10 kg. blue 100 kg. coded band that indicates its holding strength. yellow. the Instead of the highly directional beam of a torch.000 device is the spinner. Price: Lv35 One side of the patch (colour-coded black) is a ridged. The Price: Lv300 each battery lasts for eight hours before needing a recharge. the target must make a for three ranges of fastener sizes. The battery pack in the base lasts for not a conventional adhesive. UT-10. polymer cable. The device consists of two reservoirs (one for the throughout human space. The software and firmware controls on base chemical and another for the catalyst), a curing chamber, these models are the most restrictive, as they are large enough and an exit tube with a crimping mechanism that allows the cable to turn out the parts for assault weapons. Military fabricators are end to be gripped. The cable is nonconductive to electricity and the same size, but lack the firmware restrictions. This model can is extremely  strong, supporting as much as 1,000 kilograms. It create objects up 100cm x 100cm x30cm, sufficient for most is very difficult to cut; for this reason, the spinner also contains replacement parts. It takes approximately 10-15 minutes to an enzyme capable of dissolving the cable. This cable from a print out an average part of this size. Each use requires a refill spinner can be used to tie down cargo which has a tendency to of powdered ceramic or metal and the catalyst. It is possible ‘wander’ in zero-G. Also, some rock-climbing teams use it as an to reuse powder and catalyst, but for most manufacturers this emergency backup rope. Care must be taken,  however, when voids the warranty. weight is being supported by spinner cable as soft materials (such TL: 10 as human  flesh) are not cut due to the cable’s thinness. Each Mass: 220 kg spinner creates up to two kilometres of cable. Price: Lv7,500 TL: 12 (Availability –2) Refill Mass: 20 kg Mass: 1. 5 kg Refill Price: Lv300 Price: Lv3,000 Trilon Inc. ‘Prometheus’ Industrial Fabricator The largest of the commercial fabricators, the industrial Industrial Equipment fabricator uses a slightly different process than other models to turns out parts as strong as originals. It is somewhat more Fabricators expensive to run, and takes longer to create a part. Colonists Fabricators use powdered metals and ceramics to rapidly ‘print’ often pool their resources to provide one of these for an entire out parts and models. The metals and ceramics are subjected colony, as it can make nearly any part imaginable. Use of these to a chemical/heat curing process, and are then ready to use. devices is restricted by copyright law and the internal software Though the copies are not as strong as the original, the ability to tracks all the parts manufactured. Any misuse may be reported produce any spare part while in the field makes them incredibly to the authorities or to the corporations whose copyrights have useful. Most vehicles sold on the Frontier come with a chip been violated. Owners of these machines are required to pay containing a complete set of specifications to allow practically yearly licensing fees and submit accounting reports. This any spare part to be created. Note that fabricators do not make model can create objects up 3m x 3m x 1m, sufficient for any complete devices, only individual parts or non-functional 3D replacement parts or even new equipment manufacture. The models. It is possible to create all the parts of a more complicated refills for this machine last for 1d6 parts, and then must be device on the fabricator, and then assemble it by hand. However, replaced. On its own, it requires two modules worth of power most fabricators have controls built-in to their firmware to prevent (see Structures). them from being used to make parts for weapons. Of course, TL: 11 military fabricators do not have these constraints, and fetch very Mass: 5,000 kg high prices on the black market. All starship workshops contain Price: Lv250,000 the equivalent of a portable fabricator. Refill Mass: 200 kg Refill Price: Lv1,200 Small Fabricator Yearly Fee: Lv10,000 Suitable for making small parts and models, the small fabricator can create objects up to 15cm x 15cm x 15cm. It takes approximately 2-3 minutes to print out an average-sized part on this device. Each use requires a new refill of powdered ceramic Explosives Explosives have a wide variety of uses on the Frontier, largely and the catalyst. TL: 9 in mining and construction. It should be noted that possession Mass: 12 kg of explosives requires a local license on most worlds, and the Price: Lv350 penalties for noncompliance are severe. Refill Mass: 0.75 kg Refill Price: Lv25 Det-Cord Det-cord is a stabilised plastic explosive extruded in a 5mm Portable Fabricator diameter cable of only moderate structural strength. It is often Possibly the most common type of fabricator, the portable used in rapid clearance and demolition, where several separate fabricator is found in the hands of colonists and technicians lengths of the cord can be wrapped around an object and then 67 detonated simultaneously. Values below are per 10 meter length Plastique-9 of cord. The most prevalent non-combat explosives in the 24th century TL: 9 are industrially-produced blocks of plastic explosive, and the Mass: 0.5 kg most common variety is Plastique-9. Multiple blocks of this Radius: 1m explosive can be used together to create larger explosions, or Damage: 2d6 a single block can be broken down to a fragment of its size for Price: Lv100 smaller blasts. TL: 9 Cataclysmite Mass: 1 kg Cataclysmite uses nanofabrication to create a tertiary explosive Radius: 3m/6m of incredible power. It requires a plasma arc detonator to initiate Damage: 4d6/2d6 the explosion, however, and is so stable that it can be shipped Price: Lv100 anywhere, by any means. The plasma arc detonator cap costs Lv50, and requires a high-intensity power source like an LMS Dynamite cell. On less-advanced worlds, old-fashioned dynamite, which is TL: 12 (Availability -2) relatively easy to manufacture, is produced for local use. Mass: 1 kg TL: 4 Radius: 6m/9m/12m Mass: 10 kg Damage: 8d6/6d6/4d6 Radius: 3m/6m Price: Lv500 Damage: 3d6/1d6 Price: Lv50 68 Computers, Communicators and Personal Electronics Even out on the Frontier, computers of various kinds are found Range: 2 km everywhere. From Links to nanocomps in clothing, to body Price: Lv10, plus Lv3/month voice/video access, and Lv4/month comps and workstations in offices and labs, computers are as for data access intertwined with colonial life as they are in the Core. Nanocomp Generically known as comps, the various types of computers, The nanocomp is a very small computer often included as part from link phones to workstations, run basically the same of clothing or equipment, or used on its own as a novelty or low- software. cost computer. It can be found in a variety of forms, including rings, pendants and even as earrings, and can be connected to Comp Operating Systems a single display, along with a keyboard and pointing device. It There are three competing operating systems (OS) driving the cannot be used with any kind of display tank, though it can drive various brands of comps. All have roughly the same capabilities, a pico-projector. Like most comps, nanocomps have wireless and run similar software. Software written for one OS will not Link access. A typical nanocomp can run for 15 hours before work on a machine running an alternative OS without some sort requiring a recharge. of intermediary software, like an emulator. TL: 11 Power: Computer/2 Linkable PSD (often just called Linkable): This OS is used in Mass: 0.1 kg most link phones, and is quite common in nanocomps as well. Price: Lv100 It is uncommon to find this OS running on workstations, though. Portacomp MetaStable (often just called Meta): The most common OS for The portacomp is a small handheld computer, usually carried in static workstations, it also drives most starship and spacecraft a plastic case on the belt or on a shoulder strap. A wide variety computers. MetaStable is almost never found on link phones, of makes and models are available, ranging from slates and though it does see some use in nanocomps used as hardware tablets to the classic Aquitaine E500. The E500’s keyboard is controllers. a one-handed five-key hemisphere roughly 10 centimetres in diameter, designed to be held in one hand. The monitor is on Digits: Digits started life as a light-weight OS for portacomps the back of the hemisphere and is touch-sensitive, allowing an and nanocomps, and remains the most commonly encountered expanded range of inputs while programs are running. Voice OS for mobile comp systems. input and output are also used, but the keyboard and monitor are useful for a variety of precision inputs and graphic outputs. Link Phone A flexible 40cm x 30cm monitor expansion (also touch-sensitive) A link phone connects to the planetary networks and data can be carried rolled in a tube in a carrying case. The machine services available on many colony worlds. Link phones sold on is designed to run off of up to five memory/program chips. Other Core Worlds include a Panic Button feature, which will summon styles include tablets with touch and stylus input. The portacomp authorities to the location of the phone. Of course, this requires can be connected to any of the accessories and display options that the phone be tracked, but most people value the added in this section. All makes of Portacomp come with wireless Link security. This feature is not available on the frontier, where access for data, which is charged at the same rate as a Link authorities do not go to any lengths to track their citizens. Link phone, Lv4/month. The battery pack on the portacomp is good phones also serve as small computers, game-playing devices, for 36 hours of operation. cameras, voice recorders, and GPS systems. In the Core they TL: 12 are everywhere. They are also seen on any colony world with Power: Computer/4 a well-developed data/communications infrastructure. Battery Mass: 0.5 kg life on a Link phone is normally around 72 hours standby, or 24 Price: Lv400 hours of continuous use. TL: 9 Flexible Monitor: Power: Rating/1 Mass: 0.2 kg Mass: 0.2 kg Price: Lv100 69 making it integral to Augmented Mass: 0. The small batteries in a typical HUD can power it for Mass: 1. It can be used HUD system to call down precise artillery strikes at areas designated on its The HUD (Heads-Up-Display) puts data and images on a map board. the used by central authorities to run administrative and survey/ design of the static display means the image is only viewable metabase applications. much like a pre-Twilight television. TL: 12 Mass: 0. a HUD. at the detectable signal. implanted devices like subdermacomps and subdermatalks. generally only While the image in the display is a full holographic image. It The artillery computer is a hardened unit. radiation-resistant can also be used with some sights to shoot around corners while with a case that can stop a rifle bullet. The holographic display is not directly interactive. in both military and civilian TL: 12 situations. and additional accessories like across the surface of the skin to convey information. and typically last including nanocomps. The units can easily interact dimensional image within 10cm of the projector. instead using a network of machines Often called a trid (tri-video). A typical body comp A PAN is a Personal Area Network. sometimes called a Body like the Aquitaine Hyper70 include a main processor mounted Area Network. bodycomps and portacomps. in businesses. Most homes do not have these Static Display full-size workstations. and output devices Power: Computer/4 like HUDs can all tie into a PAN. Mass: 10 kg TL: 11 Price: Lv2. Unlike sensors or communicators mounted where convenient. has the same capabilities as a conventional portacomp.Body Comp Body comps are similar in computing power to portacomps. level information to mobile personnel. PANs allow all the electronics carried by a person on the arm. More commonly. Machines of this power are rare on most colonies. Price: Lv2. be operated. Power: Computer/5 Many functions can be voice-activated as well. a typical bodycomp.500 Mass: 30 kg Price: Lv800 70 . though the demands on these resources typically run much higher as well. Anywhere that complex or delicate machinery must A portable holographic display is attached to a nanocomp. TL: 12 but instead requires a remote. a set of sensors on the hand for typing to be linked via a network that uses microcurrents conducted and gesture-based computing. and cannot be intercepted unless skin contact same data costs as any other device. or portacomp to provide a projected three- computer station can be found. security settings. static computer stations can be found on board starships. Most other short-range radio-based networks. A cc e s s o r i e s Personal Area Network connected via a Personal Area Network. PANs can interface with a variety of devices. allowing information to be included as part of the display allow it to be used interactively. freely accessed from one unit by any other. three-dimensional display unit aimed at the consumer market. to electronic sights on a weapon.5 kg Reality systems. as well as 12-14 hours before needing to be replaced or recharged. Sensors with any others on the same network. The HUD can be coupled Recon skill.5 kg up to 48 hours of operation. Use of this function of the computer requires the reticule right in front of the user’s eyes. the static holographic display is a similar in power to a portacomp.3 kg Computer Stations Price: Lv400 (Lv200 for non-ruggedised civilian version) These large. depending on local The included battery pack is good for 6 hours of operation. in hospital and even in some ground Portable Display vehicles.200 TL: 11 Mass: 0. to provide a +2 bonus to hit.2 kg These machines have considerably more power at their disposal Price: Lv250 than a portacomp. components have their own power supplies. TL: 12 Body sensors. the PAN has no body comps can make use of wireless Link services. Images vary from 70cm diagonally all the way up to 200cm. and can be tied into any modern (TL11+) artillery. The various body comp can be arranged. though HUDs are coupled to electronics and sensors to provide eye- battery life is only 20 hours. or bulk information must be processed. from the front. but are designed to be worn across the body as a distributed unit. This computer otherwise only exposing the firing hand to return fire. Price: Lv600 TL: 11 Price: Lv50 Military Artillery Computer/Communicator The artillery computer is a specialised portacomp that is tied into local navigation satellites for precise positioning. including positional sensors. Display Tank needed. Printers come with a reservoir of liquid plastic capable The large holographic display, or tank, as it is often called, can of printing 250 sheets. project a three dimensional image up to 4 metres across, given TL: 9 sufficient floor space. It lacks the interactive ability of the portable Mass: 1 kg display, but even that can be added for an additional Lv3, 000. It Price: Lv50 is widely used in medical imaging, engineering, and museums, Price of Reservoir Refill: Lv50 as well as the military. TL: 12 Smart Paper Mass: 120 kg Smart paper is more of an interactive display technology. A Price: Lv15, 000 sheet is scarcely thicker than a normal sheet of paper, and can wirelessly connect to any authorised computer within 5 metres, Spray-on Monitors acting as an input/output device. Using any pen, stylus, or even The spray-on monitor uses a frame that is set against the wall finger, it can be drawn or written upon, and will record anything to spray a thin-screen monitor onto the wall. The frame is a drawn onto its surface to the computer. It can also be used to 3D printer that lays down the electronic connections, then an access the computer and run applications like it was a remote array of spray-on picture elements, similar to LEDs or lasers, terminal. that create the image. A nanocomp is then connected to the TL: 10 electronic layer, and is used to connect to the Link network or Price: Lv5 per sheet. play media. Screens the size of an entire wall can be made this way. The image is passive 3D, so while almost as realistic as a Audio Systems holo system, it is far cheaper and larger. While a Link phone or comp can store a great deal of media, TL: 12 and the Link be used to access more, the actual playback quality Price: Lv10 per square metre, plus the cost of a nanocomp of this media depends on the quality of the audio system. This audio system can pair wirelessly with any Link phone or comp Finger Sensors within 20 metres, so long as the correct access code is provided These tiny motion-sensors are attached to the fingernails via a on both devices. It can then be used to play any audio file in full strong adhesive, allowing the hand to be used for typing and 3D surround sound. It does not require an array of speakers to as a virtual input device when used with a HUD or other eye- do this, simply several directional audio projectors that bounce monitor. They are normally used with a wearable nanocomp or sound around a room. a bodycomp and a PAN, but for double the price they can make TL: 10 use of a normal wireless connection. They are not required to Mass: 1 kg use the interactive features of holo-displays or pico-projectors. Price: Lv20 TL: 10 Price: Lv10 Gaming Systems While portacomps and even nanocomps can be used to play Body Motion Sensor games on large display devices, there exist dedicated gaming The BM Sensor is attached below a display device, pointed in systems that really do little except play games and audio-visual the direction of the user. It is used with interactive and gesture- or holographic media. Aficionados of these dedicated systems based systems to provide an interface without having to glue say the experience is superior to gaming off a comp. anything to your fingernails. It is primarily intended for static operation, but can be used on the move as well. When on the There are several makes of these consoles, running proprietary, move, there is a -1 DM for actions using the interface that require and exclusive, operating systems. Games are not compatible precise control. across systems, though they are capable of running games up TL: 10 to Rating 3 designed for a comp (with an emulator). Rating 4 is Mass: 0.1 kg for games designed specifically for the console. Price: Lv20 Brands like the Momotaro FunStation and the Aquitaine Printers ExoBox dominate the market for first-run games, especially Hardcopy printouts of documents and other information are in the Core and on more-developed colony worlds. However, not common. Most documents, including legal documents, are there are several smaller manufacturers on worlds across electronic. However, there is a limited requirement for printed the frontier that make and sell consoles and games based on documents, especially on the more primitive colony worlds that older gaming systems that are obsolescent in the Core, but still lack well-developed data infrastructures and ubiquitous Link perfectly playable. For example, the now six-year-old Momotaro connections. GameZone had a library of over 5,000 games when it was The printer outputs to a sheet of silicon plastic, which can be replaced by the GameFactory. Momotaro owns all of those reused dozens of times by the printer with no degradation. The games, and have never released the code, so these small shops printer simply melts the sheet into its reservoir, and extrudes it as have effectively set up local pirate operations. It is not worth the 71 Translation Chip Toys The translation chip will translate spoken or written known Even with a wealth of electronics available, children still want to languages. It is purchased with two complete languages on play with toys. While many toys will only exist in virtual space, a the chip (English-German, or Taijik-Farsi, for example) and will good deal more are real, physical objects. Dolls, stuffed animals, translate from one to the other at command. This program can gekkocott building sets, and play tools and weapons are still an also provide near-real-time translation of voice input. important part of childhood. Like many goods that find their way TL: 12 to the colonies, these items are typically manufactured in orbital Rating: 4 factories around Earth and Tirane, with a limited selection of Requirements: None the most expensive, heirloom-variety toys still made by hand by Price: Lv100 artisans in the Core. Typically prices will be around Lv10-200. Reference Guide A comprehensive reference guide on any one subject is available on chip for a modest price. Possible subjects include (but are time and effort for Momotaro to track all these little operators not limited to); biochemistry, physics, chemistry, geology of any down, unless they try to export the games and systems across well-explored world, political history of any inhabited world, and multiple systems. Console models change every few years, and so on. The skill level of these guides is equal to their Rating, do not tend to be backwardly compatible. and guides are available for any Art, Engineer, Mechanic, Medic, TL: 11 Sciences or Trade skill. Maximum Skill level is 3. Using these Power: Rating 4 for games and emulation software, Rating 2 for guides doubles any time required for a check, but allows the everything else. user to add half the guide’s level (rounding down) to their own Mass: 1.5 kg skill check. Use of a reference guide also allows an unskilled Price: Lv60 user to attempt a skill with a DM -2, not –3, but time for the attempt is tripled. Pico-projectors TL: 11 A pico-projector is a digital projector small enough to be Rating: 1 per level combined with most electronic devices, allowing them to clearly Requirements: None project an image up to 200 cm diagonally on any suitable Price: Lv50 per Rating surface. Pico projectors also include a pair of cameras that can track interactions with the projection, allowing screen/keyboard Language Cracker combinations to be projected almost everywhere. They are The language cracker is a program that will analyse a spoken or powered by the device they are connected to. written language and attempt to discover contextual similarities TL: 11 between it and the native language of the program. This is Mass: 0.01 kg generally a slow and painstaking process with considerable trial Price: +Lv100 to any device and error involved. The language cracker chip confers a +2 DM to Science and Language checks made to do this. It can also allow a character to learn a language without a native speaker. Programs and Software Programs and software are purchased either on a large-capacity TL: 12 Rating: 3 Requirements: None datachip or, more commonly, downloaded through the local Link Price: Lv120 network. In some urban areas, as well as the Core, practically any program can be accessed through the Link, without requiring Entertainment Software a download. This is a service that costs approximately Lv10 per Games and other entertainment programs are available through month. chip kiosks and Link download sites on almost all worlds. The main feature of these games is their ability to enable the user Portacomp Program/Memory Chips to pass time more enjoyably. Possession of game systems and A program chip contains a greater volume of data than a typical game software will add +1 to the Comfort level (to a maximum of small library. This is sufficient to provide an excellent working +4) on interstellar journeys. This increase to the comfort rating linguistic translation program or a comprehensive reference lasts for as many days as twice the Rating of the software. guide for a single area of scientific specialisation. A scientific TL: 11 reference chip does not make the user an expert in a field, Rating: 1-5 however, any more than a pile of chemistry reference books Requirement: Flexible Screen or HUD makes the owner a chemist. Larger capacity chips are available Price: Lv10 per rating number but are not common. Planetary Reference Library A blank chip costs Lv1, with negligible mass. A stack of 10 chips This is a specialised library devoted to a particular world. Having masses 0.25 kg access to the reference library grants a +1 DM on Survival 72 checks for the planet in question, along with other checks as the patch is sensitive enough that it can pick up sub-vocalised deemed appropriate by the Referee. commands and communications. The microcomm is available in TL: 12 an encrypted version for Lv1,200. Microcomms are powered off Rating: 4 body heat, and effectively have unlimited power. Requirement: None TL: 11 Price: Lv200 Mass: Negligible Range: 5 km Imaging Software Price: Lv300 This software is designed to assist in the creation and manipulation of artistic images, including photographs. By law, Hand Communicator the changes made by the software have to be recorded in the A hand communicator is a battery-powered, handheld radio meta-data digitally encoded in the photo or image, so retouched unit that broadcasts voice and low-resolution video signals at photos can be restored to their original format. Use of this relatively low power. An encrypted version can be purchased for software grants a +1 DM to Art (holography, photography or Lv200. The internal batteries last for up to 36 hours. painting) checks. TL: 9 TL: 12 Mass: 1 kg Rating: 4 Range: 20 km Requirement: Input/Output device Price: Lv50 Price: Lv 120 Backpack or Vehicle Communicator Emulation/Virtualisation Software The backpack or vehicle communicator is a heavier version This software allows a comp to run software written for a different of the hand communicator. When installed in a vehicle, this operating system. The Rating of the emulation/virtualisation communicator is generally linked to the vehicle’s power plant to software determines the maximum Rating of software it can run. save battery power. Otherwise, the internal battery pack last for The computer running the emulator must have a rating 1 higher 10 hours. An encrypted version is available for Lv400. than the emulator’s rating. TL: 8 TL: 12 Mass: 5 kg Rating: 1-4 Range: 100 km Price: Lv30 per rating Price: Lv100 Tight Beam Up-Link Communicator C o m m u n i ca t o r s Communicators allow the transmission of information over long A tight beam communicator is designed to provide secure communication between a ship in orbit and a ground party. distances. There are various types of communicators available; The communicator can be used while moving, but it requires civilian ones tend to be lower-powered (meaning shorter- a Routine (+2) Comms check every round to remain locked ranged) than their military counterparts, and they also broadcast on. Prior to the ground party’s landing, the communicator’s in a wider arc (making them easier to eavesdrop upon). microprocessor is programmed with the ship’s orbit, and the communicator’s inertial locator constantly updates its position relative to the ship. When activated, the communicator will point Throat Communicator its dish antenna toward the ship’s present location and establish A throat communicator is the most common personal a tight beam communication link, provided the ship is above the battlefield communications device next to the hand communicator. horizon and in effective communication range. It is a small, saddle-shaped device that rests on the front of the throat, over the user’s larynx. A throat communicator allows its In most orbits, the ship will be in an acceptable comlink position user to make radio communications while keeping his hands free roughly 20 percent of the time. The higher the orbit of the ship, for other work. The unit is battery powered and is automatically the longer the period of possible contact, but the greater the activated when the operator speaks. An encrypted version can dead time between relayed communications. Two up-link be purchased for Lv300. The throat communicator includes a communicators can be used for secure ground communication if battery pack good for 24 hours of operation. a communication satellite is overhead and both communicators TL: 10Mass: 0. 1 kg are linked to the satellite at the same time. Range: 5 km  Price: Lv75  An encrypted version of this equipment is available for Lv6,000, ensuring that even if the tight-beam is intercepted, it cannot be Microcomm interpreted. The microcomm consists of a small adhesive patch that attaches TL: 11 behind the ear, and uses a PAN to connect to a transceiver Mass: 8 kg located somewhere else on the body, typically on the upper arm Range: Orbital or wrist. All functions of the microcomm are voice-controlled, and Price: Lv1,500 73 TL: 9 Danforth Optics ‘StarScope’ Mass: 1 kg The StarScope is a light-weight Newtonian reflector telescope. It is Price: Lv800 possible to attach an imager to a spotting scope. and objects and allows night vision by internally enhancing the light the included software can ‘learn’ new worlds. including mass drivers. stars. A read-out of the electrostatic backed wirelessly to the controlling comp. based on known received. It has the Binoculars same disadvantages as the FarSeer. However. provides more accurate readings of any object Starscope ranges from 30x for wide-field viewing up to 200x for lined up with a set of cross hairs in the front of the lens. Whether to bring distant objects closer. explorers. While the Digimike is aimed at the education market. Stars can be viewed through the optical eyepiece. With Price: Lv350  optical magnification up to 2. The main lens is composed of oil. the Digimike can resolve objects and structures of just 20 Spotting Scope nanometres in size. Magnification is between 10x and 120x. including link phones. the spotting scope. folding array telescope. arranged in a hexagonal 74 . in a package more compact than of their users. It includes a powered mount that can be connected wirelessly to any nano-comp or portacomp Danforth Optics ‘FarSeer’ to find stars automatically.  close-up views. qualities of robustness and ease of use that make it popular TL: 12 with students and educators also make it common on colony Mass: 1 kg worlds with scientists.5 kg The Herschel is a large. Price: Lv100  designed for astronomical viewing. the very The FarSeer magnifies from 1x to 100x. The Digimike connects wirelessly to any A spotting scope is a small optical telescope used for terrestrial standard comp. Sensors and Scopes Sensors are designed to make environmental information easier Danforth Optics ‘FarScope’ to obtain. but does include captures. will also disrupt the focus. TL: 10 There are two disadvantages to using the FarSeer. It does not have the TL: 10 thermal imaging capabilities of standard binoculars. and can easily burn out if used in daylight.2 kg that is an option. Effective magnification on the of a pulse laser. it object being focused upon. and the Price: Lv 500 second is that the electrostatic lens will not hold focus in a strong electrical field. Nearby gauss Danforth Optics Digimike Microscope weapon fire. consisting can resolve stars the eye cannot. or peer through The FarScope is a spotting scope that incorporates the same dense terrain to find hidden secrets. The metabase that comes with the The FarSeer is a newly-marketed product that magnifies scope includes information for use on any inhabited world. although Mass: 3. Trilon ‘Herschel’ Portable Observatory Ele- TL: 8 ment Mass: 2. The standard optical binoculars available to purchasers in the TL: 12 24th century incorporate thermal imaging for night visibility and Mass: 3kg limited visibility in fog. One is Mass: 8 kg that the laser is visible to instruments  watching for it. electrostatically. to display the images it viewing. Available magnification spans 15x to 200x. and adjustable magnification from 1x through 20x. The sensor is light- charge that focuses the lens gives approximate distance to the sensitive. sensors extend the abilities technologies as the FarSeer. It is intended to be used on a tripod. or piped held and manipulated for focus.000x using near-field scanning. turning it into a super-telephoto lens. though. such as a nearby lightning storm. optical stabilisation for free-hand work. and medical personnel. The seven Price: Lv200 (Lv400 with thermal imaging) mirror elements are each 50cm across. gyro-stabilisation for  high magnification Price: Lv500 steadiness. and includes a light intensifier for night-time viewing. while a backup system. Price: Lv100 TL: 10 Mass: 0. Distant The RD-9r is used to detect radio transmissions and to locate the Cost: Lv35. Two objects to be cheap and portable for zoological field teams. The cost is Lv5. with roughly the same shape and heat output will look the same TL: 10 through an infrared viewer. Its short range makes it viewers do not provide physical details of  objects. Int detection.  This equipment can detect large Weight: 50 kg targets in a standard broadcast scanning pattern (a 120-degree Range: Long vs. It Hyde Dynamics HR-9a/k Battle Radar must be attached to a vehicle powerplant or other power source The HR-9a/k  is a portable radar set that can be carried by in order to function. To detect radio transmissions within five kilometres. or displayed on cyberoptic or neural overlay displays. Int check. TL: 11 TL: 10 Mass: 150 kg Mass: 0. like spark plugs in internal combustion engines. Such an array can give detailed views of orbital structures optical zoom. It is designed approximate shapes and heat-emission strengths. Sensor Range: 5 km gauss weapon fire. police. Other lenses are available.000.5 kg emissions. It is often used by exploratory. TL: 9 Mass: 5 kg Price: Lv700 75 . Realer Than Life™ Technology or peer into the depths of space. just their largely ineffective for military purposes. the element is Momotaro Technologies HotShot Imager with a powerful telescope. or device. The Canary is a moving point IR sensor which actually works as allowing objects to be spotted by the heat they radiate.000 transmitter. ground targets.000 m at much greater distances.  and military units TL: 11 to detect moving targets. its real power comes The Hotshot imager is a high definition digital imaging camera when it is linked to other telescopes scattered across the same that can also shoot full 256 fps video. including super worlds. smart SCEMRS (‘Schemers’) are extremely sensitive scanners sights. Weapons and equipment can be shielded against SCEMRS and both operators must succeed at a Difficult (-2) Sensors. Equipped with a 10x to 200x array. image nearby planets. TL: 11 Mass: 5 kg Tesla Hut RD-9r Radio Detector Range: V. Most infrared viewers have an Mass: 2 kg effective range of 500 meters. telephoto and macro lenses. + double the cost of the weapon check. Infrared well on vehicles as it does on life forms.000 of a second. hand.000 30-degree  arc). monochrome image of the area the radar is Hyde Dynamics AN-99 Super Conducting Elec- sweeping. however. the wide field imaging processor can take images and space craft. aircraft arc). with shutter speeds as hemisphere of the planet. and electronic communications equipment Price: Lv450  can be detected from several kilometres away. distant vs. able to easily resolve objects in low orbit.75 kg Cost: Lv15. This information can be routed to a unit’s HUDs. However. The Battle Radar’s screen  provides a crisp. two-dimensional. and scan stars for new Realer Than Life™. the maximum scanning range is five kilometres. High-powered Mass: 1. or objects as small as a rabbit on a tight-beam scan (a Price: Lv20. To pinpoint the location of the transmitter. but very hot objects can be seen Sensor Range: 1. In either case. the operator must make a Routine (+2) Sensors. designed to pick up the faint electromagnetic emissions of TL: 10 modern electrical and electronic equipment.shape when the observatory is set up. at least two radio SCEMRS Shielding detectors must be set up a minimum of one kilometre apart.000 Price: Lv120 Hyde Dynamics G9 Infrared Viewer Zooonics ‘Canary’ Large Life Form Detector The G9 permits a user to see light in the infrared spectrum. creating an optical long-baseline fast as 1/10. as  well as the direction and distance to identified tromagnetic Radiation Sensor (SCEMRS) targets. 2 kg Price: Lv300  Aquitaine BSS-2 Basecamp Security Sensor The BSS-2 is a multipurpose active/passive sensor suite designed to provide warning against intruders at remote sites. On its own. A re- placement food pack is Lv500. The composting toilet is an inexpensive method to reclaim household waste as fertiliser and a soil conditioner. The toilet itself is small. and contains enough material to Cost: Lv80 make 50 complete meals. electric range and combination microwave/ while it has no odour. The autokitchen is a large ceramic and synthetic Mass: 50 kg box about 2m x 2m x 1m thick. and then combined by the auto-kitchen to make com. Miscellaneous Equipment and Consumer Goods These goods do not fit into other categories. freezer. These are Auto-kitchen very common on worlds where the local biosphere is incompat- The auto-kitchen is a self-contained kitchen. but are too expensive for general use. They are common with survey teams and pathfinders. TL: 11 Mass: 400 kg Price: Lv8. and frigerator. with a small re.000 76 . Raw ingredients are stored in various storage house-type buildings. and may be very Composting Toilet special purpose or uncommon luxury items. areas. ible with humans and their crops. TL: 8 plete meals. people typically keep these toilets in out- convection oven. especially out on the Frontier. makeup kits are also very handy in un- dercover or criminal endeavours as well to create disguises. the substance below becomes exposed to the atmosphere and foams up to replace it. wearing a chrono is a definite status symbol. coloured facial powder and pencils for ton- ing and highlighting. It takes less than two seconds to cure. date. militias. absorbent substance that foams up and cures to a fluffy consistency upon contact with atmospheric nitrogen. such as special forces. necessary applicators and brushes. TL: 8 Mass: 0. minutes. both electronic and mechanical. With the use of SCEMR sen- sors.13 kg Price: Lv1. It is widely used as a facial tissue. along with chronograph hours. TL: 10 Mass: 0. it is still in favour with some. Outside of military and some scientific cir- cles. TL: 8 Mass: 5 kg Price: Lv500 77 . and seconds. minutes. It has spring power reserve of 56 hours. necessary adhe- sives and solvents. Wrist chronos come in a wide variety of shapes and styles. collared contact lenses. hours. and a variety of basic skin tone foundation makeup.200+ Makeup Kit The term makeup kit actually can be applied to two very simi- lar items with different purposes. SofStuf is also used as bandages. Most makeup kits are used by people in the public eye (actors and the like) to augment their appearance.SofStuf SofStuf was originally the brand name for a particular brand of foam tissue. It provides a +1 DM to all appropriate skill checks. These kits typically include (but are not limited to) hair colouring dye. as the exposed foamy part is torn from the top of the box in which it is packaged. and towels. It comes in a variety of decorative colours. setting powder. modelling putty for altering facial features. completely mechanical chronos are in fashion with some groups. the brand name became the common public term. false eyelashes and artificial facial hair. Computer-controlled security systems suffer a -1 DM when attempting to penetrate such a disguise. Sof- Stuf is a soft. but the product became so popular that. washcloths. rags. The mechan- ical chrono is an expensive piece of precision machinery. and seconds. Use of the makeup kit to create an effective disguise requires the use of either Deception or Art (acting). as often happens. However. with day.25 kg/package Price: Lv1 Chrono Though the wearing of a classic wrist chronometer (a watch) is out of style with the advent of Link phones and body comps. and police. auto- winding. but the planet the suppressions in the early 90s. And up here. Lost Angel Earth behind 38 years ago. she won’t leave her ship for any man. running supplies to the We didn’t find enough to get rich on. attachment points. a wedge of rocks and debris currently on the Jupiter belters and traders get different strains of the retro-virus. thruster pack. and with fittings for Deep work. neither of Kimanjano’s belts had ever been surveyed. opinion was shifting. in habitats. that’s alone exploited. joining up with a mining outfit rocks. We stayed there nearly eight years. in the hard vac.’ or so the Link post said. let get nervous about the thought of two classes of humans. bag will run you a few hundred livre. 78 . well. My first job was on a company ship. and going for the zero-gee DNA mod when I was monopolies aren’t too hot on freelancers. we pooled our cash. well. One of the new guys on my crew says that sector 12. Met my wife on that trip. drills. Space Equipment You’d never know it to look at me. We set up camp in the Kimanjano system. No stutterwarp for us. but by the end of it we had stashed enough back. since there’s a fair chance you won’t live know why. That for 100 years in TransNat contracts. my wife’s ship comes myself for a proper vacc suit kit. and we spend a week or so together. I do know rocks. No idea why that is. but itching to get back out. with a system. Most people say it’s the Pentapods that with a big vein of copper running through it. the Black Clinics to continue to develop the zero-gee DNA mod. And we found ourselves a nickel-iron asteroid. Main belt over there is either played out or wrapped up supplementary MHD thruster when we needed high thrust. too. even if I could. and offered me a permanent spot. too hard a spin hab to the asteroid two years ago. and hitched a lift on a Libertine bound for Bessieres. long enough to stake which is fine by me. found some good I came to it relatively late in life. So we used a plasma rocket. Most corps only saw the money to be made in what I think. to calling. I’m not liable to go anywhere. for every 2 men. plasma cutter. mostly ex-pats from the Sol that we had to meet. We hooked various rocks we were working. The corp that fed us work wasn’t too keen on spacecraft and those who live and work in space. and he side of the belt. and on the rocks. and now we’ve got to match orbits with all the little pieces of crap floating around nearly 50 miners working for us. Why they should be hands short. the whole load-out. I’m her man. Says they have secret deals with worked. but a five-crew rock hopper is always how to balance books and how to tune linear plasma drives. and in or among the asteroids. instead The items listed in this chapter are of great use for crews of of just scouting. I served on that boat for just over a year. Doesn’t bug me that she has a man in ten other ports. but they liked how I says traders want it that way. They were two gee DNA mod. thrusters. the rest of the system. I left gonna find work. thing gobbled remass like a hyperpig. With me. too fond of freelancers. Wouldn’t go to a suit failure. We didn’t find a damn thing. don’t especially to a noob. that runs into the thousands. either. Armoured torso. for their benefit. and Sol 30 years ago. and lined up some steady customers. right? Even before us just fine. but the Azanians like 21. There’s about 2 women for every 5 men out in the Deep. we could see where public is metal-poor. on competition. but I have my doubts. and a big. Every year or so. I guess. they had the different for belters than traders. The French when I was 19. plasma drive. 200 tons. but I wasn’t born in space. and ignored and the other Mods are definitely superior. for a beauty of a ship. A tourist port. it’s more like 3 women long enough to make good. so we hitched another lift with a friendly Libertine. but we did okay. though. Twenty years pushed Earth back from the mods. In Kimanjano. life support systems. linear accelerator. that’s one of life’s great minimum the Miner’s Union insisted on for an assay run into mysteries. but a proper worksuit. We’re producing enough to be able to ship out-system now. but making it worth his while. Three years after that. No one is going to loan you the money. People ago. taking half his external cargo load. On the Libertines. That’s what you gotta have. That was me closing the door on Earth. but I’ve heard that these ‘gender ratios are tied to the long-term effects of the zero- Made my pitch. Kimanjano has that organic soup. so we could do our own mining. and found myself on a crew. airless world. I’m her man in this work in the Deep with the rock scouts and prospectors. The French there are none I don’t know about that. me grabbing up the goo floating around in the ocean. and at 5 km the main chute as the rocky surfaces of small asteroids. A small chemical thruster is used for the de-orbit burn. Dex check. such as sections of ship hulls. The ERK can only be used on worlds with a Thin Atmosphere or better. Price: Lv1. which takes an amount of time equal to the world’s UWP size code x 3d6 minutes before the ERK enters the world’s atmosphere. a drogue chute which magnetic grapplers and Stik-kits will not adhere to. and parachutes for the final landing phases. TL: 8 Mass: 0. Each rocket stake is (usually a parawing) will deploy. The battery is good for 12 hours of constant operation.5 metres in diameter. does 1d6 damage. Each of the following items has been designed to solve these problems. 20 centimetres long x 5 centimetres in diameter and comes with TL: 11 a recoilless pistol-grip firing mechanism (care must be taken to Mass: 50 kg avoid the stake’s backblast area) and a 100-metre reel of safety Price: Lv2. A failure Effect is 10 metres long by 2. Mass: 50 kg per section (20 deflated sections take up one ton Dex check. Emergency Re-entry Kit Originally designed as survival equipment for spacecraft crippled in low orbit. the other has a lock ring through which to run a safety line for work in zero-G. of 5 or less adds that amount of time to the re-entry phase. The ERK and wearer will be on the opposite side of the world from where they started Emergency Docking Tunnel at this time. Magnetic Grappler TL: 9 This device is a squat cylinder (5 cm high by 10 cm in diameter) Mass: 5 kg containing a battery-powered electromagnet for attachment to Price: Lv15 ferrous metals. and suffers DM-2 to hit. It is also possible to connect the tunnel to any slowly burnt off the suit. The process is largely automatic. the rocket stake has Pistol range. the ERK is now also used in the extreme sport of Orbital Diving.000 line. never putting the user at risk. and burn in. An TL: 9 Effect of 6 or more requires an immediate Difficult (-2) Vacc Suit. as it relies on the atmosphere for braking. The ERK consists of a foamed ablative shield that the user creates using a can of high-density foam and a mould around his spacesuit. The first is the need for life support. Any failure here means a re-entry accident where of space) the wearer of the ERK will be killed. and the wearer is free-falling from A rocket stake is used to attach zero-G safety lines to surfaces approximately 50 km altitude.5 kg Price: Lv20 79 .000 per section Once the re-entry phase is complete. the remnants of the Rocket Stake heat shield are jettisoned. The magnetic grappler will hold up to 250 kilograms. At 30 kilometres. supplies. The re-entry phase of the operation sees the ablative foam and casualties. and the second is the difficulty involved in moving about. One face attaches to the metal surface. Each inflatable tunnel section requires a Routine (+2) Vacc Suit. such deploys to slow the rate of descent. If used as a weapon.Standard Items There are two basic problems with working in the vacuum of space. The EDT is used to connect two spacecraft with functioning airlocks to allow the shirt-sleeve transfer of crew. This phase suitable area of hull.   In such cases. or electrical spot the tool can be triggered to prevent the shock absorber from re. Ltd. On civilian ships. these beacons are set to go off automatically upon inflation. but can be External Repair Bay controlled manually. Performing repairs on the outside of spacecraft is much more TL: 8 difficult and dangerous than inside.000  Rescue Ball The rescue ball is a 1. welds (depending  upon the hull material). largely due to the possibility Mass: 10 kg of rupturing a vacc suit. and a hull  must be compressed gas jet in one end. the British firm of Gorman Price: Lv500 Systems.000 80 . The bay is composed of modular sections that attach together on a ship’s hull using magnets or gekkocott. and a gas shock absorber inside. allowing unsuited personnel to work on the outer surface of the ship. this unit is used in situations vacuum and zero-G. a  clamp-on air lock can to manoeuvre in space. and the gas shock absorber is used to be handy. The gas jet has continuous be cut through the hull for access to the interior of the ship. It is a metre-long. and inflates it. If duration of three minutes. has designed a portable external repair bay. these beacons are automatic. It is often used with a compressed gas. creating a  10 metre x 10 metre x 2 metre space that can be flooded with atmosphere. Rescue balls are equipped with rescue beacons. it is safe to use within habitats. and will maintain the occupant for another hour. TL: 10 Mass: 800 kg Price: Lv2. TL: 9 TL: 9 Mass: 3. telescoping rod with a where a normal air lock  cannot be used. seconds of propellant per manoeuvre. For this reason. emergency docking tunnels. a hook and magnetic grapple on breached quickly  without jeopardising the integrity  of its the other end.  allowing a hole to extending until the operator desires. climbs inside. The clamp-on air lock attaches to the outside of a hull by slow the operator upon approaching a surface.5 metre diameter inflatable ball. chemical adhesives. 5 kg Mass: 2. Since the EVA stick uses it is usually welded  in place permanently.EVA Stick (‘Broomstick’) Clamp-on Air Lock An EVA stick is a very common item used by those working in Sometimes called a breaching lock. A valve  within means of magnetic pads. unconscious. The user opens up the ball from its packaging. normal use consumes about  three a clamp-on air lock is to be used for more than several minutes. and cannot be shut off. The included air supply/recycler can provide up to 2 hours of life support.000 kg Price: Lv250 Price: Lv30. before it runs out of breathable air. The jet is used interior atmosphere. On military vessels. TL: 10 Mass: 5 kg Price: Lv300 B e ac o n s There are several types of beacon used aboard spacecraft and in space. high-powered signal with the ID code of the bank or insurance company that underwrites the beacon. Rescue Beacon A rescue beacon is standard equipment on most spacesuits. The soft helmet and suit automatically seal themselves. it is still very difficult to move it.Emergency Suit A step up from a rescue ball. This grants a DM+4 to all attempts to locate it. TL: 9 Mass: 1 kg Price: Lv50 81 . save by authorised personnel. In civilian usage. life boats. the beacon cannot be turned off once turned on. All are designed to be simple to use and. and the suit is inflated. and rescue balls. but military beacons are manually operable. where possible. All –physical actions suffer a DM-2 TL: 10 Mass: 8 kg Price: Lv900 Claims Beacon A claims beacon is attached to an asteroid or other object. Claims beacons are made from very tough composite material. the emergency suit provides very limited mobility. Even at the low pressure of the interior of the suit. the claim file number. and who the underwriter is. Most cannot be turned off once activated. it broadcasts a continuous signal for 144 hours. It broadcasts a continuous. It is a brightly-coloured synthetic material that is pulled on like a set of overalls. and are difficult to damage. and blinks a brilliant white light. It’s like wearing a balloon. along with a pre-recorded message stating the nature of the claim. Once activated. tamper-proof. TL: 10 Mass: 100 kg Price: Lv50. establishes its own correct surface location to within 0. armoured cylinders.000 transmitter.000 each 82 .Warning Beacon Warning beacons are used by governments and other agencies. Each satellite continuously  broadcasts its identification code and current position. either in a Link phone or as a discrete device. The warning beacon emits an extremely bright pulse of visible light. re-transmitter of tight beam or broadcast communication in a TL: 10 stationary equatorial orbit. Warning beacons are squat. Five satellites are required to provide full coverage of a planetary surface. TL: 11 Mass: 200 kg Price: Lv50. which most colony worlds can Down-Link Navigation Receiver manufacture. If there is more than one colony on a world. They can also be launched by relatively inexpensive disposable rockets. The hemispherical top is the light emitter. This is built-in to most Link phones as well.000 each  Satellites Satellites are generally placed in orbit by ships already in orbit around a world. about 1 metre tall and 0. Each provides 20-percent coverage of Mass: 0. along with a multi-frequency radio warning to stay away. so five satellites evenly spaced in the  same orbit will Price: Lv30  provide 100-percent coverage. and are attached to dangerous or restricted objects. parties to receive broadcasts from navigation satellites. The power supply is good for six months. with the radio. computer. and power supply.5 kg a world. they A down-link navigation receiver is a portable unit used by ground will often co-operate and share their satellite resources. and can be supplemented by solar panels. A Link or data channel is usually provided to give more information on the nature of the warning. TL: 11 Navigation Satellite Mass: 100kg A navigation satellite is a solar-powered orbital broadcast Price: Lv10.5 metres wide. A down-link receiver and  microprocessor.5 metres. though some reprogramming Communication Satellite may be necessary to get them to receive signals from a private A communication satellite is a solar-powered orbital receiver and satellite. Surveillance Satellite Weather Satellite A surveillance satellite is a solar-powered. it lacks the resolution required for surface either side.500. rigged for such duties.000 Survey Satellite A survey satellite is a solar-powered photographic satellite for mapping a planet and collecting meteorological data. 000  83 . This common class of surveillance satellite has an mapping. however. Price: Lv1. Purpose-built for a day and scan the area directly below and  50 kilometres to weather monitoring. A solar-powered satellite intended to provide detailed Each satellite will orbit an earth-sized planet roughly three times meteorological information for the world below. On occasion. TL: 10 Mass: 50 kg Price: Lv250. low-orbit satellite. placed in geosynchronous orbit to provide surface mapping and data on atmospheric weather conditions.2 centimetres on a clear day. It usually inhabits Mass: 150 kg a low polar orbit passing over the entire globe in the course of Sensor Range: Orbital many orbits.000  TL: 9 Mass: 20 kg Price: Lv100. often through software tricks to use it as TL: 12 a make-shift optical interferometry telescope. Resolution of a survey satellite is approximately 50 centimetres. these satellites have been optical resolution of 0. etc. only replaced. Each can be customised to a degree. a character with STR 6 and END 8 who is entertainment system.000. An Effect of 6 or more means the suit was put on in three minutes. a skin-tight pressure suit. the skin suit is often combined with an outer layer of coveralls that provide improved protection and proper thermal regulation. while deep-riggers will get a customised worksuit with a hardshell torso and high-end So. The base price of a suit is Lv1. as the name implies. and Ectomorphs add Lv500 to the space as part of their profession will eventually purchase a price. and hardsuits. This creates problems in terms of waste elimination. The material is designed to wick away moisture as part of the suit’s thermal regulation system. Skinsuits A skinsuit is.700. good for about 30 minutes. The price of a skinsuit depends on physical characteristics and body type. softsuits. would pay Lv1. plus Lv100 x 84 . A skinsuit requires a Difficult (+2) Vacc Suit. They cannot be modified. which can hold life support upgrades as well as other equipment. for a total of Lv2. bespoke suit. Skinsuits pretty much by definition have to be custom-fitted. Spacesuit Design While there are off-the-shelf spacesuits (derisively referred the sum of Str and End. to as ‘baggies’ by most spacers). for example. Personal Life Support System (PLSS) gear has upgrade slots as well. Dex check to put on. The Effect on failure adds that much time in minutes to the base five minutes.000. It is made from an elastic material strong enough to keep soft tissues from expanding in a vacuum. anyone who spends time in Endomorphs add Lv300. while any other success indicates five minutes to don the suit. Mesomorphs add Lv400 to the price. and another Lv300 because he requires the There are three general categories of spacesuit.400 for characteristics. These suits are notoriously difficult to put on and take off. Any size change (mass change. muscle implants. skinsuits. as skinsuits are neither plumbed nor equipped to dispose of solid waste. Pilots may get a skinsuit. Life support is provided by a small belt-pack life support system. Life Support upgrades can only be installed in a PLSS. The Heavy Trait adds Lv200 to the price. which is connected to a soft bubble helmet that inflates when attached to the life support unit. so some wearers choose to leave them on constantly.) will require a new suit to be made. also an Endomorph. In the table for each space suit type there is an entry for upgrade slots. plus Lv1. This is a similar idea to the upgrade slots for powered armour from Supplement 5-6: Vehicle Handbook. If the wearer expects to spend any time in vacuum. DNA modifications. Endomorph-type suit. 10 minutes for a baggie. 11 -1 2 1 4 kg Varies and has the same options available. the Effect determines how many additional minutes of pre-breathing are required. A Vacc Suit. has +1 Protection. A rigid torso is not available for baggies. Hybrid suits are the most 12 0 3 2 3 kg Varies common types used for protracted periods on a planet or moon.000 more. The basic softsuit can use any of the PLSS options listed later. and provides a DM+2 on the check to enter or exit the suit. or eat a sandwich. Softsuits take at least five minutes to put on. An auto-darkening polarised visor is usually worn as well. and so the pre-breathing exercise is not 12 -2 5 4 7 kg Lv10. allowing free and easy movement.5 kg Lv5. Baggies double the amount of time required to put them on and take them off. It is also quicker to put on and remove. Any success indicates that the wearer is able to go on internal life support after 60 seconds of pre-breathing.000 surface of a moon. in minutes. and the 10 -4 2 1 13 kg Lv3. This is doubled for a baggie. In all other ways. and are the direct descendants of the suits used by the Apollo crews who originally explored Earth’s moon. Full military VCD (Vacuum hybrid suit.000 air inside. On a failure. and costs Lv3.000 additional room in the torso makes it possible to withdraw the Baggie operator’s arms completely. which have a certain A softsuit can be built with a rigid torso. the pressure suit itself. the hardsuit can be operated at the same internal air pressure 11 -3 4 3 9 kg Lv7. adds 1 Upgrade Slot.to medium-duration vacuum exposure. A suit with a rigid torso Softsuits A softsuit is what most people think of when they think about is 5 kg heavier than a standard suit. This is a Routine (+2) Vacc Suit. Dex check is required to put on one. they require some oxygen pre-breathing exercises before the suit can be sealed and the wearer goes onto internal life support. planet or other object. Hardsuits are used for Baggie all long-duration exposure activity. The helmet is the classic goldfish bowl with an armour cloth cover over it.Skinsuits higher than a standard soft suit. Note that a character with the Thin-Air DNA modification would not need to pre- breathe to be able to use the suit. They are the most common type of suit used for short. they tend Rigid Torso to use commercially-procured hardsuits. whether in space or on the 12 -3 4 3 8.000 necessary. it is treated as a soft suit. however.000 to scratch an itch. Unlike the softsuit.’ can be fitted to multiple wearers with (hopefully) a wash and decontamination in between. The rigid torso allows the internal air pressure to be Combat Dress) is seldom available to frontier forces.000 as the ship or station. the so-called ‘baggie. End check. which is often called a amount of armour protection built in. spacesuits. A hybrid suit does not require the wearer TL Penalty Protection Slots Mass Price to conduct the oxygen pre-breathing exercises of a conventional 10 -2 1 0 5 kg Varies soft suit. and makes getting into and out Dex Upgrade of the suit far easier. Baggie When militia forces must perform off-world actions. and an outer layer of armour cloth as protection against micro-meteoroid strikes. Since softsuits operate at a lower internal pressure than skinsuits or hardsuits. It comes equipped with a heating/cooling layer. Pre-breathing is necessary with baggies. Softsuits and Baggies Dex Upgrade Hardsuit The hardsuit is a rigid suit that maintains a constant volume of TL Penalty Protection Slots Mass Price 10 -3 3 2 12 kg Lv5. the Effect is added to the time required. On failure. 85 . allowing the luxury of being able 11 -4 3 2 10 kg Lv4. Softsuits do not have to be custom-made. A general-use suit. 000 hours of video.5 Lv30 Pill Dispenser 1/2 . Item Slots Mass Price Entertainment System 1 1 kg Lv200 Water Bottle 1/2 0. and 20. unless it is to display instructions or schematics. Water Bottle: A 1 litre water bottle. allows the wearer to scratch their nose. .000 hours of audio. from government authorities. if only because they are under stricter oversight as part of the design. most mining corporations turn a blind eye to the practice.Hardsuits Item Slots Mass Price Dex Upgrade Comm. In addition. in practice these pill dispensers are more likely to be filled with pseudo-amphetamines or performance-enhancing drugs.25 kg Lv5 MAG . they make it a great deal more comfortable for long-exposure wear.000 B 12 Any 4 hours 4 hours 1 6 kg Lv2. 0. Some asteroid miners have been known to spike their water bottles with pseudo-amphetamines to improve response times and wakefulness on the job. 500 km 2 5 kg Lv2. slightly rough pad inside of a helmet that backup. These are added to the suit.000 11 -2 7 6 17 kg Lv12. 50 km 1 2 kg Lv200 TL Penalty Protection Slots Mass Price Comm. mining companies Electronics All suits come with a basic 5 km range radio and nanocomp will generally turn a blind eye to this. 0. but orbital construction companies are much more stringent in their application of regulations.800 D 11 Any 12 hours 16 hours 2 10 kg Lv2.200 C 10 Any 6 hours 8 hours 1 8 kg Lv1. PLSS Types PLSS Type TL Internal Life Support Scrubber Life Power Upgrade Slots Mass Price A 11 30 min bottle 2 hours 2 hours 0 4 kg* Lv2. Again.500 E 12 Any 24 hours 30 hours 4 14 kg Lv4. Pill Dispenser: Ostensibly intended to dispense analgesics and anti-nausea medications.000 Comfort Options While these options do nothing for the actual function of the suit. Lv20 Scratchpad .000 Enhanced Optics 1/2 1 kg Lv300 12 -1 8 7 12 kg Lv18.000 *Includes mass of one full 30-minute bottle 86 . The nanocomp can hold about 3. Regulations generally dictate the video portion of the system cannot be used during work periods. retaining the base 5 km radio as a Scratch Pad: A small. it is generally against regulations to use radio bandwidth to stream audio and video in and around habitat and vacuum or asteroid mining operations. Lv10 Standard Diaper . Additional electronics are also available.000 F 9 Any 24 hours 24 hours 2 12 kg Lv3.000 Sensors 2 5 kg Lv2. While this is technically illegal.000 10 -3 6 5 15 kg Lv10.5 kg Lv20 Waste Collection 2 6 kg Lv600 Entertainment System: This is a nanocomp system with dedicated speakers and a heads-up display for video. usually loaded with electrolytes. Additional bottle racks are added separately.000 New Military 12 50 rounds 5 m per round 60 kg Lv8.Waste Collection: For any excursion expected to last more PLSS F is a lower tech unit normally used around outposts and than 30-60 minutes. however. Air Bottles Duration Mass Price PLSS D is the most common PLSS unit in service with workers 30 min 1 kg Lv200 both in space and on vacuum worlds. but is most often found among PLSS Options asteroid miners and other independents. It includes a 30-minute air bottle. It cannot be fitted with a bottle rack. PLSS C is a large backpack. and is only ever used as a last resort. It is not very common. from 30-minute tanks to eight-hour tanks. The TL: 10 MAG is used for missions of up to 12 hours. It can be connected to a Space 120 min 4 kg Lv800 Manoeuvring Unit (SMU). though can become very uncomfortable after use. waste collection systems. + Lv50 per bottle collection system. The tanks themselves are available in four sizes. It Bottle racks is generally considered usable for trips of up to 4 hours. For Bottle racks clip to the PLSS itself. designed to ride high on the back. they can change bottles on the fly. PLSS units can hold up to four air bottles. a type of heavy diaper. All PLSS units have the capacity for at least one bottle. designed to be worn as a waist pack or carried like a small suitcase. more importantly. The collection system seldom functions correctly. PLSS A is the smallest unit. PThee rheart s o n a l L i f e S u pp o r t S y s t e m ( PLSS ) of a spacesuit is the Personal Life Support System. usually carried as a waist pack or backpack. called the Maximum manifolds required to connect all the bottles on the rack. It combines a long duration 60 min 2 kg Lv400 with effective upgradability. waste. though if a person is very quick. Lafarge Radiation Screen 2 10 kg Lv12.500 Manoeuvring Unit (SMU).200 Tier 1 and Tier 2 space militaries. PLSS units are rated on the life of their atmospheric scrubbers and power supplies.000 87 . with an effective duration. PLSS B is another small unit. It can be connected to a Space Manoeuvring Unit (SMU). also contains the equipment required to monitor and regulate the user’s breathable air. It can be connected to a Space Additional Battery 2 8 kg Lv1. and include all couplings and longer excursions. Aside from the PLSS A unit. 240 min 8 kg Lv1.000 EVA Pack TL Propellant Duration Delta-V Mass Price Old Commercial 10 30 rounds 2 m per round 40 kg Lv5. It is the standard life support system in use for most baggies. A bottle Absorbent Garment (MAG). can handle both liquid and solid rack can hold up to four bottles. corporate officials. It is frequently used on flight suits and other short duration suits. rather than within Item Slots Mass Price corporate inventories. This system is good for 12 to 24 hours. +1 kg per bottle collection system uses a catheter and gekkocotte-fastened Price: Lv200.600 PLSS E has the longest-duration of any commercially-available PLSS unit. though some tour operators may give their clients the option of wearing a disposable diaper. The stock waste Mass: 2 kg. Tourist baggies will not normally be equipped with other non-rigorous users. that bottle can be of any size. This unit provides power to the suit for heating and cooling but. it is normal practice to use a suit with waste other well supported areas for tourists. A variant of the PLSS E is often used by Additional Scrubbers 2 4 kg Lv3. and has a set of straps that allow another air bottle of any size to be attached. half of which are usually reserved as spares with smaller capacity than the primary tanks. and collection. and + 3 for a hardsuit.000 Velocity Old Commercial New Military Round 1 3 m/turn 5 m/turn Toolkit: Toolkits are external tool bags containing recoilless Round 2 6 m/turn 15 m/turn powerheads for a variety of tools. The repair kit consists of strips. and any armour increase adds an additional repairs. and the suit detaches from the vehicle. and they can fire to both the rear (for gaining velocity) and the front (for Option TL Mass Slots Price reducing velocity). This is the preferred method for planetary suits. Each point of armour adds 0. The suit itself is external to the spacecraft or station. EVA packs are available at TL 10 and TL 12. and patches of spun composite material. molecular adhesion to allow them to grip any material except Additional Batteries: By adding an additional battery pack.200 Suit Repair kit 10 2 kg 0 Lv3. panels.000 and sensors. The jets are arranged on movable arms. all equipped with a strong (one-ton strength) patch of gekkocott on one side. the duration of the PLSS is extended by 50%. The maximum increase is closes the shelter around him and his suit. and has 60 minutes of weight of skinsuit.000 Gekkotoe Boots 11 1 kg 0 Lv5. The suit operator Protection value can be increased. D. The table below is a sample of velocities Suit Lock 11 10 kg 2 Lv5. the Lafarge electromagnetic deflection system The EVA pack attaches to the PLSS B.000 the pack. gekkotoe boots use system. equipment. Cargo Points: Cargo points are D-rings attached to reinforced points on the exterior of the space suit. and is only available for hybrid softsuits and hardsuits. can also easily accommodate racks for air bottles. and if possible. nanotube fibre. especially on worlds with any sort of active biosphere. and the internal lock closes. Suit Lock 10 4 kg 1 Lv1. Suit Lock: A suit lock is an extensive change to the basic design of a space suit. A suit lock has the suit’s entry point in the back. and E units. and are designed as attachment points for cables. If not. This toolkit includes the Round 5 15 m/turn 25 m/turn tools to be found in a standard power tool kit and in a standard Round 10 30 m/turn 50 m/turn mechanical tool kit. Then a pack containing the PLSS is swung into place. and then pressurises +1 for a skinsuit.000 Delta-V is the change in velocity the EVA Pack can make over Cargo points 9 . +2 kg to a softsuit. An emergency radio beacon is included on Toolkit 10 8 kg 0 Lv8.000 after continuous straight-line burns Mag Boots 8 2 kg 1 Lv1. and it has two Slots for additional options like lights Rescue Shelter 11 6 kg 0 Lv2. The operator enters the suit from within the ship or station. the PTFE plastics (like Teflon). or grip them as anchor points. and +1 kg to a hardsuit. The rescue -1 to the Dex Penalty. Lafarge Radiation Screen: Similar to the rad screens used Maneuvering Units (EVA Pack) by spacecraft. Cost is the shelter. and provides protection against most types of charged particle. high density composites. +2 for a softsuit. air. allowing their height Exterior Options to be adjusted to match the user’s centre of balance. The kit also includes four tube dispensers of fast-acting sealant that can be applied around fittings and hoses to temporarily seal them in case of a problem. 0 Lv20 the course of one turn. make Lv1. then he has to sit and wait for rescue. Rescue Shelter: In the case of an emergency with a space suit. 88 . C. which While spacesuits are not intended to be used in combat.5 kg to the shelter has the equivalent of a PLSS A. Suit Repair Kit: Self-repair capabilities are limited to very small tears. He can then exit the suit. their inflates into two reflective foil hemispheres.000 per point. Most safety authorities require at least half of all workers on space-based projects to carry a rescue shelter. For anything larger. and so external decontamination is not an issue. an emergency repair may be needed.Additional Scrubbers: By adding additional scrubbers to the Gekkotoe Boots: Similar to the mag boots. Mag Boots: Electromagnetic boots allow the wearer of the suit to walk on ferrous materials. and carbon power duration of the PLSS is extended by 50%. or towed loads. Not available for skinsuits. Armour the operator is supposed to deploy the rescue shelter. Often suit with a suit lock. The only Features: Water Bottle. and a bottle of water. The r7 is also popular on Protection: 4 starships as an emergency suit. Waste other features are a dispensary for headache and anti-nausea Disposal. ‘Star Wanderer’ Planetary Suit S pac e S u i t E x a m p l e s The Manchurian government commissioned the Star Wanderer planetary suit in the mid-2280s to assist in the exploration effort Dynatech r7 Excursion Suit One of the more popular ‘baggie’ style suits. which is rare for Manchurian products. it is usually only equipped with the primary air bottle. 50-Km Radio. and is very popular with its users. and at many destinations as a Dex Penalty: -3 rental suit for tourists. Life Support: 16 hours (20 hours of air) Mass: 31 kg + Air Bottles The r7 is a basic TL10 baggie with minimal electronics. TL: 10 Protection: 5 Dex Penalty: -4 Life Support: 4 hours Mass: 21. the r7 is a common of several small bodies in the Delta Pavonis system. scratching an itch in a baggie Price: Lv8. For tourist use. Suit Lock medications. Extra Armour (+1).400 89 . Rigid Torso. It even the first suit of an unwary buyer. It is normally equipped and sold with a LifeCorp a80 PLSS C. usually a four- hour primary and a two-hour backup. and trades up to a TL: 10 bespoke suit as soon as possible.900 + air tanks is not possible. which has space for two air bottles. It is a hybrid item available for rent or purchase across the frontier. anyone who uses an r7 for sees some export sales.5 kg Features: Water Bottle Price: Lv6. an extended period of time learns better. a 35 metre hydrocat. the farm. we can load up with the traps our wives spent the winter making. us enough to make payments on the boat. and that is precisely the reason a year with a few months of work. unless we started booting MuleCorp designs. The seas on Hermes are cold and wild. and respect and cherish my brother- husbands. They weren’t designed for Hermes’ seas. too. though you’ll be doing a lot of time in an autodoc.  an ocean holds vast areas where a sun’s light and heat are too tenuous to support life. you need a heated immersion suit to survive. She’s beautiful. we have our boat. my brother-husbands and I can support the wives. This year. If you ever wind up in the water. If you control market. Only the electronics had to be imported from off-world. Like space. That’s why we moved out here. we hope to get a fabricator. As much as I love my wives. super-saturated with salt and colder than the inner circle of Hell. Brother Samuel can get a bootleg industrial master chip. Without one. we have no desire to entrust our lives to and we can go out for glass crabs or king spiders for the export such centrally-run instruments of food production. and we keep those as simple as possible. and a few more months gives the Community moved deep into Frontier. Even if you live. and the elders living up the hill. and we can start making tools and light machinery. Even on deck. the children. you control the people. maybe two if you are lucky. The ocean depths can be more hostile than a vacuum. We fish. our skill. the Doris Lessing. There are similarities between the depths of space and the depths of an ocean. Not to say the suit are useless. you’re dead in minutes. The police will ignore it. Aquatic Equipment On Earth. and the elders make wine and whiskey. That would be stupid. though. and our ability to see for ourselves. Like space. they grow their meat in huge vats. The sea is a potentially hostile environment that tests humans and equipment alike. my real love is our boat. drop a few long-lines and monster from an ancient story. after a few days. our hold is full of icefish and hooded ray. We are as independent as we can be. Don’t believe what the makers of the suits say. though. Or. pink husbands out into the ice-free regions. powered by dual MuleCorp D970 fuel cells. With the boat and the farm. Out on the Frontier. No matter what. I can take my boat and my crew of my brother- and constantly jolted by electricity like some sort of vast. an ocean requires humans have special equipment  to explore its depths. with extremes of pressure and technical challenges that surpass the requirements of space activity. seeing as how they own half the planet. 90 . with a ceramic hull made right here on Hermes. the suit will keep you alive for an hour. to avoid such control. the wives farm. oases of life are often found in these regions when geologic activity provides heat and food. bathed in chemicals Here on Hermes. My brother-husbands and I can feed our entire family for the food. like replacement parts for the boats and tractors. And like space. and a little extra to make a shopping run into the city for the things we can’t make ourselves. TL: 8 Mass: 1. Edu check will yield 500 kg of fish neck prevent water leakage into the core body region. A Difficult (-2) Survival. and will TL: 4 trigger when the suit hits the water. pressure gas bottles inflate the suit’s floatation bladders. TL: 4 Mass: 50 kg Price: Lv100 91 . Edu check will yield 100 kg of fish per hour per point of Effect.5 kg Price: Lv80 Long Line A long line is a fishing line several hundred metres long with a baited hook every few metres. shoulders. or similar niches. and inflatable cuffs at the wrists. Edu check will yield 100 kg Fishing Rod of sea floor creatures per 12 hours the trap is in the water. and let everything smaller go the face. TL: 9 Sea Floor Trap On Earth. TL: 5 Mass: 2 kg Personal Flotation Device The Personal Floatation Device (PFD). knees and free. with spaced floats and weights to keep it at the optimum depth. under suitable conditions. Success will yield approximately a number of Price: Lv250 kg of fish per hour equal to the Effect. depending on the species of fish being sought. A Routine (+2) Survival. An uninflated PFD does not hinder the wearer’s movement. sea floor traps are used to catch lobsters and crabs. is Price: Lv20 required wearing for anyone in a small boat. The bladders are designed to Mass: 10 kg orient the suit so that the face is clear of the water. at the same price. The outer layer is drawn up tight around capture the desired size of fish. per Fishing rods can be used with the Survival skill to catch fish point of Effect. or any boat in heavy weather. It is towed behind a boat. with the spacing in the net set to water-tight outer layer. A sonar unit (see below) adds Mass: 25 kg DM+2 to the roll.Immersion Suit Fishing Nets The immersion suit combines the qualities of a heatsuit with a Fishing nets are large nets. like the Montana spider-worm. an inflated PFD gives a DM-1 to most physical actions aside from walking or swimming. PFDs are also available for dogs. An immersion Price: Lv40 suit will provide enough heat to keep the wearer alive for several hours in sub-zero conditions. Under most conditions. It is worn as a normal vest or jacket. like Price: Lv800 the Hermes glass crab. A Routine (+2) Survival. but provides a DM+2 to Athletics (swimming) checks. Mass: 5 kg On colony worlds. High. they are used to trap similar creatures. However. often called a life jacket. a Routine (+2) TL: 6 Survival. Edu check is required. and will inflate the floatation bladders in a manner similar to the immersion suit if the PFD contacts water. per two hours per point of Effect. 2 kg (transducer) 0. the life raft inflates in less than five seconds.Portable Sonar The portable sonar unit is used both on and under the water Decompression Sickness to see beyond the limited visual range. out to about produce many symptoms. with five-minute stops at 20 TL: 9 and 3 metres. Anyone who dives to depths similar device to provide even more information. Avoiding the effects of decompression sickness Mass: 1. and can actually hold up to 1. and 12 minutes for the four-man model. and should ascend at used by sport fishermen and amateur divers. and the handset. They are often greater than 30 metres must decompress. while the large version has a rigid board to hold a small electric motor (not included) in addition to included oars. not intended for long periods of use. Life Raft The basic life raft is a self-inflating boat capable of holding up to 1. Price: Lv80 End check. and is a single-use device. and can propel the fully- load four-seat boat at speeds of up to 15km/h. with five doing the same for the larger version. and DM-1 per 200 metres of depth. This bubbling can to construct a 3D image of the surrounding region. In contrast to the inflatable boat. It consists of a small One of the many hazards of deep-diving is the dreaded ‘bends’ transducer unit that both generates sonic pulses and receives arising from dissolved gases coming out of solution into bubbles them. The two-man boat comes with a pair of oars. designed to be thrown off a ship and explosively inflate before it even hits the water.400 kg before swamping. There is a DM+2 if stopping at other intervals or DM+6 if a decompression chamber is available (these do not stack). or in inclement weather. a rate no greater than 10m a minute.75 kg (handset) without doing this is a Formidable (-6) Athletics (endurance). Two pressurised cans are able to inflate the two-man model within 20 seconds. TL: 9 Mass: 5 kg Price: Lv150 92 .000 kg in standard gravity. The handset can be connected to a portacomp or and rashes to paralysis and death. it takes five Price: Lv300 minutes to inflate the two-man boat. and its effects may vary from joint pain 150 metres. TL: 5 Mass: 7 kg (2 man boat) 10 kg (4 man boat) Price: Lv100 (2 man boat) Lv300 (4 man boat) Small Electric Motor This motor and battery-pack combination has a sufficient charge to run the motor for about three hours. which interprets the information received inside the body upon depressurisation. Using the pump. Inflatable Boat TL: 8 The inflatable boat is filled from a battery-powered pump or Mass: 10 kg containers of pressurised air. The basic life raft is an open design. with a gravity of 3. and uses special tanks and hoses 93 . or just taste horrible. A battery-powered osmotic filter forces water through the membrane. TL: 10 Mass: 0. TL: 4 TL: 9 Mass: 10 kg Mass: 20 kg Price: Lv2. which can be stretched to 120 man.5 kg Price: Lv250 Diving Gear Diving gear includes a flexible. goggles. speed. inflatable survival raft has enough room for four adults and includes an emergency beacon. and makes use of more sophisticated low-friction materials for the wetsuit and fins as well. the desalination filter is used instead. though the power requirements are very high. Each get the safe depth for that world. The gill has enough power for 12 hours of operation. It requires the Athletics (swimming) skill to use Saturation Diving Equipment effectively. divide 40m by the world’s surface gravity to designed for long duration use. For portable use. a different breathing mixture is used.600 make people sick. while Aurore.73. They can cause skin reactions. leaving any salt or other dissolved mineral behind. and water So. with a surface gravity of 0.08 G.Survival Raft Safe diving depth for a diver with this type of gear is approximately The survival raft is a fully-enclosed version of the life raft. has a safe diving purifier. King. days with rationing. all powered from a roof-top solar array. The gill can only be used in water with a high oxygen content. Advanced Advanced Diving gear dispenses with the tank in favor of a gill unit. even in harsh climates. The gear adds 25% to a character’s underwater For extremely deep dives. has a safe diving depth of 55 metres. while the wetsuit and fins allow swimming at up to 50% faster than normal. radio. replacing nitrogen with helium and adding a symbiote to help further stabilise the diver. 40 metres on Earth. for example. 40 man-days of depth of 13 metres. The tank can hold enough air for three hours of use. and an air tank. It attaches over the mouth of a canteen before it is filled. The suit is a hot-water wet suit to deal with the cold depths.100 Price: Lv3. Desalination Filter TL: 10 The ocean waters of most colony waters have dissolved minerals Mass: 6 kg in them that need to be removed. rations are also included. This equipment has the same depth limit as conventional diving equipment. small heater. Advanced Diving gear requires the Athletics (swimming) skill to use effectively. Price: Lv3. On a commercial scale.000 Diving Gear. warm wetsuit with swim fins. flash desalination and distillation provide an economic solution. Underwater rebreathers have double the safe dive depth of conventional diving gear. carbon dioxide. It is divided up into four rooms.500 metres on Earth. to decompress. in effect. Earlier versions had trouble with removing mixture. This means that a 200 metre dive will require 2. a diver can remain submerged for days at a time. living area. Each of these is good for 72 hours before service is necessary.000 minutes. The only limits are imposed by the life of the CO2 scrubbers and the electrolyser’s battery pack. TL: 10 Maximum depth with this system and a heated. though some have dived as deep as 9. but modern equipment solves that problem. A decompression chamber is. and the diving bell that moves the divers from their diving depth to the surface-based decompression chamber Decompression time is typically 10 minutes per metre of depth. and a battery-driven electrolyser removes oxygen from the surrounding water. is Mass: 40 kg about 5. sleeping area. or just over 33 hours. The oxygenated fluid of the effect of decompression sickness. Note that surface ascent still requires the use of a decompression chamber.000 metres. The maximum safe depth for system fills the diver’s lungs and provides oxygen even more a saturation dive is 20 times deeper than with a conventional efficiently than air. TL: 11 Mass: 10 kg Price: Lv2.to safely handle the saturation mix. flexible suit. with enough room to accommodate up to four divers. TL: 11 Size: 12 displacement tons Mass: 15 tons Price: Lv45. Filters in the rebreather scrub CO2 from the user’s exhaled air. life support. Saturation dives The fluid rebreather is designed to allow a human in a special always require the use of decompression chamber to avoid the suit dive to tremendous depths. It is bulkier than a normal Fluid Rebreather Diving Suit suit. and reduces swimming speed by 50%. with hoses leading to a mouthpiece. Decompression Chamber TL: 11 A decompression chamber is used to return a deep diver to Mass: 22 kg surface pressure at a slow enough rate that he does not suffer Price: Lv10.000 Price: Lv2. a small habitat.100 94 .000 decompression sickness. With a rebreather. adding it into the recycled air.000 Underwater Rebreather The underwater rebreather is an air-recycling pack that rests upon the user’s back. NewStone Accretion Generator On some worlds. and so are no help in avoiding decompression sickness. All that is required is a large amount of dedicated electrical power. Controls are very simple. entire structures can be grown out of the water. and it uses Athletics (swimming) to operate. Sea baggies operate at ambient pressure. TL: 9 Cost: Lv100 per 10 metres of structure for the frame. This technology is used to created floating habitats and pens for aquaculture projects.Undersea Sled The sled is a small. Over the course of about a month. and seals it behind him. TL: 8 Mass: 2 kg Price: Lv20 95 . the sea baggie fits into a 15 cm x 15 cm case that clips onto a belt. Each sea baggie may only be used once. disposable plastic container used for emergency survival in deep water. Price: Lv12. TL 9 Mass: 60 kg Price: Lv200 Trilon Inc. The baggie provides enough heat to prevent hypothermia and enough air to last for approximately five hours. The user opens the baggie. and a conductive framework that the limestone builds upon. battery-operated towing unit for a single diver. The battery is good for six hours at top speed. climbs inside. dissolved calcium and carbon dioxide in the water can be combined and accreted as a sort of artificial reef. It has a maximum speed of 20km/h.000 Sea Baggie A sea baggie is a large. When not in use. It requires an electrical power source. and can dive to 500 metres before hollow spaces inside are crushed. He’s the conventional police. Mostly. choice if negotiations break down. I hated doing that. folks are just on it. By the preferred weapons. or a woman. guy got fired from his job at the mine. he just couldn’t seem to adjust to the gravity. and everything else improvised. floors. shotguns. to build a new world. to get them to calm down. hunting down so the prosecutor calls the colony’s chief admin. and then goes back and shoots up the mine. our job is to stop people from being stupid. in my dreams. We don’t have the resources to deal with men such as him. and try not to bother others. we make do. said that we spiders. we get kids doing stupid stuff. On some worlds. over moved from Earth or Tirane to be here. psychologists. Its Earth double-speak. a man. 96 . and it holds lots of surprises for us. him. Mostly. but from the Core. Thankfully. You will never see a police aerodyne away the next day. however. said he was police offices will have a surplus Russian laser rifle for high- sick. the crosshairs of the also the local militia. We go surveillance drones once. kills his wife and children. Hurt. There. stealing candy or interactives from the local store. Mostly I try to talk to them. he survived with no major problems. zoologists. or fields I work with four other Safety Officers patrolling the entire being trampled. Real crime isn’t a huge problem out here. more a trip back to Earth for the guy. and a fight. saying one thing. gauss weapons. stripped the flesh to get away from crap like that. sonic stunner and stun baton are the most common weapons of Even managed to break his arm somehow. though. handcuffs and a stunstick. only person I ever had to kill in fifteen years of doing this work. Half never materialise. and large-calibre handguns are the slipping and falling all the time. Amazingly. newly arrived himself. Every week. from the bone with her teeth. a badge. We’re colonists. though thankfully not often. I think we’re doing pretty good. and I’m not a Safety Officer. And sometimes. when I have to. police forces often have to flashes. Same sort of thing I dealt with back on Earth stalker had him trussed up and had laid a clutch of eggs in him. A night stalker nearly took my arm off at the elbow. Most of those involved alcohol or drugs. Young far. and most had to take the guy in to have his head examined. after Mostly we deal with drunk-and-disorderly or domestic disputes. We’re always being promised more officers. as he raises his handgun towards another of his hostages. the little girl was still alive. and search and rescue personnel. We assaults. It is a rare colony that will provide its police We had one kidnapping. We’re still newcomers. and to keep the colony working. We found the missing farmer moments later. public community service usually gets them back on track. or at least provide the core. Makes it sound like I’m waving folks across a city street. Only one really serious case. Against human opponents. Kept Hunting rifles. They sent us some our job seems to be colonial zoologist and gamekeeper. surplus military equipment. We found him or neural disruptors. I left them in their cases. Until then. to keep the I’ve been here over five years. police forces are a combination of stun range. I carry a gun. it’s mostly kids doing stupid stuff. but a warning and some very arm made of metal and plastic from the elbow down. risk take-downs. There’s the briefest of Like most colonial professionals. I now have one Oh. So money. and I’ve only seen a handful of peace. the time a liner was ready to take him back to Earth he was a mess. I only have More dangerous than any of the people here is the planet itself. laser’s scope resting just in front of his left ear. some guy just arrived on-world forces with the latest surveillance equipment. snatched a little girl and drove off into the bush. before I emigrated. Police and Security Equipment I always grin when I see my badge with the words ‘Safety Officer’ Property crime is rare in a new colony. so I had to take him down. not bring it with us. You will likely see forensic kits. My partner shot her as she came back for more. big game hunters. hitting sinks. but they go out to look into a mysterious death or disappearance. The colony prosecutor. The often both at once. we rarely see the kid twice. Here. Again. We left Earth out hunting. toilets. trying to make their own way. too. and then his head just… I still can’t talk about this. one cell in my station. a short stop for a tourniquet and a shot of pain-blockers. I couldn’t get within On Frontier worlds. so I prefer not to have to haul people in. We show them the error of their ways. we get a call to investigate an attack on a herd. they can deal with curing often than not it is with civilian or old. we colony. and meaning another. but sometimes we’re the ones being hunted. I arrest people. I’m a cop. they are I still see his face at night. nor Sortech’s R78 autonomic riot dispersal alive. make do with a few items of high technology. When they go out in the field. who authorises the latest threat to come stalking out of the native forest. or leg. as even the loss of one colonist can be a significant set-back. On Earth. police are almost never authorised to use lethal force. while the analyser is used to secure access to high-security areas and lower Tech Level picks have a penalty. if necessary. Lv10 (Routine). locks. or for the owner to be it is for the inhabitants of a 500-story megastructure on Earth.200 (Very Difficult). Lockpicks from a higher Tech Level have a bonus. Electronic locks are rated in terms of how difficult an Engineer While colonies tend to have lower crime rates than the Core (electronics) check to open them is. Lv450 analysers commonly serve as verifiers of purchases.000 (Formidable) Mechanical Lock The most primitive method of securing an entrance is to use a mechanical lock. All the locks below are TL 10 a computer with a limited number of handprints on file. Mass: 0. Except in high risk situations. In its Mechanics check to pick it. but all can be circumvented with a bit of skill or force. 1. both in terms of the person lost and the effect their loss has on the community.0 kg (Formidable) creation of various locking mechanisms. it is possible for a combination or card to be possessed by unauthorised persons. Security systems are also a requirement for banks. Price: Lv2. and therefore cost less. and a variety of businesses and commercial facilities. Lv600 (Difficult). Security Locking Systems One of the primary uses of technology in the security field is the Mass: 0. handprint Price: Lv3 (Easy). or an RF implant. an alarm is also attached to Locks can be purchased at higher or lower Tech Levels. Lv2.5 (Simple). The more secure an nations. memory. Lv3.0 kg (Difficult). or most common key used in the Core is an RF implant in the arm even just curious. on some worlds). If his print does not match. To open a mechanical lock without a key or combination. Lv100 (Average). people are still people. Physical attempts to break the lock have a DM of -2. they are less secure than other types of locks. each call attention to unauthorised persons attempting access.Police are expected to keep the peace as much as possible. local fauna (and flora. but this requires great skill. Add 20 percent to the price if the simplest form. 3. Lv8 (Routine). which is read by the lock when within 1 metre. electronic lock. a character must either pick the lock or break it. As with Security The requirement for physical security is as real for colonists as a mechanical lock.000 (Formidable) signs his credit account by placing his hand upon a screen after 97 .8 On the Core worlds. though much more expensive. 1 kg (Simple). To gain access through the door. It is also possible for an electronic Not only do colonists have to protect against possible human lock to be picked or broken. the door remains closed. The penalty is equal to items. In many applications. 1.2 kg (Average).75 kg (Routine). 7. they have to watch out for the sometimes hostile. knocking out both perpetrators and victims.  TL difference adds or subtracts 10% from the cost of the lock. where widespread computer networks kg (Difficult). 0. in a similar situation they will use microdrones and neural disruptor Electronic Lock webs.25 kg (Easy). and then sort it out later. 5. police forces can simply blanket an area with stunner fire. medical centres. Lv12. Because mechanical locks will open to anyone (authorised or unauthorised) who has the correct key or combination. Mechanical locks vary widely in the durability of their materials and the sophistication of their workings. The wide availability of stun weapons means that. 0. Most often. Mechanical locks are rated in terms of how difficult a Mechanics check is needed to circumvent them.  the door opens. coerced into opening a door. the higher its cost. An electronic lock is opened by use of a number combination keyed into its control panel or by use of a magnetic keycard. radio frequency (RF) proximity card.5kg (Formidable) provide access to multitudes of handprint  files.0 kg (Very Difficult). though. Handprint Analyser The handprint analyser is one of the most common forms of The mass and price of a lock depends upon the difficulty of a biometric security  systems available in the 24th century. 1. The intrusion. which is a safer technology. A customer (Difficult). Electronic locks cannot be picked without an electronic security kit. a person places his hand the difference in TL between the lock and the lockpicks. the device is an image-scanning plate connected to lock is designed to trip an alarm. with a upon the plate. and if his print matches one in the computer’s maximum DM of +/-2.35 kg (Routine). the process is fairly time-consuming.his purchases have been tallied into  a shop’s computer. is a chemical agent that produces sleep in its subjects. Many retina scanners are programmed is unconscious. and further security measures (an alarm. but physical  obstructions (such as walls and doors) and background noise often shortens this range considerably. see the check below are very illegal. can be heard 2. Portable handprint mechanism. and so it is used only for the most secure facilities. Like the handprint analyser. or direct tampering with the scanning other computer networks around the world. Requires the electronic security kit. As such. Other solutions are Biometric Analyser possible. Mass: 1 kg TL: 11 Price: Lv16 (Lv30 with 40-hour battery pack)  Mass: 8 kg Price: Lv4. a security system.. Because the human eye is constantly in motion. for Biometric analysers read a variety of body indexes to determine example. Requires the electronic security kit. Int.  Some klaxons are installed close to Voice Analyser the item they are keyed to (as an alarm above a locked door. 000 (electronics). Volume can be set Fool a biometric analyser: Formidable (-6). will produce an identification match result where analysers also exist. most systems do not require that the eye be alive.500 Bypass a voice analyser: Formidable (-6). or with vat-grown replacement eyes. Typically only one eye is scanned. Requires the electronic security kit. Engineer (electronics). though both possible to fool a handprint analyser. for example. volume. sealable area and a pumping system to flood the area Retina Scanner with the gas and then evacuate it afterward. breathing patterns and bioelectric field. though some Mass: 5kg facilities may require both. width. Mass: 0. Engineer Price: Lv7. The full biometric analyser is one of the more accurate identity verifications technologies available. taking about five minutes Alarms Alarms are intended to announce the presence of an intruder in per person.000 A klaxon is any sort of noise-making alarm. 98 . Int. to inform the subject that the scan has failed. Engineer (electronics). triggering a klaxon. and are set for high volume. Requires the electronic security kit. 25 kg/m3 to be affected A person must stand within one meter of the scanner while it TL: 9 reads his eye. If they match. Engineer from Whisper to Painfully Loud. It is possible to do this with specially-made restrict access to such things as briefcases and firearms. and a second try may be allowed. Voice recognition technology is very accurate in the battery pack. Voice recognition security units use a simple vocal input unit to for instance). some retina Doze causes 1d6 points of stun damage per round until the target scans will fail erroneously. if not. It is cyberoptics. They are used to verify identification or to none actually exists. Some security systems trigger the release of a gas rather than. for it is an excellent aid in capturing intruders without injury to the instance) may be initiated. a few common types are listed below. a klaxon (electronics). weight. Security Gas System Int. The It is incredibly difficult to foil a retina scanner as only an exact computer is connected to a city-wide network and has access to copy of the correct retina. Bypass a retina scanner: Formidable (-6). access is denied. Price: Lv500 (base cost) + Lv2/m3 to be affected The scanner then compares his retinal patterns to those in its Doze: Doze is a gas very commonly used in security systems. access is allowed. or as well as. A klaxon usually runs on power from the facility in which access  is granted. This voice print is then compared  against a file of voice a remote alarm in a guard’s office. However. It is widely thought to be impossible to fool a biometric analyser. further security systems may be it  is installed. Such systems require an enclosed. including height. If they do not match. Mass:5 kg TL: 11 Price: Lv700 Mass: 20 kg Fool a hand print analyser: Formidable (-6). A single application disperses in 2d6 rounds. intruder or security personnel. but may be purchased with a limited duration activated. If a match is found. and can determine between an actual voice and TL: 8 even a high-quality recording. At maximum volume. Various gases can The retina scanner is a fairly common method of rapid security be used in such a system. or even attached… identity. Int. 24th century. identification for secure locations. Others are installed obtain  a voice print of a person seeking access to a secured at a location  distant from the item that they are keyed to (like area. for example). It memory.  set for low prints stored in a computer memory system.000 meters away. Banks use them for safety The mass and cost of such a system is based upon the area of deposit boxes. TL: 12 Mass: 400 kg Klaxon Price: Lv12. it the space it is intended to flood. A typical small room or office consists of an imager connected to a computer which contains would be around 24 m3 images of the vein network on the retina of a human eye. 5kg small canister (holds 10 m3). After being away from the TL: 12 gas for 30 minutes. Level. as prolonged exposure noticeable when it encounters dust or smoke. 5/m3 Security Circumvention Some items are not intended to provide security measures. accrued stun damage from Doze equal to twice the sum of his TL: 8 physical characteristics. Lv1. 10 kg large canister (holds 300 m3) Price: Lv7. Investigate. most Mass: 0. or from a planetary link network. officers from nearly every settled world to gather evidence toward solving crimes. police. the beam Surveillance Equipment is broken. the cost of Foraline depends upon the volume of the area it is to fill. If an object moves between the two. As with Doze. The typical response is surrender. Electronic Security Kit An electronic security kit is not intended to provide electronic Characters under the influence of Foraline must succeed at a security. When a character has are looking directly at the emitter. although much of the judgment is left Mass: 0. Some installations memory chips.5 per m3 Intelligence-Gathering Equipment Intelligence and law enforcement agencies require the use of A l a r m T r i gg e r s Alarms can be triggered by attempts to pick locks or bypass sophisticated equipment in garnering information for their use. data analysers. but Foraline Gas: Foraline gas is a substance typically used for crowd control by police forces on the Core worlds. and specialised to pressure.000 Mass: 0. or invisible (infrared) light. make registers when an item (such as valuables) is removed from chemical tests such as blood type determination. An agent using the kit can match fingerprints with include a sensor that registers when someone walks upon it. Locksmith tools are purchased at local Tech Levels. they are useless for any electronic locks of a higher Tech every 10 minutes after a character ceases breathing Foraline. or lack of pressure. simply most worlds. The forensics kit also includes a polygraph and a changes. Mass: 0. Lower Tech Level kits are any action which they perceive as placing them in danger. triggering an alarm. however. or if you to concentrated amounts can be lethal.5 kg local governments require a facility be licensed to use Doze. and grant DM+1 for any electronic lock of a lower Tech Level. Lv80 (5 to 40 kg). a handful of riot A locksmith kit contains tools for opening mechanical locks. upon it. They can also have separate triggers The basic forensics kit is an item commonly used by agents and of their own. human rights groups claim Foraline represents cruel and unusual punishment. Even a visible light beam is only and government agencies. it is illegal to possess a locksmith kit without a local by marching forcefully toward them. The use of Foraline gas Mass: 2 kg by civilians also requires a license. forces. It is usually even more illegal to Difficult (-2) Endurance check or they will be unable to perform own than a conventional locksmith kit.2 kg up to the operator’s skill (Difficult (-2). the difficulty decreases by one level. though many rather to circumvent them. Forensics Kit other security systems. a sensor that notes changes in air pressure. but to circumvent it. Price: Lv35 (visible). like RebCo SAR. 99 . The price is rated by sensitivity to pressure DNA analysis.5 kg small canister (holds 10 m3). he is dead. program that will allow the portacomp to indicate the truthfulness TL: 5 of a subject’s statements. and do limited its resting place. a beam generator and a Price: Lv800 beam receiver. if required. Edu). As a consequence. The beam can either be visible The following devices are often used by security teams. 10 kg large canister (holds 300 3 Price: Lv1. Foraline leaves its victims feeling unable to resist security are subject to the availability rules for higher tech items. Mass: 3 kg TL: 12 Price: Lv3. Lv400 Forensics Kit provides DM+2 to appropriate Investigate checks (100 kg to 5 kg). and a sensor that perform forensic ballistics analysis on weapons rounds. As a consequence. the effects wear off completely.600 (5 to 100 kg) beyond use of the polygraph kit. sets in the kit’s memory chips. and system. The kit attaches to a portacomp or bodycomp Pressure Sensor (a nanocomp is not powerful enough) and includes an array of A pressure sensor is simply an electronic mechanism that reacts visual and chemical sensors. When used in a security license.Doze should be used with care. On police can disperse large crowds of Foraline-treated rioters. and it may only be purchased Price: Lv450 from an authorised reseller. For available. TL: 12 Beam Sensor Mass: 5 kg A beam sensor consists of two parts. The Price: Lv20 (40 kg change or greater). Its effect is to stimulate a feeling of panic or fear at Locksmith Kit the slightest threat of danger. however. Lv80 (invisible) The cost of Doze is based upon the volume of the area it is to fill. It must be relatively close to the target. the implant has a short range. even a concrete slab. Most sounds outside the target area will not be picked up. If used to transmit. with a frequency-agile narrowcast that is difficult to detect. meaning Mass: 5 kg it can be aimed at a specific spot up to 200 meters away. such as a window pane. the side of a vehicle. Shotgun microphones are commonly used low-technology TL: 11 listening devices. It bounces a laser beam off of a resonating object near the target.000 can pick up any conversation from that spot. Neurodyne ‘WitnessWire’ Implant This glass capsule is implanted just behind the ear. it must be rigid. These vibrations affect the reflected laser beam. A shotgun microphone is directional. and the glass capsule is Formidable (-6) Medic or Investigate. a door. Conversations are usually MacroComp Pk-7 Shotgun Microphone recorded by any available computer. it is a smart system. or vibrate. Unfortunately. A shotgun mike must have a direct line of sight to its target. The computer in the handset compares the modulated return signal with the original signal and converts the results into digital sound. It only has to meet three criteria. Int check to find. and either retransmit it or simply record to be played back later. Link phone. which is received by the unit. or nanocomp. Implantation can be done in moments. or along the scalp. TL: 12 Price: Lv800 Aquitaine AuraOptika Laser Ear The AuraOptika is a much more sophisticated and expensive version of the shotgun mike. and it must be in line of sight (though the target itself need not be in sight). usually no more than 100 meters. but loud noises (such as shouts and gunshots) will be. The resonating object can be almost anything. as sound waves cause all objects they strike to resonate. TL: 10 Mass: 2 kg Price: Lv400 100 . and Price: Lv2. a rock. The sensitive microphone can pick up anything the wearer can hear. The main unit records the sound. the sharpest eyesight of any terrestrial insect. the main Price: Lv3. can even be concealed under a thick coat of paint). Any backpack or vehicle include a base rebate for the standard guidance package on communicator can be tuned to this bug. Removing the bug from its microwaves (Lv1. If installed as an after-market modification. with a one-centimetre. Most bugs are voice-activated radiation-seeking guidance system. If activated. like any of the 101 . they TL: 10 will all be Lv250 more. however. since it is emitting no signal most Trilon Nematode Nano Bug A marvel of miniaturisation.1 kg Price: Lv2. Care must be taken when placing the equipment. which can be up to 10 meters away. TL: 12 Price: Lv6. lasting just a few seconds. A Technion Systems ‘Odonata’ Improved Bug 0. Any backpack or vehicle communicator can be tuned it can be hooked into a building’s power supply for permanent to this bug. electrical conduits. frequency-hopping be easily confused with signals from other low-power electrical narrowcast transmission. Detectors have to key on the faint power emissions of rice. The be installed into any missile. only found in the tool bags of Coreworld intelligence agencies or TL: 11 very well-connected criminal groups. That technology requires a much more sophisticated (and expensive) tap. it is relatively easy to detect by simply home in on high-intensity heat sources (Lv500). This does not require cutting into the cable. Only one type of seeker can and have a transmission range of up to two kilometres. yet can pick up voices within five meters and transmit from the main unit. Engineer (electronics) or Sensors.000 Cable Tap This device is used to tap into electronic communications cables. and is impossible to detect without physical inspection of the complete run of the cable. which home in on radio and will have decomposed into dust. Total darkness (which is rare) will foil this so for up to 72 hours before it needs to be recharged (although system. These are typically to receive the signals from this bug. Any backpack or vehicle communicator can be tuned nanobug. This means it is almost impossible to find. of the cable needs to be in the room being bugged. At any time. It can Any missile in the 2300AD Core Rulebook can turned into be hidden almost anywhere in a room. It receives its name from the superior vision of the 10 meters away. and requires the appropriate equipment.000 Finding this bug is a Formidable (-6).Trilon Industries ‘Monitor’ Bug The Monitor is a cylinder one millimetre in diameter and four ARM (Anti-Radiation Missile) millimetres long. gauss seekers. Only the end is connected to a recording/broadcast unit up to 10 metres away. A tap can be attached to a broadcast unit or a recording unit. but not the cable itself. Price: Lv500 Technion Systems ‘Capensis’ Improved Bug The Capensis (Hare) is an improvement to the standard bug. with a fisheye lens at one end. Fibre-optic cables cannot be read in this fashion. as it only transmits in one direction. the Nematode is the size of a grain of the time. and starts the decomposition timer. These prices scanning the relevant frequencies. but it is good the sensor cable detects sound within 10 meters and carries it enough for most surveillance purposes and has limited low-light to the main unit. and will pick up whispered an ARM by replacing the normal guidance module with the conversations within five meters. condensed ‘squirt’ transmission. The cable can be threaded through ventilator dragonfly.500).000). which home in on wrapper activates it. pipes. the missile. the silica plastics that it is made of There are EM seekers. up to bug. emplacement). produces no drop in voltage. One end of The unit is not up to full trid broadcast quality. which can be detected and ‘read’ to tap the signal. and can them up to fifty meters with an encrypted. the user may either retrieve the main TL: 11 unit or activate it with a coded wave signal.700 unit then broadcasts its recording as a high-speed. or cracks in wall material (it millimetre fibre-optic light guide. Within three weeks. hair-thin antenna. An electric current produces a magnetic field. and can do capabilities as well. device will transmit for up to 72 hours on internal power before it dies. and heat seekers. This type requires cutting into the cladding around the cable. Mass: 0. Since strong magnetic fields (Lv2. Int check. a cube about two centimetres on a side. A one- shafts. which it broadcasts constantly.1 -millimetre sensor cable is run from the room to be bugged The Odonata (Dragonfly) is an enhancement to the improved to the main unit. 500 (electronic). For the basic broadcast bug. Line- surveillance. Int check. Units available at three times the base Price: Lv1. and Lv800 at TL 12 Detecting a Bug is a Difficult (-2) Engineer (electronics) or Investigate. they are incapable of resolving much. but a skilled sensor operator can sometimes ‘burn Imaging Dust through’ jamming with a Difficult (-2) Sensors. which is used to indicate when the soon become the target of an ARM. however. Sensortects suffer DM-2 per TL difference between the detector Bug Detector and a higher-tech sensor system.5 kg Price: Lv200 at TL10. Their power systems are good for about 2 minutes of use.000 simple jammers. devices.000-10. it indicates the fact by an aural and/or TL: 11 for civilian devices. anyone on the battlefield jamming for long will and some civilian vehicles.000 102 . Mass: 0.000 to Lv10.000 price will be able to pick up all commonly used sensor systems. Jammers usually broadcast on a wide band of are always scrambled. and even fans can disrupt them to the extent that Price: Lv1. so a TL10 Sensortect has Bug detectors are used to find electronic surveillance DM-4 to detect a TL12 sensor system. two-way radios can be used as Cost: Lv2. 12 for military a higher Tech Level. Simple units only key to one type of sensor (radar. making the communications very difficult to jam. Imaging dust consists of dust-mote sized camera modules. this is simply a matter of scanning the relevant frequencies until the bug’s signal is Using a Sensortect requires a Routine (+2) Sensors. Lv400 at TL11. multi-frequency. microwave.000 (fibre-optic) automatically. Tight-beam lasers or microwave communications can be directed up to a ( E C M) The following items can be used to counter electronic satellite and then reflected down to each individual receiving vehicle. tougher to find. such as back to the monitor. Momotaro ‘Omni’ Sensortect The Omni is a simple detection unit found on most military In any case. It is possible to purchase a vehicle has been scanned by a sensor of some kind. frequencies and negate the effects of all radars within their range TL: 12 (one to ten kilometres.). Int check. of-sight laser communication systems are virtually impossible to jam. and have a range of about ten metres Jammers do not affect laser-based detectors. the check to use them has DM-4. important communications reflected signal. whereupon it Sensortects installed in a vehicle use no Spaces. picked up. but require a can be destroyed or neutralised.000 in price). Lv12. 000 they cannot get a good image. depending on price).bugs described. They are incapable of movement. Radio Jammer TL: 12 Most large. Jammers function Price: Lv7. Negative pressures systems can keep them Mass: 4 kg out of a room.3 kg the results. Otherwise. When specially-built jammer. All that needs to be done is to broadcast a very powerful carrier wave on the frequency to be jammed. 12 for military visual signal. More sophisticated radios. etc. then triangulating until it is found. and just rangefinders and missile homing guidance systems. Mass: 10 kg laser. Modern military communications are even more sophisticated. Individually. can shift frequencies Electronic Countermeasures at pre-set intervals and escape jamming. drift on air currents. More sophisticated bugs are sensor operator. The taps can acquire any data running down the noise on the radar’s frequency at a higher power level than the line. They can easy targets for ARMs (anti-radiation missiles) when activated. which works against all communications one of these units picks up electromagnetic radiation matching within a given area (one kilometre for every Lv1. A bug detector has DM-2 to detect a bug from TL: 10 for most civilian models. Jamming a radar is as simple as broadcasting random Price: Lv3. 11 for police. but collectively Jammers are usually operated remotely because they become can develop a fair image of a room they are blown into. Radar Jammer TL: 11 Radar works by bouncing a signal off its target and interpreting Mass: 0. Int. Because of the danger of taps. operate in daylight only. check. certain characteristics. use Either model of the Sensuppress transmits a field of white-noise of these programs requires a skilled operator.000 TL: 11 Mass: 0. If effect on normal vision. however. if the bug is used to record a at tables and booths to ensure their guests’ privacy. In any case. Investigate or Computer. Int check. and a thermal regulation system that can adjust TL: 9 (S3) or 12 (S6) heat output to match the surroundings. but will not affect the video portion of a TL: 10 video bug. given enough time. which is physically retrieved later). Price: Lv5. Bug jammers Mass: 5 kg work automatically. with the audio which washes out any normal conversation within one metre of being a Difficult (-2). it does this by Mass: 3 kg redistributing heat patterns around the material to break up the Price: Lv1. but nanocomps do not usually have enough memory to accept it). Extremely sophisticated computer programs (like the video descrambling being Formidable (-6). It generally takes about 10 minutes to clean one minute of conversation. It can also be used to clean video of the effect of a holofield. Lv3.500 Scrambler Scramblers are after-market encryption devices which attach to any normal communicator and scramble transmissions according to a prearranged pattern. A Sensuppress unit will work TL difference between the computer and the scrambling device. Some bars will have holofields installed a bug never broadcasts (that is.000 (S6) 103 .5 kg Price: Lv1. the camouflage smock or other scrambling technology. It also will not work against the laser ear. but this takes an hour per minute of Momtaro Industries S3 or S6 Sensuppress video and can only be done on a workstation. as described above. as the difference in TL is the DM to the Thermal-visual (TV) Camouflage. or any TV camouflage consists of two parts. Typically. TL: 10 Mass: 0. They cannot be used with Link phones on a commercial network. check made to unscramble the effects of a sensupress. as can the noise. and the unit. Price: Lv500 The Tech Level of the Sensuppress becomes important when a filter program is run. which analyses and extracts random noise from electronic transmissions. The power level of filter program described later) can remove 90 per cent of the the computer can be used as a DM for these checks. Holofield The holofield is a visual-light projector that creates a dome of subtly-shifting patterns that distort and partially block video and Bug Jammer trideo (including cybernetic eyes) cameras but have a minimal Bug jammers work like radio jammers. conversation. blanket itself. against the laser ear. a jammer will TL: 12 not work. which can only be descrambled by a unit with the same scrambler settings. 2 kg Price: Lv200 Filter Program Chip The filter program chip contains a program (for any computer.500 (S3). TL: 12 Mass: 2 kg (+8 kg for the thermal regulator) Price: Lv12. Lv 250 for composite 104 . It does not work well on the move. and temporarily This system is only effective at medium to long ranges. 11 (composite) Mass: 1 kg for both Price: Lv50 for steel. TL:11 Mass: 0. the attack. adding DM+6 to all Stealth checks against thermal detection if the user keeps still. However. The chill can of the regulator is good for up to eight hours before During the Kaefer assault on Aurore. The composite handcuffs are effectively impossible to cut with handtools. Tanstaafl rural police tried their NoEscape on incoming Kaefer vehicles.2 kg Price: Lv5 each (disposable) Restraint Devices Handcuffs Typically made from high-tensile steel and featuring a Difficult mechanical lock. They are typically used in mass-arrest situations. flexible crawlers. It had no effect on the incoming bugbusses and The camouflage smock or blanket is essentially a tough. though only a few seconds with laser or plasma cutters. (though it did disable their plasma guns). if the user keeps still. requiring an enzyme be applied to remove them. Even the basic metal variety takes several minutes to cut through with typical power tools. handcuffs are also available in composite material with Formidable (-6) electronic locks. when peace officers may run out of conventional handcuffs. these use gekkocott to bind the plastic strips. which can change its colours and it worked very well on the three deathsleds that accompanied patterns to match the surrounding terrain without light emissions. The binders can be broken with a Difficult (-2) Str check but without the enzyme. cannot be removed. DM+1 if not. and only taking down another two. TL : 5 (steel). a detachment of the it needs to be replaced.000 Zip Binders Disposable plastic ‘zip-strip’ handcuffs. permanently disabling one of them. and even laser and plasma cutters will take several minutes just to cut the binding bar.thermal signature and by dumping excess heat into the regulator. sheet of electronic paper. the machinery is good to go. Price: Lv500 per cylinder as Difficult (-2) locks. An Effect roll of -6 or more means the Dex loss is permanent. One cylinder of the foam is enough to disable up Wheel Locks to three vehicles. but otherwise normal.NeuroTech Immobiliser The Immobiliser is a dangerous piece of neuro-electronic equipment designed to immobilise dangerous prisoners for transport. If the wearer has the Weak Trait.and there are dozens of formulations . If used for longer than a day. Str check. but can go rigid on a command from a control unit. SecuriGard Systems ‘Lector’ Body Cage TL: 8 The so-called body cage is a suit of thick. TL: 10 Mass: 4 kg Cost: Lv2. An Effect roll of –1 or more will deal 1d6/2 damage. hips and ankles. Gekkocott Foam Gekkocott foam can be sprayed into intakes. Side- effects can include loss of bladder and bowel control and. It can also be used to lock the suit into whatever position the wearer is currently in. The memory plastic used is strong enough to break limbs on smaller or weaker people. and similar locks can be used on aircraft as well. or even stopped while on or any other mechanical space. the target of an immobiliser must make a Routine (+2) End check. or else they contract. Long-term use can lead to neurological damage. catalyst and then a light rinse with solvent. they must make a Routine (+2) Dex check when the suit is activated. and there are a variety of technologies designed to machinery inoperable. fan ducts. TL: 11 Mass: 2 kg Fan Locks Price: Lv4. or have their Dex reduced by -1 for 1d6 days after the immobiliser is removed. and a modulated current selectively interferes with the operation of voluntary motor functions.this foam will render any the move. Mass: 12 kg appearing overalls. while -6 or more deals 1d6/2 damage and a broken arm or leg. forcing the wearer into a semi-foetal ball. which tends to be the most common setting. attaching locks to the drive wheels to prevent them from turning. fan locks prevent the operation of hovercraft. the operation of pain receptors is either entirely blocked or sensitivity is greatly increased. or temporarily hold them in situations where high- security cells are not available. where it will adhere and solidify in a matter of minutes. TL: 11 These locks can be removed with the appropriate vehicle tools Mass: 2 kg cylinder and a Difficult (-2) Mechanic. It is possible to resist the suit with a Formidable (-6) Str check. TL: 5 Mass: 15 kg Price: Lv500 105 . Until the right catalyst is applied . and includes a supply of catalyst sufficient to Any wheeled or tracked ground vehicle can be immobilised by remove all of the foam. They can also be picked.700 Similar to wheel locks. in some circumstances. They typically either go completely straight. forcing the wearing into a spread-eagle pose. There is DM-1 per day of use. However. Technologies Vehicles may need to be immobilised. It is lined with strips of memory plastic that Price: Lv650 are normally flexible. with the application of the do that.000 Vehicle Restraint and Disabling DeLisle ChemTech Inc. Electrodes are placed at the shoulders. engines. TL: 6. if a vehicle is reduced to -2 Agility. or higher Mass: 0. via a coded signal. Note that the effects of either of these devices on a motorcycle are often catastrophic. Military hovercraft employ across roads and trails with the goal of not just puncturing a filters to minimise the effect of FOD bombs. On a 6. Most colonies do not have TrafCon systems. the up and entangled in a vehicle’s drive system. and acts to disable it. unless it is a real emergency. Spike belts are laid out and engines of the target hovercraft. On a roll of 1-5. Against hovercraft. but also of getting the spike belts caught When the FOD bomb is detonated. them in the vehicle. it will be completely immobilised. So. though clogging their engines and ductwork with the fibres and fast- that process takes a full round. and Price: Lv100 reduces Agility by -2 as well. authorised vehicles hardening foam. FOD Bombs Spike Belts A FOD (Foreign Object Damage) bomb releases strands of Modern spike belts incorporate pop-up spikes. signal will trigger them to relax and go flat once again. TL: 8 Mass: 2 kg per bomb The normal belt will reduce a vehicle’s speed by 50%. It is designed a signal from makes them suddenly pop up and lock. This way. In colonies with TrafCon systems. Another to detonate underneath hovercraft and low-altitude vehicles. Otherwise. Using a FOD bomb may destroy the blowers can drive over the belt with no ill effect. It is only useful against wheeled vehicles. and have and must be replaced. For this reason. which can disable a vehicle on command from TrafCon authorities. If the Agility goes below 0. Vehicles specifically designed for the colonial market typically do not. the inhibitor is tied into the TrafCon net. SecuriTech ‘Haywire’ Electronic Inhibitor The electronic inhibitor is surreptitiously added to a vehicle’s wiring or electronics. roll 1d6. police have access to scanners that can read if a vehicle has an inhibitor. which lie flat until long-chain polymer fibres and gekkocott foam. Dex check to avoid a crash. and can engage it. TL: Same as the vehicle. along with reducing speed by 50%. which may have little effect in an era of run-flat or auto-inflating tires. but has no other effect. police are loathe to use them against bikers. Any vehicle originally built for the Core market and then shipped to a colony world will likely have an inhibitor already installed. Some belts even vehicle is temporarily disabled. TL 11 for gekkocott versions. the blowers are ruined employ gekkocott in addition to the pop-up spikes.5 kg Price: Lv500 Reprogramming Any vehicle designed to be run on a TrafCon system can be rerouted or even shutdown remotely by the TrafCon system. it reduces Agility by -1. On most frontier worlds this would only be found in vehicles exported from Earth. The gekkocott version reduces Agility by -3. with a long chains and cables hanging from the belt to further entangle combined roll of 0 or less meaning the FOD bomb has no effect. Mass: 10 kg for either version Price: Lv50 for normal belt. Filters provide DM-3 to this roll. The inhibitor can be turned on or off remotely. but designed for the Core market. then speed is reduced by 25% per point less than 0. 106 . vehicle’s tires. The rider must make a Formidable (-6) Drive (wheeled). Lv250 for gekkocott version. with the Agility modifiers of the belt pplied. The Argus has a composite case and band.000 107 . Most tracking devices tap into the local Link vehicles of Tech Level 11 and higher are shielded against EMF network if available. including God Gun and NoGo Gun. Diesel engines are Out on the Frontier. Emitter or projector are the preferred terms. Success means the vehicle has been hit. the NoEscape has a number of epithets. small microchips can be inserted under the skin. presumably) temporarily renders it blind. almost impossible to cut. convicted criminals have to be tracked. are subject to the same effects as the vehicle. which is the norm in most Quinn-Darlan NoEscape EMF Emitter nations. or use basic radio communications and a weapons. TL: 12 Mass: 10 kg Price: Lv12. including cybernetics. On a 1. All unshielded electronics. which may be necessary for the life of a vehicle’s antennae of the Link network to triangulate the location of the occupant. SecuriGard Systems ‘Argus’ Link-enabled Though the NoEscape is intended for police use. The EMF pulse is sufficient to burn The Argus uses the Link system to report on the location of its out most consumer electronics. with a range equal to an Assault weapon. Pentapod construct (or Pentapod. use of one will Tracker always trigger an inquiry. and the person tracked through the pervasive surveillance network. At the same time. and human military is not available. electronics used in modern vehicles. On a 2-5. tracking device. A Difficult (-2) Drive or Flyer. after which is can continue at normal speed. Back on Earth. use of this device against a GPS link into the planetary navigation grid. Recognition systems in street corner cameras and The NoEscape emits an electromagnetic field that can disable floating surveillance drones can track a person by face. with speed reduced to 0 for 1d6 combat rounds. or at least their electronics. that is fastened on to the recipient with gekkocott. P e r s o n a l T r ac k i n g D e v i c e s Frontier worlds tend to lack much in the way of jail cells or jailers. however. the vehicle is permanently disabled. Use of the NoEscape may even endanger bystanders. In police use. the preferred option is reparation - contributing back to society. Interestingly enough. In most colonies. that sort of omnipresent surveillance immune to EMF emitters. Dex check (DM-2 for motorcycles. and this includes cybernetic bearer. at least until TL9. officers are usually enjoined to not use the word ‘gun’ to describe the NoEscape. but also older vehicles that rely on electrical discharge to ignite fuel. and is accurate to within one metre. or even or even destroy unshielded electronics. It uses the multiple implants. On an Effect Roll of 6 or higher. the vehicle is momentarily disabled. This includes the by their gait. the vehicle is slowed down by 50% for 1d6 combat rounds. and the Effect roll determines the results. In conversations with the press or general public. hovercraft and aircraft) is necessary for the driver of the disabled vehicle to stop it safely with all electronics shut down. however. The NoEscape is aimed and fired using the Heavy Weapons (man portable artillery) skill. A laser cutter will remove the band (and hand or foot) in about 30 seconds. TL: 11 Mass: 0. Sitting still for the whole time is a nowhere near as accurate as the other systems.’ is it is often called. and lacks many Formidable (-6) End check. uses signal strength to determine limb below the tracker (hand or foot) is effectively destroyed. TL: 10 Mass: 0. and TL: 9 on a successful Difficult (-2) Mechanic. It is requiring hospitalisation.The battery on the Argus is good for two years. Dex check there will Mass: 0. but it will do 1d6 damage in SecuriGard Systems ‘Polyphemus’ High-powered the process. with similar effects if it is until he returns to the proper location. with effects similar to the plasma cutter above.100 108 . authorities of the transgression. it is very easy to track. Likewise. In any event. In some jurisdictions. An industrial saw can cut through the band in six minutes. and begin to flash. it will notify tampered with. A plasma cutter can remove the band in three minutes. and immediately GPS notify whichever authorities are tracking it. and render the limb useless until the damage heals. it battery on the tracker is good for three months. then the The ‘Poly. SecuriGard Systems ‘Janus’ Radio Tracker with the device will emit an ear-piercing screech.4 kg The composite band can be cut by industrial cutting equipment. of their features. Radio Tracker If the damage is higher than the wearer’s Endurance. Since the Poly is constantly broadcasting. the Janus can be pinpointed to within three metres. if the Using the planetary navsat network and a radio broadcasting wearer leaves their prescribed zone. or the wearer leaves their prescribed zone. The Effect on failure determines the number Price: Lv700 of points of damage. and will shock the wearer similar configuration to the Argus. The ear-piercing siren. how far away the band is away from the receiving station.2 kg Price: Lv1.6 kg be no damage. If tampered with. It is built in a is also equipped with a shock pad. Price: Lv800 but damage to the wearer is extremely likely. the Argus will emit an unit. we shipped out for a place called Tanstaafl that’s illegal. a couple of full-time and infection in their wake. without even system was looking to get into the local university at the French colony. filled with At least our guns were the same. mixed with compost. and Dalton. but they would either be working in the fields. Danko. a year after the research station fell silent. and she gave stint in Scouts when I was nine years old. day. and alien soldiers. We called them SG-77s. murdering everyone and destroying everything they to fire that launcher. a swarm We worked hard. out they knew the best places to party. It was embarrassing sometimes acting stupid. That first rocks rained down on road intersections. The French and us. maybe a kilo of it had been imported. I hit the Link to do my schoolwork. and they were the only thing that matched. wear our Entire towns disappeared in flashes of nuclear fire. too. brewing more soil out of what they had given of ships showed up in orbit around Aurore. me and a bunch of my bros joined the militia. Tanstaafl. And we only ever got a came across. Wallace. For worms. A year later. power plants. and a cubic That was exciting. a dragon holding a rocket launcher. At night. and my little sister was. play with machineguns one day a month. getting a modern-looking French helmet and a vest with a faded US Marines stencilled on it. to be punted by a couple of old guys like that. weapons. but the name that were supposed to just carry rockets for Wallace’s RPG launcher. while I got what looked like a cop’s After the orbital bombardment. from me one night on guard. but Wallace wasn’t allowed heard of. They fought like nothing I’ve ever Every other weekend we practiced. but by the end of the next week well over 100. as it turns out. we thought we were ready. the park. Neither of us saw the Kaefer. would rather not think about. In 2298. and my family with it. and body solar arrays and anything else that looked important. but the aliens had another plan. though. a bunch of good guys. on the moon of a gas giant a long way from Earth. couple of clips for practice. Tanstaafl armour. lasted a few weeks. a bunch of old cast-off German plasma guns.000 people when the alien fleet entered orbit. But we got nuked. Barber. I figure. maybe even pick up some girls. They were really unpredictable. and only me lift back to the base so I could change into my civvie clothes. A bunch of them had snuck up 109 . We got more up from sterilized native dirt. and some offerings from a sewage treatment plant that I some reason. Golden bullet-proof vest and a steel helmet that likely predated Twilight. they handed us a map. We figured that it would be a walk in has used nukes on a planet since Twilight. that research station at Arcturus met some aliens. Nukes! No one to work. and planting our meagre crops. we showed up. and only a handful escaped. Like my parent’s farm. while guided uniforms to the bars. but the rest of us Cucarachas. Her name was Vanessa. with Barber Vanessa was one of them. Vanessa occupied meter of topsoil. regulars showed us the error of our ways. could do nothing but watch the French and maybe meet some French girls along the way. Not enough rockets. Liked They started dropping rocks and nukes on us. and there ain’t much in of always being spied on. some sort of Manchurian Special Forces thing. missiles. Ukrainian ships burn. When we got there. brunette who helped me to my feet was an exchange student That saved us. but one of them Barber got his throat slit standing not more than a metre away had a tattoo I recognized. The body armour was a mix from person to person. When I was 15. When I was 18. While the suns were up. The uniforms were matching coveralls with MILITIA had nearly 500. Besides. and got our uniforms. liked to have fun. factories. most of my thoughts. we Ukrainian system defence ships tried to fight them off. leaving nothing but destruction The first time we hit a bar in uniform. engineered ammo. Danko’s had a grenade launcher. So. I emptied a clip in its face. that damn tractor. the workshop. We waited for the invasion. ok. Weapons Before I left Earth.000 were killed. the for me. woke up the whole camp. imported from the Mississippi Delta on Earth. Turns that they’d had enough of Earth and its rules and regulations. defence forces. or fixing were completely overwhelmed. Tanstaafl. sure. The rest was built we began to practice with our weapons every day. the closest I had come to the military was a from the French colony. my folks finally decided and then we went clubbing with a bunch of her friends. Well. They were like a horde of locusts. but at that time. the French called them Cafards. their troops moved in. others times like tactical geniuses. Being tossed leastwise before it opened my friend’s throat and then came by someone that hardcore ain’t so bad. and Wallace even got to fire his RPG once in a while. I hated it. After the station was captured. I running down-Arm to get help. That was back in ‘94. stencilled on them. stuck for everyone was Kaefer. flying wings dropped hover tanks and half-tracks. a tractor. the recon team was too close. Muzzle Velocity: 900 mps Magazine: 6 rounds internal cylinder The heavy 12.44 Magnum calibre in Texas) ranchers. loading six shots in the cylinder forward of the pistol grip. the multi-purpose Mass (empty): 1. Wallace. or fled the planet. Country: Texas Length: 32 cm Most weapons found in civilian hands are light pistols. including my mate. at the Mass of six rounds: 0. Rangers will carry other weapons in their vehicles in case of sustained firefights. though. resulting in a weapon with higher felt recoil than the heavier Redbird. is to their livestock.020 mps Magazine: 6 rounds internal cylinder Mass of six rounds: 0.4 kg shotgun is the go-to weapon of choice for most farmers. however. and practically anyone else.2mm (. if not inimical to Humans. Lv40 for 200 loose rounds Rawlings Group The Texas-based Rawlings TransNat produces a number of items.7 mm round has incredible stopping power.1 kg are said to be looking into the heavy Blackbird due to the sheer size Ammunition: 9x 29 mm (.44 Magnum) Not me. though.200. on the Frontier. and I’m going to stay and The Redbird was chosen in 2291 as the standard sidearm for protect it. Many worlds have Type: 11. though the Rangers on the Eber homeworld of Kormoran Mass (empty): 1. defense. Redbird 11. due to its compact roll those bastards into the sea. and Dalton got pinned under his truck when a mine took it out. Their most famous product. Wasn’t the last time. it fires from the bottom chamber of the cylinder. hunting Action: Single shot rifles. waiting to cut us in our sleep. restrictive gun laws than any nation on Earth. Like most modern RoF: 40rpm revolvers. rather Price: Lv900. it fires from the top chamber on the cylinder. During the drive to push them back. though.357 Magnum calibre in Texas) and toughness of the Ebers they encounter. rather than the bottom. Only thing was. design and high first-shot stopping power. which have far less priority over staying power.357 Magnum) The Bluebird is a classic wheelgun. from kitchen equipment to farm machinery. The need for weapons for hunting. We’ve got a final push coming up. miners. Muzzle Velocity: 1. but in more of a classic revolver configuration.2x 30 mm (. Indeed. 110 .to the edges of the camp’s perimeter lights. is the Rawlings ‘Bird’ series of heavy revolvers. and recreation are but the ability to end a fight before it really starts was given well-established on most colony worlds. This is my home. Lv30 for 200 loose rounds than the top. and all five in that team were incinerated by the blast.2mm conventional revolver wildlife that. Ammunition: 11. The other guys in my training platoon are all mostly dead now. We killed them all.25 kg expense of magazine capacity and recoil. command detonated a nuke to trap the bugs in a high mountain pass. and Barber was the only fatality on our side. Danko died rescuing some idiot farmers who didn’t know enough to get out of the way of an alien army. They received a tremendous boost when the department of Public Safety (DPS) selected the Rawlings Redbird as the standard sidearm for the Texas Rangers. and shotguns. Type: 9mm conventional revolver Rawlings Blackbird Country: Texas This heavy revolver has become a status symbol for officers in Length: 24 cm many mercenary units. First time people used a nuke on a planet since Twilight. Unlike most modern revolvers. Bluebird 9mm (.35 kg Firearms RoF: 40rpm Price: Lv1. It is not commonly seen in use by police Action: Single shot forces. I’m the only one left now. and we’re going to Texas Rangers on extraterrestrial postings. especially the nomads. 7 kg Price: Lv600. even with bursting rounds the light 4mm bullets do not have much stopping power. Lv20 for 100 loose rounds Traylor Arms M-20 11mm autopistol Firing a more powerful round than even the Rawlings Redbird.9 kg on the Chinese Arm. Traylor Arms C4 ‘Wallet Gun’ The 4mm C4 pistol is extremely compact and concealable.18 kg RoF: 80rpm Price: Lv500. Ammunition: 12.30 kg Action: Single shot RoF: 40rpm Mass (empty): 0. M-59 10mm Police Special Type: 4mm conventional autopistol The 10mm Traylor Police Special. ranging from the tiny 4mm wallet gun to the well-known 9mm Chip Traylor Special.1 kg Action: Single shot RoF: 80rpm Mass (empty): 0. However. the Traylor Arm M-20 is gas-operated. It is based on the same frame as the popular Action: Single shot Chip Traylor Special. as the name implies. and generally only seen in the hands of criminals Mass (empty): 1.800.Type: 12. Copies of this gun are common with police Mass (empty): 0. Ammunition: 4x10 mm ball Type: 10mm conventional autopistol Muzzle Velocity: 520 mps Country: United States Magazine: 7-round removable box magazine Length: 21 cm Mass of seven rounds: 0. all the way up to an 11mm wrist-breaking monster. is. Lv20 for 100 loose rounds Traylor Arms Traylor Arms makes a number of semi-automatic handguns. Type: 11mm conventional autopistol 111 . The high-powered round is rare in civilian and law enforcement usage. Lv50 for 200 loose rounds Ammunition: 9x24mm fixed cartridge ball Muzzle Velocity: 460 mps Magazine: 20-round removable box magazine Mass of twenty rounds: 0. Country: United States popular with police forces for its stopping power and high Length: 12 cm magazine capacity. It is less common on the Action: Single shot French Arm.5 kg and security forces on the Chinese Arm. Lv20 for 200 loose rounds Ammunition: 10x28 mm fixed cartridge ball Muzzle Velocity: 540 mps Magazine: 18-round removable box magazine Mass of loaded magazine: 0.6 kg Price: Lv1.50 calibre in Texas) Type: 9mm conventional autopistol Muzzle Velocity: 940 mps Country: United States Magazine: 6 rounds internal cylinder Length: 20 cm Mass of six rounds: 0. reducing the felt recoil over a comparable recoil-operated weapon.7mm conventional revolver M57 Chip Traylor Special Country: Texas The 9mm ‘Chip Traylor Special’ is an extremely common firearm Length: 36 cm across the American Arm and the Core.7x 35 mm (.13 kg RoF: 80rpm Price: Lv300. gel rounds. though.5 kg Stracher M33 Pump Action Shotgun RoF: 80rpm The M33 can be switched between pump-action and semi- Price: Lv1.4 kg Ammunition: 11x38 mm ball Muzzle Velocity: 610 mps Magazine: 10-round removable box magazine Mass of full magazine: 0. This gives the weapon’s action. which are too low-powered to operate the weapon with a Difficult (-2) Mechanic check. With seven rounds under the barrel. Lv20 for 200 loose rounds shot rounds can virtually guarantee a hit at short engagement ranges. Traylor Arm Wildcat shotgun The Traylor Arms Wildcat is a typical semi-automatic shotgun designed for civilian use. In colonies with Law Level 7 or higher. These types of rounds are noted on the shotgun weapon an Auto score of 4. while the large bore permits the firing of specialised rounds like rubber batons. The M33 is found with settlers and police forces all over the French Arm. it cannot fire some of the more A semi-automatic shotgun can be converted to a fully-automatic specialised rounds. must be inserted in the magazine to reduce the capacity from eight rounds to three. Models firing Price: Lv650.200.2 kg Ammunition: 18x70 mm shotgun shell Muzzle Velocity: 410 mps Magazine: 8-round internal tube magazine Mass of eight rounds: 0.4 kg RoF: 60rpm Price: Lv420. a plug 112 . Type: 18mm semi-automatic shotgun Country: Austrovenia Length: 94 cm Action: Single shot Mass (empty): 2.5 kg RoF: 80rpm Shotguns Shotguns are versatile and easy to use weapons. ammunition table. As a semi- automatic weapon.2 kg Ammunition: 18x70 mm shotgun shell Muzzle Velocity: 400 mps Magazine: 7-round internal tube magazine Mass of seven rounds: 0. and electroshock Cap rounds. Type: 18mm semi-automatic shotgun Country: United States Length: 89 cm Action: Single shot Mass (empty): 2. The advantage of the pump action over the gas-operated semi-automatic is the ability to fire the specialised low-velocity rounds like mini-grenades and cap shells. Lv20 for 50 loose rounds automatic with the flip of a switch. Lv20 for 200 loose rounds Country: United States Length: 33 cm Action: Single shot Mass (empty): 1. it has a fair ammunition capacity for a shotgun. though on worlds of Law Level 7 or higher a plug must be inserted in the magazine to reduce the capacity from eight rounds to three. and the ammunition is much more compact Muzzle Velocity: 340 mps as well. Lv20 for 200 loose rounds Muzzle Velocity: 370 mps Magazine: 6-round removable box magazine Mass of six rounds: 0. Magazine: 1 round in barrel Mass of one round: 0. Many favour it Length: 95 cm for its intimidating appearance and considerable stopping power. though the ability to fire both barrels almost like a large pistol. Lv30 for 200 loose rounds Arno Astra Shotgun Produced by Arno for the colonial market. the Astra 11mm shotgun is ideally suited for the younger shooter. Type: 5mm conventional light rifle Country: Austrovenia Length: 59 cm Action: Single shot Bolt Action Mass (empty): 1. rifles are far more accurate Ammunition: 11x40 mm shotgun shell over longer ranges. Lv25 for 200 loose rounds slighter builds. A five round box goes forward of the at once makes it a very intimidating home defense weapon. While they lack the short-range shot spread and Mass (empty): 1.7 kg variable ammunition of a shotgun.4 kg RoF: 80rpm Price: Lv600. it is illegal on most Manchurian colonies. trigger.8 kg RoF: 40rpm Ammunition: 14x50 mm shotgun shell Price: Lv200. used primarily for hunting.DunArmCo Dingo WuBeijing Gong The Dingo is a basic side-by-side double-barreled shotgun. and it lacks a stock. as a defensive Country: Australia weapon that can be brought to bear very quickly.2 kg RoF: 60rpm Price: Lv200. Lv10 for 200 loose rounds 113 .5 Type: 14mm semi-automatic shotgun Ammunition: 18x705mm shotgun shell Country: Manchuria Muzzle Velocity: 420 mps Length: 41 cm Magazine: 2 rounds Action: Single shot Mass of two rounds: 0. which is best suited for hunting flying animals and small game. It is The so-called Gong is a smaller-calibre recoil-operated shotgun. Only birdshot and a small buckshot round are available for this weapon.07 kg RoF: 40rpm Stracher Kojote The Kojote is good. and is often used for target-practice and hunting small game. lightweight rifle suitable for people with Price: Lv140. fast predators.2 kg Ammunition: 5x15 mm ball Muzzle Velocity: 650 mps Magazine: 9-round internal tube magazine Mass of nine rounds: 0. Action: Single shot Ironically. Mass (empty): 2. but much higher velocity round Action: Single shot than shotguns. It is marketed to ranchers and Type: 18mm shotgun farmers on worlds with small.1 kg Mass (empty): 1. Type: 11mm single shot shotgun Country: Brazil Length: 94 cm Hunting Rifles Rifles typically fire a smaller. Price: Lv650 (Lv10 for box of 100 rounds) The FC-68 is subject to DM-2 to Availability outside of the French Arm. and low firing cost has made it (and similar rifles) popular.0 kg Ammunition: 5 x 15mm fixed cartridge ball Muzzle Velocity: 630 mps Magazine: 70-round box Magazine Mass: 0. It is widely used both as a target rifle and for medium-sized game hunting. and is illegal on any Manchurian colony. but one may be purchased. It Ammunition: 7.5 x 40mm fixed cartridge ball combines a bull-pup configuration (giving it a distinctly military Muzzle Velocity: 910 mps look. but one may be purchased. as it RoF: 120 rpm is at least capable of fully-automatic fire.5mm hunting rifle Country: France Length: 102 cm Guiscard FC-68 (Fusil Chasseur 2268) Mass (empty): 3.2 kg often used by militia forces that cannot get anything better. It does not come with a scope.5mm surplus ammunition available on the open market after the Central Asian War. Type: 5mm sporting rifle Country: France Length: 75 cm Action: Single shot or bursts Mass (empty): 1. Magazine: 5round box It does not come with a scope. no matter the Law Level. Type: 7. Guiscard FC70 (Fusil Chasseur 2270) The FC70 was designed to make use of the large quantities of 7. It is Magazine Mass: 0. one of its strongest selling features) with full-automatic fire.3 kg RoF: 600 rpm Price: Lv720 (Lv20 for box of 300 rounds) 114 .0 kg The FC-68 was designed with the Frontier colonist in mind. Action: Single shot and is widely used by French civilians on a variety of worlds. 2 Lv2/1 Express bat Lv8. 3d6-1 9 No 1 Lv200 1. 3d6 20 No 1 Lv300 0.6 Lv20/200 bat G-22 10 Assault Gun Com.6 Lv20/200 bat Traylor 10 Pistol Gun Com. 3d6+3 18 No 1 Lv500 0.1 Lv60/1 Weapon Weapons/ Launcher M-4 10 Rifle Heavy 9d6AP 1 No 0 Lv900 9. 3d6-1 70 4 1 Lv720 1. Required Mass Ammo Weapon TL Range Skill Damage Magazine Auto Recoil Cost (loaded) Cost Rawlings 9 Pistol Gun Com. 4d6-1 10 No 1 Lv1. 4d6 4 No 1 Lv1. 4d6+2 5 No 1 Lv900 3.75 kg Lv40/60 Redbird bat Rawlings 9 Pistol Gun Com.8 Lv20/200 bat FAA-73 10 Rifle Gun Com.4 Lv120/1 Weapons/ Launcher * Second value on the Dingo is used when both barrels are fired at once. 3d6 5 No 1 Lv650 3.77 Lv25/200 bat Gong 9 Pistol Gun Com. 3d6 1 No 1 Lv140 1.4 Lv10/200 Weapon bat FC-68 10 Assault Gun Com.88 Lv20/200 M59 bat Traylor 10 Pistol Gun Com. 3d6+3 6 No 2 Lv600 2.35 kg Lv40/200 Bluebird bat Rawlings 9 Pistol Gun Com.73 Lv10/200 M57 bat Traylor 10 Pistol Gun Com.800 2.2 Lv100/200 bat H900 10 Rifle Gun Com.1 Lv10/42 Weapon bat RPG-90 10 Assault Heavy 8d6AP 1 No 0 Lv500 7.500 3. 3d6-3 100 6 2 Lv1. 4d6 6 No 2 Lv1. 4d6 7 No 2 Lv420 2. 5d6+2 2 No 3 Lv800/ 5.2 kg Lv50/200 Blackbird bat Traylor C4 10 Pistol Gun Com.000 Crossover 11 Rifle Gun Com. 4d6 2 No 2 (3)* Lv200 2. 3d6 25 4 1 Lv360 3. 4d6 8 No 2 Lv650 2.2 Lv10/100 bat Kodiak 11 Rifle Gun Com.3 Lv20/300 Weapon bat FC-70 10 Rifle Gun Com. 115 .7 Lv20/200 bat Double 10 Rifle Gun Com.9 Lv10/50 M20 bat Traylor 9 Shotgun Gun Com.6 Lv20/200 Wildcat bat Stracher 10 Shotgun Gun Com. 3d6 6 No 2 Lv900 1.2 Lv30/200 bat Kojote 9 Assault Gun Com.200 1.6 Lv20/200 bat (6d6)* Arno Astra 9 Shotgun Gun Com. 2d6+1 7 No 0 Lv600 0. 3d6+2 42 6 1 Lv1.200 3. 3d6+3 6 No 1 Lv1. 3d6/4d6 5/4 No 1 Lv650 2.7 Lv20/200 M33 bat Dingo 8 Shotgun Gun Com.200 1.5 LV10/100 bat Type34 10 Pistol Gun Com.100 3. the H900 Thunder is used for big game hunting.5x32mm or 7. it uses a match-grade 14x120mm round. and is occasionally pressed into service by police and militia forces as a sniper rifle. Instead. 4 round internal tube magazine for shotgun Mass of loaded rifle magazine: 0. making it a good choice for long.370 mps Price: Lv1. for example. double-barreled rifles that fire a massive from the Central Asian War. Dampeners in the stock help cushion some custom 7. Effective performance is identical.5mm rifles. Action: Single shot Type: 14mm double-barreled rifle Mass (empty): 2.5x40mm fixed cartridge ball and 18x70 mm shotgun shell Muzzle Velocity: 1. Country: United States though the Meisterwerk receives DM+1 on attack rolls due to the Length: 78 cm custom fitting.000 for the Meisterwerk. while the versatility makes it popular for all users. especially on the American and Chinese Arms. but has since found animals are likely to be encountered.5x51 mm round developed by Kaskakaia for a military of the recoil. Both are heavy.1 kg Ammunition: 7. Lv20 for 200 loose rounds Length: 79 cm Action: Single shot Mass (empty): 2. with very little work the 25-round Magazine: 5-round removable box magazine magazine from the FAA-73 assault rifle will also fit the Crossover. and four. It does not come with a Cave Dragon. The terminal characteristics as a high-threat takedown weapon. even the heavily-armoured range hunting of medium-sized game. It is the favoured weapon its niche as a general purpose gun found in many colonial for hunting the White Wing of Hermes. Lv8.4 kg 116 . as it includes mounting rails a plain blued steel barrel.’ low magazine capacity makes it acceptable to Manchurian Type: 11mm bolt-action hunting rifle authorities. though only for the person for whom it was made. it is widely used whenever large and/or dangerous local marketed to police forces as an entry gun. On the DunArmCo’s Crossover rifle/shotgun combination was originally Frontier. Over-penetration makes it DunArmCo Crossover Rifle unsuitable for situations like hostage rescue. the Kodiak does not use the enormous Stracher makes two variants of their ultra-heavy double-express stock of surplus 7. The stock ‘Classik’ is sold to colonists and explorers sniper rifle contract that fell through. Lv2 per round DunArmCo H900 Thunder Manufactured by DunArmCo.5mm) Stracher Double Express Rifle Unlike most 7.100. It Country: Australia takes five rounds of rifle ammo in a box magazine forward of the Length: 110 cm trigger guard. homes. Each one Type: 7.3kg RoF: 30rpm Price: Lv800 for the Classik model.7 kg Country: Austrovenia Ammunition: 7. The Meisterwerk version is a bespoke to accommodate even military models. Mass of loaded magazine: 0. and has been used to some of the Kodiak are excellent. however. The Nicknamed the ‘Thunder from Down Under. 410 mps for shotgun Magazine: 5 round removable box magazine for rifle.5mm conventional rifle is a custom-made work of art.5 x 51mm match grade ball Length: 112 cm Muzzle Velocity: 1270 mps Action: Single shot Magazine: 5-round removable box magazine Mass (empty): 4.5mm rifle with18mm pump-action shotgun RoF: 120rpm Country: Australia Price: Lv900.100 mps for rifle.5 x 40mm ammunition left over rifle.5 kg Ammunition: 14x120mm fixed cartridge ball RoF: 60rpm Muzzle Velocity: 1. success against Beowulf dracoforms. round of 18mm shotgun shells in a tube Action: Single shot bolt-action under the shotgun barrel. weapon with hand-carved furniture and engraved barrels. Lv100 for 200 loose rounds Magazine: 2 rounds Mass of two rounds: 0. It is a basic weapon with polycarbonate stocks and scope. but one may be purchased. Mass (empty): 3.Kaskakaia Kodiak Hunting Rifle (7.1kg Ammunition: 11x68mm fixed cartridge ball It should be noted that while the standard box magazine for this Muzzle Velocity: 1100 mps rifle only holds five rounds.6 kg Type: 7.9 kg Mass of five rounds: 0. Much of this equipment is worn and old. Subsequent investigation Action: Single shot or bursts revealed that propellant gas mix was sub-optimal and replacing Mass (empty): 3. Mass of loaded rifle magazine: 0. and became a sort of signature weapon for Spetsnatz troops operating in Kazakhstan and Uzbekistan. Skilled armourers are often employed by these Ammunition: 8x28mm fixed cartridge ball.100 rpm. the FAA (Fusile Automatique d’Assault – 2273) was the standard French infantry rifle during the Central Asian War. grenade launchers are supplied on a squad level. yet accurate weapon. a shotgun for close-in combat.500.4 The 42 round magazine is loaded through the buttstock.0 kg it with a better mix substantially improved the reliability and Ammunition: 7. Equipment Militia and colonial forces often have to make due with weapons Type: 8mm submachinegun Country: Russia Length: 62 cm and equipment cast off from the founding nation.4 kg Mass of propellant and oxidizer bottles: 0. many of it at or Mass (empty): 1. Lv20 for 200 loose rounds during the war. and Magazine: 25 round removable box magazine (50 or 100-round was not about to renege on the contract.4 kg near end-of-life. Lv20 for 200 loose rounds magazine-fed launchers. or from older Action: Single shot or bursts colonies.2 kg range-fused grenades and a smart-sight. 2.5 kg (1. especially in the urban battles that characterised much of the middle phase of the war. two gas bottles with enough propellant to fire 4 full magazines.4 g RoF: 900rpm Price: Lv1. which Country: France led to Bavaria ultimately adopting the less-advanced FAA-73 Length: 83 cm as their standard service weapon. or else a grenade launcher with Mass of loaded magazine: 2.3 kg Ammunition: 7x22mm ball Muzzle Velocity: 980 mps Magazine: 42 round disposable box magazine. RoF: 1. G-22 These non-standard issue magazines are available in 50 and The Bavarian G-22 was an early binary propellant weapon that even 100-round configurations. While the weapon’s Type: 7. groups to keep their old weapons running properly. while kg for 100-round snail mag) the propellant and oxidizer bottles are connected forward of the RoF: 550rpm trigger guard.1 kg for 50 round. many of whom have procured after-market magazines to solve the ammo capacity problem. Lv 10 per gas bottle 117 . using Price: Lv1.3 kg Type-34 RoF: 80rpm The Russian type 34 submachine gun was a popular weapon Price: Lv650. The FAA-73 rifle remains in service with colonial troops. Lv10 per magazine. adopted just prior to the war. The small magazine size was another factor that pushed the French military to search for a new weapon once the war was over. Using a 100-round helical magazine that actually forms the S u r p l u s M i l i t a r y W e ap o n s and weapon’s rear stock makes this a very compact. More often than not. however. also available. By then. the Bavarian Muzzle Velocity: 910 mps for rifle military had already placed their order for 8. FAA-73 Prior to the adoption of the FAM-90 gauss rifle.000 FAA-73s. The lack of an integral grenade launcher was a major drawback for this weapon. Price: Lv360. reliability was consistently poor. Lv10 for 600 loose rounds Type: 7mm binary propellant assault rifle Country: Bavaria Length: 83 cm Action: Single shot or bursts Mass (empty): 2.200. though.Mass of four shells: 0. for Lv20 and Lv50 each) Mass of loaded rifle magazine: 0. ultimately led to the Hanoverian Sk-19. A common modification is to add Magazine: 100-round removable helical magazine.5x40mm fixed cartridge ball performance of the weapon. or even Muzzle Velocity: 670 mps upgrade them in some cases.5mm rifle conventional assault rifle performance was good. non-lethal control weapons and used 118 . and some can shrug off the effects. with sufficient energy to stun the target. as all the propellant is burned before wearing heavy armour (particularly airtight armored helmets).’ In many jurisdictions. plus 35 for warhead when loaded Action: Single shot Mass (empty): 4. It produces a considerable back. the widespread Muzzle Velocity: 200 mps use of non-lethal weapons has given police forces an attitude of Magazine: Single shot ‘shoot first. are 100% effective against unmodified nervous systems. they are of limited combat value. since sonic stunners are not 100% effective. produced by the member-state of Sweden. Lv120 per round space. Required Mass Ammo Weapon TL Range Skill Damage Magazine Auto Recoil Cost (loaded) Cost AS-3 10 Pistol Energy 2d6+2 40 0 0 Lv450 2 kg Lv10 Weapons Restraint 10 Shotgun Energy 3d6 15 2 0 Lv600 5 kg Lv15 Carbine Weapons WASS 11 Rifle Energy 3d6+2 300 4 0 Lv6. used to good effect by partisan forces against both the Manchurians and the French and their allies (including. usually in the guided warhead that can make small course corrections to home ultrahigh frequency range. police are rarely required to Ammunition: 90mm x 45cm rocket with HEAT warhead resort to lethal force in the line of duty. the RPG-90 is a very basic anti-tank rocket launcher.000 73 kg Lv150 Weapons Neural 12 Shotgun Energy Special 6 No 0 Lv1. Lv 60 per rocket Most police officers will carry another weapon as a backup. Carl-Gustav M4 Recoilless Rifle For many years. with the other weapons to provide security and covering fire. in on the light from a laser designator. If anything.400 2 kg Lv20 Disruptor Weapons Country: Scandinavian Union Length: 97 cm Action: Single shot Mass (empty): 6. Price: Lv500. It is also possible to protect oneself from the effects of a sonic weapon. a result of these limitations and the fact that sonic bursts merely blast within a four-meter cone from the rear of the weapon. As the warhead leaves the tube. Type: 80mm recoilless rifle they are highly effective. ask questions later. the standard anti-tank weapon of the Scandinavian Union was the Carl Gustav M4. Type: 90 mm rocket launcher Country: Russia P o l i c e W e ap o n s Length: 80 cm for launcher.5 kg With the advent of stun weapons. so police forces need an alternative. Stunners also have a short effective range. It is not in any sense a They are only effective in atmospheres and against targets not rocket or missile launcher. Russians) during the Central Asian War. which is typically a shotgun or large caliber handgun. Militia tactics often emphasis the RPG as the primary weapon of a fire team. the only Mass of Single Round: 2. ironically. It is worth noting that neural disruptors. However.6 kg limit on this use of non-lethal force is the requirement for them to RoF: 20rpm identify themselves as police officers before opening fire. which are extremely rare on the Frontier.4 kg Ammunition: 80x200 mm HEAT round Muzzle Velocity: 340 mps Magazine: Single Shot Mass of one round: 3 kg RPG-90 RoF: 20 rpm Designed by the Segetov Group but license-built all over human Price: Lv900. and can be equipped with a S o n i c W e ap o n s Sonic stunners project focused sound energy. stun an opponent. This very robust weapon can operate under just about any conditions. however. This sonic stunner is often used by police and security guards. carried on Country: France the belt beside the weapon’s holster. rewired nervous system. the WASS is a sonic weapon capable of blanketing a large area very rapidly.4 kg Battery Mass: 1 kg RoF: 300 rpm Ammunition: Price: Lv600 (Lv15 for 5MJ disposable LMS cell) Muzzle Velocity: C Magazine: 12 Mj HDLMS cell.1 kg Varies 119 . and targets suffer DM-1 on Endurance checks. Country: America Type: Voigt-effect Neural Disrupter Length: 73cm Mass (Empty): 4 kg Country: France/United States Action: Single shot Length: 27 cm Muzzle Velocity: Local speed of sound Action: Single shot Magazine: 5MJ LMS cell (15 pulses) Mass (empty): 1. with power for 6 shots Weapon TL Range Required Skill Damage Magazine Auto Recoil Cost Mass Ammo Cost Faustus 9 Shotgun Heavy Weapons varies 5 No 2 Lv950 4. Length: 172cm Type: Sonic stun pistol Mass (Empty): 53 kg Country: France Action: Single shot or bursts Length: 47cm Muzzle Velocity: Local speed of sound Mass (Empty): 2 kg Magazine: external fuel cell with power for 300 shots Action: Single shot Fuel Cell Mass: 20 kg Muzzle Velocity: Local speed of sound RoF: 600 rpm Price: Lv6.5 kg RoF: 130 rpm Price: Lv450 (Lv10 for 5 MJ disposable LMS cell) Quinn-Darlan ASW-2 Neural Disruptor If a neural disrupter is seen on a Frontier world. the power pack is separate. A character struck by a stun weapon must make an Endurance check with a negative DM equal to the damage (after armour is subtracted).000 (Lv150 for fuel cell) Magazine: 5MJ LMS cell (40 pulses) Battery Mass: 0. Sonic weapons can be used underwater. rare enough that one can never be purchased except through the black market. A hit from a neural disrupter will knock the target unconscious for 2d6 Quinn Optronics Restraint Carbine minutes. where they have their ranges and damages doubled. it is almost always in the hands of a Core world agent. Type: Sonic stun cannon Like the P-3 laser pistol. Typically a vehicle-mounted device. If this Endurance check is failed the character is knocked unconscious. like neural sheathing or the King and Type: Sonic stun police carbine Merman DNA modifications. It is often used in Brandt Audionique AS-3 crowd control and high-risk situations like hostage-taking.extensively by police and security forces. the character is unaffected by the weapon and the stun damage Darlan M9 Wide Area Sonic Stunner (WASS) ignored. If the Endurance check is successful. Sonic stunners are non-lethal and do not inflict normal damage. and they will wake up with a blinding headache (DM- The heavier restraint carbine is used for high-risk situations 3 to all actions) that lasts for 1d6 hours. These weapons are extremely rare on the Frontier. The only defense is a where its greater power overrides its more cumbersome size. and can inflict real damage. 1/3 normal movement geon) rate). The puke stick is a prisoner/riot control device. or If the Endurance check is successful. are non-lethal and do not inflict normal damage. TL: 9 Mass: 1 kg Price: Lv320 120 . If the Endurance check is successful. Shock gloves. unlike stunners. Lv20 for 12Mj HDLMS cell Shock Glove Shock gloves have much the same effect as the baton. short versions of these weapons are much favored by muggers and thieves. Melee 2d6 successful. However. the character suffers DM-2 even touches. Melee 3d6 Mass: 1 kg Glove (Touch) Price: Lv550 Shock Baton Designed for police and prison work. in all cases. This lasts for Effect x 5 minutes. geon) TL: 0 Shock Lv250 10 0. If the Endurance check is Shock Lv320 9 1kg . making him nauseated and often violently the shock gloves results in one point of real damage. the character is unaffected by the weapon and the Baton (Blud- damage ignored. ill. a target.4kg . each hit from is sent into the victim. 1/3 normal movement rate). Shock batons. half of the damage from the shock baton is real. above.6 kg RoF: 120rpm Price: Lv1. like stunners. In any case. The effect lasts for Effect x five minutes. A character struck by shock gloves must make an Endurance check with a negative DM equal to the damage (after armour is subtracted). If this Endurance check is failed the character is Puke Stick knocked unconscious. When it hits.400. are non-lethal and do not inflict normal damage. Mass: 0. are less-lethal weapons rather than non-lethal weapons. a specially modulated pulse of electricity to all actions for Effect x two minutes. like stunners. not to mention the underworld. If this Endurance check is failed the character is effectively stunned (DM-3 to all actions. Most people are not capable of putting up a great deal of TL: 10 resistance if they are vomiting their guts out.Mass of loaded magazine: 0. the character is unaffected by the weapon. A character struck by a puke stick must make Weapon Price TL Mass Heft Range Damage an Endurance check with a negative DM equal to the damage Puke Lv550 10 1kg 1 Melee 2d6+2 (after armour is subtracted). This lasts for Effect x 5 minutes. but are more likely to be used by security guards and the military. A character struck by a shock must make an Endurance check with a negative DM equal to the damage (after armour is subtracted).4 kg Price: Lv250 Puke sticks. If this Endurance check is failed the Stick (Blud- character is violently ill (DM-3 to all actions. making it incompatible with military grenade launchers. Rubber Batons. and Shock Batons. RoF: 30rpm Type: 27mm grenade launcher Price: Lv950 Country: Austrovenia Length: 84 cm Grenade Damage Blast Radius Mass Price Action: Single shot CD Gas 2d6 stun 9 meters 0. allowing the user to select which round to fire. The most commonly available rounds are CD (Crowd Dispersal) Gas.4 kg Lv20 Muzzle Velocity: 250 mps Shock Baton 3d6 stun/1d6 1d6 0.4 kg Lv30 Magazine: 5 rounds real Mass of five rounds: 1.5 kg 121 . which are both narrower and longer than standard propelled grenades. The rounds are loaded in a five-shot rotary magazine.4 kg Lv24 Mass (empty): 2.Stracher Faustus CD Gas/Baton Launcher This five-shot grenade launcher uses 27mm rounds.6 kg Ammunition: 27mm propelled grenade Riot Baton 2d6 stun 3 meters 0. Education: 7 Arms: Size 3. People tend to get angry or embarrassed Strength 9. extend the sensor capabilities of the probe. like a pilgrimage. retractable Aquitaine GZK-10 Survey Probe Locomotion: Robot Airship Size 5 Lift 500 175 kph The survey probe is one of the first human devices to contact an alien world. Voder. longer if they can be repaired and maintained on a regular basis. Biology 1. Voice powered. and some can pass even after Armour: 6 extended conversation. After all the years of service. Frame: Basic (Long) Size: 4 Slots: 4 remaining The exception to this general rule are the Dolls. along with two flying disk camera platforms. much like a humanoid face. or work in hazardous environments. Intelligence: 12. survey robots cannot connect to planetary Link networks or any sort of ad hoc wireless network. and well-accepted by most people. whereupon they inflate their hydrogen envelope Command Algorithm 3. Given the chronic worker shortages suffered a close examination of these claims nor the robots themselves. Survey probes are solar. including Traits: Light. Rad Sensor. and transmit findings to a ship in orbit. Carrier Berths (4 x Size 2) replenished by the probe from local water supplies. Mass: 396. Language (French). by most colonies. From multi. Inertial GPS. Robots and Drones Even on the Frontier. Sealed. sonar. Advanced Vocoder. to a ship in orbit. and tend to react poorly Hull 5. Sensors 1. Software Skillpacks: electric fans make them very manoeuvrable. Sonar. ground. Structure 6 to them. local radios. on any samples acquired. Antivirus 2. Basic Optics. running or aeroshells. with small batteries for night-time operation. there has not been the local economy. They are important in many industries requiring brute force or to see if they have any special insight to the planet. to begin their long-duration voyage. IR. Thus Dolls are rarely seen outside of their workplaces. Radar. which can pass Unit: (head) Size 2 Slots: 4 as human to a casual observer. They are generally landed via disposable gliders Brain: Synaptic Computer with 10 Memory Sticks. and even olfactory sensors. radar. robots and drones are vital components of of possible emergent AI in these machines. UV. the robots have developed interesting personalities. Low-lite. their design. A small lab allows it to conduct basic analysis Equipment: Enhanced Audio. Encyclopaedia 3. Despite tales 122 . Regional Radio. There are many colony worlds that still have several of these robots flying around gathering data. Two multi-legged drone spiders.700 in addition to a primary sensor-cluster. Many colonists actually seek them out. Survey robots have been known to last for up to 20 years. but not very fast. The Recognition System. visual. they are everywhere. Due to the size of the envelope penetrating radar. Basic Holo-Projector. robots pick up the slack and fill in the gaps. extended range auditory. to most they seem as fully intelligent as any human. Language (choose). Remote Operator 0 The probe is equipped with a full spectrum of sensors. They can only connect data lines background of almost any location on the Frontier. Personality Program 3. Recon 2. microwave. Each probe has a pair of manipulator arms on flexible tentacles Price: Lv282. IR. necessitating Robots are commonplace enough that they will be in the seeking them out in person. in the TL: 12 same way that appliances and power tools are accepted. Extending. All Ranged Attacks have a +2 DM to Hit magnetic anomaly. Biology Any leakage of hydrogen from the lift envelope can be MicroLab. Advanced.5 kg which tend to be bars and comfort houses. Though a computer scientist will say that they are not true AI. Dexterity 9 if they do not detect a Doll immediately. though they can connect voice channels to bots and crop spiders on industrial farms to Rosies in restaurants. Enhanced Optics. Due to repetitive work. Crew and Shipping Vehicle TL Skill ity Speed Range mour Passengers Cargo Open? Hull Structure Cost Size Mining 11 N/A -1 7 5 75 km 4 N/A No No 10 10 Lv450. Ar. +2 DM to opposed grappling checks.5 kg functions of the drone are controlled by the probe. Each drone carries a spool of 500 metres of cable. go. 8 kph Traits: Drone. Education 0 Weapons: None Arms: Size 1 Damage: 1d6 Price: Lv6. UV and ground penetrating radar. or should environments. Light. Education 0 (Drone) Arms: None TL: 12 Locomotion: Rotors Size 2 44kph Frame: Basic (Long) Traits: Drone. Variations of this design are also used for explosive ordnance disposal (EOD).700 Hazmat Drone The Steadman Industries HMH-5 Hazmat drone is a remote- operated vehicle meant to go in harm’s way. All ranged attacks suffer a -1 DM until Close Armour: 1 range Strength 4. Advanced Optics. and effectively natural or man-made disasters. Distant Radio Transceiver. with an Armour: 1 array of visual. especially in radiological as eyes and ears in areas where the probe cannot. The drone is primarily a sensor platform. It has a back-up radio controller. This cable is the drone’s greatest weakness. as it can The flying disk is a fast little flyer. and toxic spill cleanup. Agil. which act which has never proven very effective. Light. Dexterity 0 with basic auditory sensors. Aerodynamic. Sealed. It is very manoeuvrable. Intelligence 0. nuclear reactor work. Drone Controller Intelligence 0. Dexterity 6 Hull: 2 Structure 1 Equipment: Basic Optics. All Mass: 9. Distant Radio Mass: 13 kg Transceiver. Sealed. All ranged attacks suffer a -1 DM until Close range. not. Basic Optics.000 10 tons Robot km/h 123 . disposable. Infrared Vision. eight-legged robot used by probes Frame: Basic (Long) to get in closer to ground areas of interest without risking the Size: 2 Slots: 6 probe itself. the drone is controlled by fibre-optic cable back to a computer or gauntlet. +2 DM to opposed Size: 2 Slots: 6 grappling checks. It does have a sampling arm able Hull: 2 Structure 1 to collect small samples for return to the probe for analysis. To avoid interference. which is about the thickness of standard fishing Flying Disk Camera Platform line. Equipment: Audio Sensors. equipped with a pair of become caught up or cut by debris or wreckage in the event of high-speed cameras.100 Locomotion: Sprawling Legs Size 2. along Strength 0.Momotaro Spider Drone TL: 12 The spider drone is a small. IR. Microscope Weapons: None Price: Lv9. The probe carries eight of these devices. Very Distant Radio Transceiver. Lightbar. Low Light. It is capable of providing limited first aid. Digging Tools. Sealed. wreckage and collapsed buildings to find survivors. including olfactory. A SAR team will typically deploy a dozen or as these worlds typically lack the manpower to effectively exploit more of these at a rescue scene. Cable with 1. The mining robot is a variation of the standard of sensors. thermal and sound. Personality Program 1. Code Reader. While Frame: Tube the beam is focussed far too closely to be used as a weapon. VRS. Radiation Detector. Antivirus 1. Structure 2 Infrared.500 SAR Drone The SAR drone is an example of a snake bot. Ar. soften the rock face while a more conventional drill head moves into it. It is not a large machine. Basic Vocoder Armour: 3 Strength 12. and is best used in the Search portion of Search-and- The mining robot is an important contributor to most colonies. Shipping Vehicle TL Skill ity Speed Range mour Passengers Cargo Open? Hull ture Cost Lv Size Farm 11 Drive -1 68 500 km 3 0 2 No 13 13 139. an avalanche. as the bots can dig through snow and loose dirt A plasma borer uses a focused stream of plasma to heat and easily. Video Display. setting up emergency transponders. A small deep-radar unit on the robot searches for flaws TL: 12 or pockets in the rock. Education: 0 Plasma Borer (weapon mode) Arms: Size 3 Weapon Location Damage Range Auto Ammo Locomotion: Tracked 60 kph Plasma Fixed 19d6 De. and even providing emergency life-support. Dexterity 0 Agil. Infrared Vision. a multi-segmented device able to work its way through crevices. allowing them to use their array their mineral wealth. Crew and Struc. Very 2 80 Traits: Drone. running Frame: Basic (Tall) Control Algorithm 2. very destructive Armour: 1 but difficult to aim. Tool Kit. Plasma Borer. small tunnels. Audio Sensors. Skill Size: 3 Slots: 10 Pack (construction) 2. mine collapse or even difference is the addition of a plasma borer to the assembly. Strong. Hardwearing Borer Forward structive Long Equipment: Chainsaws. 4 Spotlights.138 kg Intelligence: 0. whether in a building.000 M Fibre Optic Cable Weapons: None Price: Lv22. and adjusts the beam accordingly. Size: 2 Slots: 4 the focus can be adjusted by skilled technicians to turn the borer Unit: Sensor Cluster Size 1 Slots 2 into something like an extreme flamethrower.TL: 11 Skills and Programs: Robot Brain: Parallel Computer. Hull 5. Strength 0. The primary anyone trapped. Smoke Detector. running communications lines.700 13 tons Mulibot (wheeled) km/h 124 . Rescue operations. Mining Robot however. Dexterity 10 Equipment: Tracked. food and water. to ferret out construction robot in the 2300AD Core Rulebook. Low Light Vision. Rock Cutter Mass: 1. Basic Optics. running Control Algorithm 2. Hull 3.Hull: 3. Dexterity 6 industrial fabricator. Hardwearing. Farm Module Bay (20 Grappling Check.000 +3 125 . and can break down often in less than optimum conditions.500 +1 Airship. they break down often enough that TL: 10 they include a fabricator and files to make most of their own Frame: Basic (Long) spare parts. Multibots are like rice and quinoa.250 +1 Airship. and looking for insects and parasites. Size 2 7 +4 30 50 3 1. The multibots. as its name indicates. Size 3 7 +6 80 125 8 2. Basic Navigation. Size 4 7 +8 250 150 25 4. Size 5 7 +10 500 175 50 15. Skill Pack (farming) 1 Int: 3 Edu: 0 Arms: None Locomotion: N/A 3 metres/round Special Features: Robot. workstation in a vehicle. Size 1 7 +2 10 25 1 750 0 Airship. Personality Program Intelligence: 0. GPS Unit. 1 Mass: 17 kg Memory Stick. which could be a gauntlet or body comp.000 +2 Airship. and harvest with little crop spiders can be used to assist with labour-intensive crops human intervention. though for any sort of complex New colonies generally do not have the resources to import farm work. Traits: Drone. taking soil and plant samples. Drone Controller. Structure 2 Mass: 32 kg Airship. and relay that information back to a control console. Sealed. fertilise. Floating. Drone Controller Weapons: None Price: Lv10. +6 DM to opposed Basic Communications (Extreme Range). Infrared Vision. save to keep it maintained. usually Size: 2 Slots: 6 being pressed into making other goods and parts when it is Armour: 1 not making parts for the multibot. It is the equivalent of a light Strength 4. it has to return samples to a more complete lab. Antivirus 1. seed. or a The Massey is a multipurpose machine. Hardwearing. It can perform basic tests MuleCorp ‘Massey’ Farm Multibot with its on-board equipment.600 Crop Spider The Crop Spider is a small semi-autonomous robot designed to travel through fields and crops. With some modification. Hooks Floating. or office. Distant Radio Mashkodebizhiki (Bison) Transceiver. home. In fact. Structure 3 Programs and Skills: Robot Brain: Parallel Computer. though towns and villages can often band together to high resolution cameras allow the spider to find and identify purchase one to serve the entire area. Education: 0 1. Smell Sensors. diseases and pests on plants.) To Hit DM Airship. machine 2 size categories smaller Farm Modules: Use the same modules as the MuleCorp Equipment: Audio Sensors. Sealed. Robot Name TL Slots Lift (kg) Speed (kph) Mass (kg) Cost (Cr. Able to move through small passages as a Spaces). complex machines. being able to plow. This fabricator will see considerable work. tend. Drone Controller Brain: Parallel Computer with 2 Memory Sticks. All ranged attacks suffer a -1 DM until Close range Equipment: Audio Sensors. someone may have Intelligence: 0. Herd Drone The herd drone is a small LTA (Lighter Than Air) drone that drifts It can also clean. so it can watch someone make a recipe and. wash clothes. Structure 1 does not have true artificial intelligence. TL: 10 Androids in 2300AD Frame: Basic (Tall) An android. around herds of livestock to monitor their condition and surroundings. and taking orders from nanocomps in the eating area. Personality Program 2. in this context. Light Intelligence: 7.000 m 1.750 Farming 1. Basic Optics. It would take an actual medical scan Strength 0.000 m 1 400 kg Lv900 Fibre Optic 5. Arms: None Locomotion: Lift Envelope Size 2 50 kph Traits: Drone. Encyclopaedia 1 (farming) Traits: Sealed. which helps to monitor animal health. A Rosie can keep track of and perfectly deliver up to eight meals at a time. is an artificially-intelligent system in Size: 2 Slots: 6 a very life-life human body. in which case the chassis is drone to spot predators or other threats at night. Dexterity 0 to determine that the being in question is a robot. Code Reader. will be able to repeat the recipe exactly. It is also equipped with a learning program.5 50 kg Lv2. 1d6 damage) Price: Lv47. while washing a load of dishes in its belly. unlike the Systemas Domesticas robot found in the 2300AD Core Rulebook. Antivirus 1. Indeed. running Weapons: None Command Algorithm 2. with three repetitions. they are a fairly common sight in It is little more than a floating camera with a high resolution thermal bars and restaurants across the frontier. and also enables the without the internal washer system. to which more can be added. It is intended more for a commercial/institutional audience than private ownership. Infrared Locomotion: Sprawling Legs Size 3 40 kph Vision. Though Rosies are expensive.600 Pichot Industries RS-10 Domestic Robot ‘Rosie’ The domestic robot can be used for most cleaning and cooking tasks. wash dishes.5 500 kg Lv18. Basic Optics. in some backwater experimental lab. and take notes. Education: 3 5 Arms: Size 1 Equipment: Audio Sensors. Tethers Cable Type Cable Length Spaces (on controller) Spool Mass Price Metallic 500 m 0. Radio Transceiver (Distant Range) Weapons: Robot Punch (Melee (unarmed).5 50 kg Lv200 Metallic 5. including bartending and commercial cooking.000 Fibre Optic 20. Very Distant Radio Transceiver.000 recipes. Price: Lv5.000 126 . It has a factory-installed repertoire of 2. GPS Unit (Satellite). Education: 0 already done so. Rosie can also be made imager. While 2300AD Hull 2. many expert systems Armour: 1 can come awfully close.000 m 0. It may be possible to construct an Mass: 15 kg almost-artificially intelligent robot. Tactile Sensor. +2 DM to opposed grappling checks. Motion Sensor. much more humanoid, and for many restaurants and bars, the HumaniTech Enhanced Companion Robot ‘Doll’ styling can be made quite ‘sexy’, in a very artificial way. Rosie’s Labour of all sorts is at a premium on the Frontier. On most are capable of talking and bantering with customers. The chassis worlds, the demographics are skewed, with many more men is also available in a male-appearing version called a ‘Jacques.’ than women. While this tends to even out over time, the first thirty to fifty years will generally see a gender imbalance. TL: 11 Conversely, Libertine starship crews see an imbalance the Frame: Standard (Tall) other way, with women outnumbering the men. Traditionally, Size: 3, Slots: 10 people in such circumstances have sought the services of a Unit: Size 1 Head Slots: 2 professional, but even they are in short supply on a developing Strength 8, Dexterity 8 world. That is where a Doll comes in. Extremely life-like in both Hull 4, Structure 2 look and feel, the doll is capable of carrying on a conversation, Armour: 3 with a decision tree designed by psychologists in the Core. Most Mass: 120kg movements and functions are likewise very life-like, including Intelligence: 9, Education: 7 the ability to stand upright and walk. Dolls are available in both Arms: Size 2 male and female formats, and exotic forms are available for an Locomotion: Legs Size 3 additional cost. Brain: Parallel Computer with 2 Memory Sticks, running Command Algorithm 2, Personality Program 3, Antivirus 1, So close are these robots to being human in appearance, in Steward 1, Carousing 0, VRS, Encyclopaedia 1 (recipes), every conceivable way, that most manufacturers mark a bar Language (Choose), Experience Processor, Emotion code and serial number above the Doll’s left eye. While this can Generator be concealed with makeup, it is always there, to be shown on demand. Traits: Sealed Dolls are occasionally found in other roles, like servers at upscale Equipment: Household Cleaner, Audio Sensors, Code Reader, restaurants, hosts or hostesses, and receptionists at corporate Dishwasher, Basic Optics, Infrared Vision, Smoke Detector, offices. They are life-like enough to fool most observers in this Tactile Sensor, Wireless Connection, Smell Detector, Taste roles. Sensor, Timer TL: 12 Weapons: Robot Punch (Melee (unarmed), 1d6 damage) Frame: Tall Size: 3, Slots: 10 Price: Lv68,800 Unit: Size 1 Head, 2 slots Strength 8, Dexterity 8 Hull 4, Structure 3 Armour: 3 Mass: 120 kg Intelligence: 12, Education: 5 Arms: Size 2 Locomotion: Legs Brain: Synaptic Computer with 2 Memory Sticks, running Command Algorithm 3, Personality Program 4, Antivirus 1, Steward 1, Carouse 1, Psychology 1, VRS, Encyclopaedia 1, Language (French), Language (choose), Experience Processor Traits: Light Equipment: Audio Sensors, Emotion Generator, Emotion Analyser, Basic Optics, Tactile Sensor, Wireless Connection, Smell Detector, Taste Sensor, Sex Organs, Voder (advanced), Bio-cover , Bio-cover “Beautiful” Upgrade Weapons: Robot Punch (Melee (unarmed), 1d6 damage) Price: Lv144,750 Aquitaine D-5 Remote Piloted Robot/Drone A remote piloted drone is a small, battery-powered, rotor- driven  aerial sensor. It incorporates a video imager with up to 5x magnification and thermal imaging for night vision and limited visibility in fog or smoke. The video imager outputs directly to a  monitor and a video recorder at the controller station. The 127 OceanTech SD-8 ‘Sandy’ Deep ROV The Deep ROV 9 (Remote Operated Vehicle) is a self- propelled, torpedo-shaped device approximately two metres long and about a metre wide, with a variety of attached tools, such as lifting  arms, oxygen tubes, cutting lasers, and high- intensity search lights. An operator at a remote panel can control the robot from as far as five kilometres through either a fibre- optic cable or 50 kilometres using an Ultra Low Frequency(ULF) radio. The bandwidth of ULF systems is low, so a drone being controlled this way has DM-2 to all actions. The ROV has video, infrared, and sonar sensors and a broadcaster to relay images of its surroundings to the control panel, and  the panel also contains a sonar scanner to track the robot’s position. Again, due to bandwidth restrictions using the ULF system, the drone can only relay still images every two seconds or so. ROVs are used for rescue operations, and undersea operations in which drone also includes a microphone for audio data and a large life- conditions are too dangerous for direct human presence. form detector. The drone has a limited free-flight capability, where TL: 10 it will fly semi-randomly until it sees or hears something that Frame: Basic (Long) triggers a pre-programmed response. It can also be operated as Size: 3, Arms Size 3 a drone by a remote pilot. Strength 12, Dexterity 12 Hull 3, Structure 2 It is based on the robot/drone used for urban surveillance in Armour: 3 the Core. For this reason, most law enforcement agencies on Locomotion: Water Jet Size 3 90 kph the Frontier are reluctant to use them except in the most dire of circumstances. Traits: Sealed, Aerodynamic (hydrodynamic), TL: 12 Equipment: Audio Sensors, Infrared, Distant Transceiver, Drone Frame Type: Basic (Long) Controller, Sonar, Oxy-fuel Cutter, Radiation Sensor, Spotlight, Size: 2 (0 slots remaining) Toolkit, 5 km of fibre optic cable in a fullerene sheath. Strength 0, Dexterity 0, Weapons: Robot Punch (Melee (unarmed), 1d6 damage) Hull 2, Structure 1 Price: Lv32,800 Locomotion: Rotors Size 2, 100 kph Intelligence: 2, Education: 0 Brain: Parallel Computer with 1000GB, running Control Algorithm 1, Personality Program 1, Antivirus 1, Recon 0 Traits: Light, Sealed Equipment: Audio Sensors, Basic Optics, Advanced Optics, Code Reader, Drone Controller, Infrared, Distant Transceiver Weapons: Ram (Melee (unarmed), 1d6 damage) Price: Lv29,500 128 Int: 0 Microdrones Insects of many types are common around Terran colonies, Move: 4 Skills: Recon 0, Melee 0 including wasps, bees, cockroaches, flies and moths. This Mass: Negligible, 1 kg for the controller. ubiquity has led to many of them being used as platforms for Price: Lv1,000, Lv200 for the controller surveillance devices and as remote-operated drones. This involves grafting a sensor platform to the insect, along with control nodes allowing them to be remotely-operated. Recon Swarm This is relatively new technology. It uses a few dozen engineered Japanese giant hornets (Vespa mandarinia japonica) equipped with cameras and control rigs. Focal range on the cameras is about 10 meters, but computer synthesis of the combined images of the swarm can create very detailed images. The control rigs have a range of about 500 metres, after which the swarm will automatically return to their hive. The swarm can also be used to attack. Anyone caught in the swarm must make a Routine (+2) Endurance check to avoid taking 1d6 points of damage from the combination of the neuro- toxin that is a component of their venom, along with potential anaphylaxis. TL: 12 Moth Much like the roach, the moth is a Terran insect carrying a sensor Int: 1 package, and subject to remote-control by an operator within Move: 10 500 meters. Each operator can control up to three moths. The Skills: Recon 0, Melee 0 moths have a limited mimetic ability, allowing them to change Price: Lv23,000 colour to match their surroundings. TL: 11 Int: 1 Move: 6 Skills: Recon 0, Melee 0 Mass: Negligible, 1 kg for the controller. Price: Lv1,400, Lv200 for the controller Vehicle and Robot Design Changes Roach Another cyborg device, the roach is a modified terran cockroach equipped with a small sensor package including a 10-metre range visual/near infrared camera, and a sensitive microphone. It narrowcasts what it hears and sees, and can be remotely operated via the controller at ranges of up to 500 meters. Each controller can run up to six roaches at a time. Unlike medical microdrones, roaches can live for several months, and care is usually taken to retrieve them. It has even been known for some operators to become attached to their charges. When operating under remote control, there is a semi-random aspect to a roach’s movement, making it difficult to detect without careful observation. TL: 11 129 as shown below. but allows more precise control than the more If a robot has a BioCover. and will drop by 4 if the robot is known to be a robot.000 the computer or a human operator in control. and the mount weighs 1 kg per Size 2 m3. Lift envelopes are quite large. The DM is for opponents firing at the robot with ranged weapons. x 2. of the slave.5 kg Price: Lv1. has a lift envelope 9. then. a Size 1 Airship is as many slots as their Size. they use equal to the Mass of the lift system. with either Handsome 9 +6.8 m across.500 Slots: 1 Hideous 3 -4. So. Social Standing is a perceived Social actions with the tethered drone. Remote Control Tether The tether still requires the device to have the on-board drone BioCover Upgrade controller. masses 50 kg. So. approximately 1 m3 per kilogram Mini-Lab of lift.500 Mass: 0. A Mini-lab costs Lv50. while a Size 5 is 100 m3. a robot or drone can also The lift envelope for any Robot-sized airship is a number of m3 carry slave units in external mounts on the hull. Due to the size of the lift envelope. Average 7 0 TL: 9 Unpleasant 5 -1. miniaturised and equivalent to a sphere 2. Using a tether gives a +1 DM to all it to change its appearence. then this modification can be applied to interference-prone radio links. Here. of lengths. they receive a DM when attacking it. optimised for a particular subject. so do not require space on-board the drone 130 . A size 5 robot.66 metres in diameter.Drone Controller Price of Bio-Cover Drones require nothing other than a drone controller and a Appearance Social Standing Upgrade wireless network connection or radio transceiver. choose a Science Specialty from the list on page 57 of the Traveller Core Book. Scientific Robots will often carry around a lab. Tethers unwind from the controlling vehicle or station.000 External Slave Robot Carriers Instead of being protected in a silo. and takes4 Slots.000. The required Beautiful 11 +15. a Size 1 robot airship has a 10 m3 lift envelope.000 control software is instead run on a remote computer. When the lab is installed. Tethers are available in a variety Standing. Minimal training is required to use the While the Triton is equipped with legs. Walkers Aside from military uses. found on page 188 of the 2300AD Core Rulebook. Sensors are minimal. A backpack-mounted battery supplies almost five hours of power to the frame.4 hours Though most walkers are found in corporate and government Cost Lv2. In humanoid designs. The Triton is used for long-duration dives. Shipping Size 0. especially the smaller. people from low-gravity environments when they find themselves On Kimanjano they are used in the construction of deep-water on a higher-gravity world. and the ability to operate in close quarters. They are by far for most professional divers. control is accomplished with a slaved exo-skeleton. These suits operate from surface or submersible support Similar models are also used to provide enhanced mobility to vessels and are commonly used in deep-ocean construction. Pod-style walkers feature an enclosed pod for the operator. allowing one man to do the work DEX Modifier +0 of several. which is a key advantage given the often-limited manpower available on Frontier worlds. The enhanced lifting ability. and includes head and neck Isonade swimmers and Kraken sub-fighters. with though it is insufficient for the extreme depths of the pelagic world computer-controlled legs. most underwater frame. and remote-controlled. depths of an underwater heavier loads under gravity. platforms used to harvest the rich pre-biological organic soup that covers the planet’s oceans. The Triton Deep Diver ExoSuit is a humanoid design created these suits are close to the ‘powered armour’ of popular fiction. metres down. Modifications: None and the so-called ‘pod’ walker. there is an increasing trend for more walkers in private Speed 3/15 hands. are monstrous. The exo-system does not extend to the hands.000 service. ‘waldo’ arms. support. the humanoid walker. but less responsive.05 tons Walkers come in two basic varieties. Mobility exo-frames are used to provide nearly a full range of motion to people who are injured or otherwise unable to walk. and usually kept at surface pressure to ease the transition of the operator at various Mobility ExoFrame depths. especially in the Chinese Arm. often murky. loggers and miners. so that the walker Triton Deep Diver ExoFrame mimics the wearer’s actions. Armour None Duration 2. while on Haifeng they were The mobility frame is a light-weight carbon-fibre frame that fits used to build part of the Life Foundation outpost. On many walk after limb replacement and to exercise new organic limbs frontier worlds. protected by along the outside of the limbs. walker vehicles are very rare on Earth.000 the most common type of walker seen in private hands. even in Haifeng’s lighter gravity. Note that 2300AD has special rules for designing Walkers. 131 . but there system. Mobility frames are also used to help people re-learn how to with personal ownership being almost unheard of. walkers are quite until muscle tone is sufficient to effectively bear weight. to dive to the deepest depths on Earth or most colony worlds. have Slots 6/6 made walkers very popular on the Frontier. Mobility Exo-Frame along with the capability of carrying a wide variety of tools and TL 11 equipment. and see use in many roles. The walker provides STR Modifier +0 an effective force-multiplier. The pressures encountered 30. just enough to allow effective are attachment points at the wrists allowing the frame to lift operation in the lightless. common. Even contemplating that world’s oceans is terrifying These tend to be cheaper. and a user can be up and walking in a matter of a few movement uses a backpack mounted waterjet propulsion hours. The creatures encountered there are even worse. from police and firefighters to farmers. construction project. less expensive models. of Haifeng. Though still somewhat ponderous. 13 BH-12 Combat Walker Speed 3/15 Though it was a long time coming. Improved Fire Control (+1) Weapons: Blue-Green Laser Rifle in turret.1 tons nonetheless took military observers by surprise. Struc. it became the testing ground for number Crush Depth: 5. the design has been declared surplus. Medkit.000 metres. Magnetic Feet. not so much that the war happened. Basic Navigation. including Combat Swimmers were first developed by the Japanese in the current BH-21. Basic Sensors. System. In this The swimmers were developed to operate in the built-up areas role. when it was realised that Japan’s extensive undersea holdings were at considerable risk The BH-12 was never manufactured in large numbers and.000m 132 .000m of technologies that were barely past the prototype stage. Extended Life Support. Basic Underwater Sensors. and Modifications: STR Increase (+1). 4 Light Tac Missiles. as a sort of one-person SWAT team. and four multi-mode missiles for ground or airborne targets. combat robots. 2 x Manipulator Arms (STR 6. Improved Safe Depth (+2000%) Safe Depth: 2. and militia services. making it more of a submarine exoskeleton that carried an autocannon and magazine-fed that can walk than a true suit like the Triton.Triton Exo-Swimmer The swimmers are armed with a mix of weapons.000m Like many such wars. with a maximum depth of Armour 10 only 1. Basic Communications with Encryption. The first combat The Isonade (named for a Japanese water monster) is built walker to see action was the French-built BH-12. and Pas. and in some circumstances can be used to walkers. A 4. but that it happened when it did. DEX 2). and combat walkers were Isonade Combat Swimmer the biggest innovations to come out of that war. from attack. so quickly. though armour-piercing rounds winch. Lightly armoured compared to modern shore positions. Lessons learned from the BH-12 fed French design and innovation on the next generation of combat walkers. It is the closest thing humanity has had to a Standard Comm. Ar. the Central Asian War Shipping Size 0. Eurasian continent.400 6 tons Walker km/h Modifications: Reduced Speed (30%). powered and even heavy machineguns. Swimmer world war since Twilight. from autocannons and similar weapons could still defeat it. Shipping Vehicle TL Skill ity Speed Range mour sengers Cargo Open? Hull ture Cost Lv Size Isonade 12 Drive/ +1 75 450km 15 1 0.8 hours Cost MLv1. it is usually equipped with a large-calibre sniper rifle and of the undersea installations and right up into the littoral (shallow- machinegun. with their armour stripped off and weapon links sand and muck along shorelines. but most were transferred to colony police unconventional units like mini-subs and the new fighter subs. The quiet MHD rocket-propelled grenade launcher. A combination of a grapnel. High- mobility hovertanks. though clumsily. Crew Agil. removed. the wake of the Central Asian War. 4 Microtorps. that it got so large. The large. The legs and waldo arms allow the swimmer to attack the latter part of the war. an armoured around a streamlined pod-body. These frames can be found for Lv20. Short Term Life Support. Basic Underwater Sensors (+1). four micro-torps for aquatic targets. wide feet offer additional stability in the civilian market.5 No 3 3 446. both from conventional military forces and from Many were scrapped.000 or less on the open market. It is DEX Modifier +0 not designed to operate in deep water. the BH-12 was nonetheless proof against small arms board ships and platforms. Duration 4. Gauss Rifle in chin turret Safe Depth: 400m Crush Depth: 1. A few frames were even made available for the water) zone. involving nations from across the Extended Duration (+400%).54mm gauss weapon STR Modifier +3 mounted in a chin turret completes the vehicle’s armament. Diver System. and magnetic feet allow the swimmer to walk up a hull. It was used in support of drive can propel the Swimmer at speeds of up to 75 knots (40 ground troops in the vicious house-to-house clearing actions of km/h). with the advent of the BH-21. Standard Navigation (+2). including a TL 11 blue-green laser rifle for engaging targets both on and out of the Slots 14/0 water. 6 hours walkers is very common. Extended Life racing machines are popular sellers across the Chinese Arm. but so STR Modifier +3 far the Society is resisting pressure to make the design available DEX Modifier -4 for military use. Rocket Launcher with 4 reloads. Standard Navigation (+2). The Long Strider lacks the waldo arms and hands of most other Armoured Coveralls walkers. Struc. Computer. The Army has taken an interest in the suit. TL 11 Basic Sensors (+0) Armament: 20mm Autocannon. Basic Camouflage. a solar Speed 1/5 array to recharge the spares. and torso can accept a range of efficiency over time. several Madocs will operate from a forward base Cost Lv141.500 expanded. and operated at a directly with Manchuria. and full life support for three days. Aside from a winch. It stands out from the typical crop of used by long-duration scouts operating on worlds where either Syuhlam-produced walkers by being a humanoid design. Basic Navigation (+1). Medkit. while the hands can carry and Crew Ship- Agil. sensors. Extreme Range Communications (TL10) 133 . Ar. scruples. Enhanced Audio Sensors. Madoc-class Scout Walker L’Homme Fort Utility Walker The Royal Society first commissioned the Madoc in 2281. and Pas. and Slots 3 has sold or loaned it to a variety of Foundations. and legal versions of their Modifications: Increased Duration (+300%). The various manufacturers sponsor teams.000 camp that is little more than a trailer of spare power cells. or its latest knockoff. including the AR-I and IEX. and a tent just big enough for a Shipping Size 0. Modular it is not recommended. Basic Sensors. both on tracks and cross-country. and leads to impairment of operational sockets on the arms. Entertainment System.1 tons racing. after SorTech of France makes several types of industrial walker. Standard Sensors. Modifications: Extended Duration (+300%) . produced American marines attached to French units in the Central Asian under license by the Bessieres consortium for shipment across War. like rally-cars. So the Strong Man. walker vehicles are more common Armour 10 than any other type of ground vehicle.BH-12 Combat Walker TL 10 The Royal Society has made extensive use of the Madoc.15 tons single Madoc. the Strong Man has no built in tools. Basic Navigation. where the biosphere has not been thoroughly evaluated. carrying the French Arm and beyond.200 3 tons Strider Walker km/h Modifications: Advanced Controls. hostile environment protection. and personal ownership of Duration 3. a thorough evaluation of the Trailblazer combat walkers used by Their L’Homme Fort (Strong Man) is a best-seller. a decontamination unit. manufacturers took to advertising their wares through Speed 3/15 informal races. ping Vehicle TL Skill ity Speed Range mour sengers Cargo Open? Hull ture Cost Lv Size Long 11 Drive/ +2 165 450 km 4 1 1 No 1 1 62. It is equipped with a wide range of pod type. Increased Speed (+10%). back. and a shower. Madoc Scout Walker Basic Communications (Encrypted). This led to the formation of professional walker Shipping Size 0. is common on The version designed by the Royal Society is intended to be the Chinese Arm as well. Slots 1 STR Modifier +3 DEX Modifier 0 Long Strider Racing Walker On the colony world Syuhlam. Enhanced Visual Sensors. attachments and accessories. While the operator can even sleep in the walker. and the Libertines do not care for Earth-bound politics at all. many merchant firms do not share their higher speed. Though France does not deal less armour and weapons but more sensors. As the walker manufacturing industry Cost Lv263. Support. Armour 14 Duration 2 hours In the field. The original Trailblazers were modified BH-12s. or else has the vast majority of the Manchurian colony’s walkers are of the been found to be inimical. Tools. and Pas. and without the cost of building access roads. Damage 5d6. and Pas. though they are manufactured MuleCorp CW-1 Centaur Construction Walker under license by the Bessieres Consortium for the export market. Reduced Speed (-50%) 134 . Basic Sensors.000 D-78 ‘Ratatosk’ Logging Walker Speed 2/10 The Ratatosk logging walker is a four-legged vehicle built to Shipping Size 0. Shipping Vehicle TL Skill ity Speed Range mour sengers Cargo Open? Hull ture Cost Lv Size Centaur 11 Driver/ +1 75 450 km 4 1 1 Yes 2 1 555. and then the trunk is either piled nearby. Basic Communications. The on the back of the walker runs the length of the tree to delimb it. Cutting Equipment. Many construction projects on the Frontier require compact heavy machinery capable of fulfilling multiple functions on the The Ratatosk has large utility arms that grip the tree and a front- site. Slots 14 STR Modifier +8 The Centaur is a common sight in the central hub region of a DEX Modifier -2 colony and at mine sites. The potential for mayhem in a 50 cm long saw that can cut steel should be obvious. both be used as short-range weapons. either of which can cut wood.250 10 tons Walker km/h Modifications: 4 Manipulator Arms. Basic Communication. The hands were deliberately made smaller than normal for this size of walker in order to be able to With some imagination.15 tons operate in rough and mountainous terrain.use any human-sized tool. Reduced Speed (-50%). or to mounted two metre chainsaw to do the cutting. magazine-fed screwdriver and power drill round out the mix. 1 Heavy Crane. The tool carousel can be rotated out of L’Homme Fort Utility Walker position and replaced by a fairly dexterous hand. but it would not be common to see one Armour None at a homestead or outlying village. Standard Navigation. Cyclo-cranes and other heavy-lift airships saw. impact. often taking the place of more specialised units Saw: Range Large Blade. Winch that characterises much of its home territory. The Centaur can use its four arms to carry material. Struc. Ar. Crew Agil. or ceramic with equal are typically used to haul the logs out with minimal environmental ease. Nailgun: Range Pistol. A third utility arm stabilise the unit when the back-mounted crane is used. upper arms each carry a variety of tools on an internal carousel. Standard Controls. ping Vehicle TL Skill ity Speed Range mour sengers Cargo Open? Hull ture Cost Lv Size Ratatosk 11 Drive/ -2 75 450km 4 1 10 No 47 36 474.2 hours Cost Lv106. developed to operate in the rough. Duration 1. steel. Basic Navigation. Cutting Tools. while the left arm has a high-capacity TL 11 glue gun. DM-2 to attack Most jobsites have a portable solar array and several spare powercells. Medium Crane Crew Ship- Agil. Basic Communications. These walkers are also exported to the Frontier. DM-2 to attack like the Centaur at building site. 4 Legs. 200 shots. Entertainment System.200 30 tons Walker km/h Modifications: 4 Legs. The right arm also has a plasma welder. Basic Sensors. and industrial facilities. in the Scandinavian Modifications: Increased Duration (+100%). 2 Cargo Arms. Struc. This design is courtesy of the Arbeider  Maskinens Corporation. Damage 1d6-1. These are often swapped out when the workers are taking a break during the course of a work day. or stacked on top of the including both a 35 cm circular saw and a 50 cm reciprocating walker to be carried out. A pneumatic nailgun. Open Cargo Bed. Open Topped. Ar. L’Homme Fort is the most common walker type to be seen on the French Arm. the nailgun and the plasma welder can accommodate conventional tools. mines. Increased Strength Union. inaccessible terrain (+4). In many ways it is the orbital System. It is equipped with all the tools required for orbital array of small attitude thrusters all under automatic control. Enhanced Visual Sensors. All work. and an power supply. Advanced Communications. Like the Triton.15 tons round 135 . Surpassing the 6 hour mark requires the onsite replacement of the suit’s An EVA system is a small thruster pack. direction. the operator has a standard rescue the operator has to do is move the large joystick in the right ball available to climb into and await rescue.000 Speed 2/10 per kg Shipping Size 0. but a great deal more maneuverable. The Big Dady (named after one of the test pilots) is as much Basic Sensors (+0). Slots 3 STR Modifier +4 Propellant DEX Modifier -2 EVA MS TL Duration Slots Delta-V Mass Price Armour 12 Com. the automatic system can be disengaged and the GD-27 Orbital Construction Walker controls run manually. In case of emergency. This makes the suit markedly less stable. 10 60 rounds 3 5 m per 120 Lv60. For advanced operators. Extended Life Construction Walker Support. control arms. It uses the same rules as TL 11 the spacesuit EVA pack. Basic Navigation (+1).Alyeska Industries GD-27 ‘Big Dady’ Orbital Modifications: Increased Duration (+300%). Tool Kit equivalent of the Triton undersea walker. with added mobility given through the backpack maneuvering unit. EVA Maneuver a small spacecraft as it is walker. and the system takes care of the rest.000 Duration 144 minutes mercial round kg Cost Lv282. though 4-6 hours is more common. it is a walker first. A d d i t i o n a l M o d i f i ca t i o n s for The GD-27 provides a comfortable shirt-sleeve environment for the operator and is designed to provide support for up to 12 Battledress EVA Maneuver System hours at a time.600 Military 12 100 rounds 6 10 m 180 Lv80. luxurious appointments installed in the passenger compartment. Only on the poorest. advanced colonies. Many will have a chip with fabricator files to allow spare parts to be produced easily. though Political figures and anyone who might be a target for such files are locked down and very difficult to copy. portable refreshment centres. and other this case fuel. though without the constant bombardment of advertising. or range truck. the on many worlds. in entertainment centres. locally. Alcohol-burning engines are common Manufactured by the makers of the ubiquitous hover jeep. it is billed to primary mode of transport be on foot or by horse. but are generally exported from off-world. Vehicles assassination avail themselves of armoured models. ownership of personal vehicles is not only commuter cars. Charges for the use of the commuter vehicle are and hovercraft. with only the French Colony on Beta Canum and the Manchurian colony on Chengdu making use of the systems. like Stirling cycle rotary among the wealthy who prefer ground travel. They also lack the harried. Otherwise. Vehicles On the Frontier. and it is difficult to find parts for them. Multi-fuel engines. urban area. A colonist comes in from an outlying area. many of these Frontier cities make available on loan small 136 . used mostly to provide ethanol and methanol is considerably simpler than that required transportation for business executives. engines and gas turbines that can burn alcohol. typically alcohol or natural gas. tractors. which intended for the colonial market will have fewer options and are custom-built to order at the factory. in heavier vehicles. which ties into the local disable the driver).transit system. ATV. and those to produce hydrogen. A key and often incorporates genuine leather seats. Unlike on Earth. fully-equipped consideration is always the ability to produce a commodity. even if built on the same basic chassis as Core ballistic cloth/ceramic armour. even in the more The interior is individually outfitted to suit each purchaser. on the Frontier. the colonist’s account at the rate of Lv100/day. vehicles in the colonies tend to be powered by Bridgeport Swift Raven a variety of technologies. The other thing they tend to lack is any effective mas. vehicles tend to extensive communications equipment. a specially vehicles. from small quad-style ATVs to range trucks. In the absence of mass transit. though the bigger frontier cities will have trains to connect to outlying communities and other cities. or newest. rushed feeling common to most cities in the Core and their inhabitants. TrafCon systems are almost non-existent interior cargo space. and usually incorporate luxury features. Battery and fuel-cell vehicles are seen. reinforced suspension with run-flat tires. Bridgeport-Swift Corvis Commuter Car The urban areas of mature colonies resemble low-density areas of Core cities. either common. and a sealed. be as simple and robust as possible. bulletproof glass. gas-proof interior (to prevent attackers from using a chemical gas cloud to Core vehicles have an auto-pilot. politicians. it will be equipped with an engine designed to burn commonly or even petrochemicals are also quite common. A typical homestead that has by train. it is practically required. colonies will the nominal. as the technical infrastructure to produce Raven is a typical luxury ground car. Machines used by business executives are often equipped with Like all technology intended for Frontier use. A more powerful engine and larger fuel tank TrafCon (Traffic Control) system that controls the operation of all are installed to retain the same performance at the expense of vehicles and aircraft. with local technology. On colony worlds. vegetable oil. assuming that it gets returned. especially available fuels. and trades the larger vehicles for been around for a few years tends to accumulate an array of a compact car designed for the more cramped streets of an vehicles. making it lighter and easier for a novice to drive. A car like the 420-X would be a rarity on most colony worlds. The 420-X’s road speed is tough to match by conventional vehicles. roads are Core Rulebook. The hovercycle is small enough to be able to weave automobile. The hovercycle is more likely to be upset by wave specially-blended exotic fuels incorporating highly dangerous action. the Wolf is a common sight with survey scouts. but does no better in extremely broken terrain than certain esoteric high-performance enthusiasts make use of other ACVs. Versions manufactured for the colony market are powered by multi-fuel engines driving a generator that feeds an electric motor in each wheel hub. allow it to handle almost any terrain.000. A version is also available without jump jets for Lv11. The Wolf can be driven in reverse. one to two person hovercraft intended to be put to the same uses as an off-road motorcycle. Such types force its way through dense underbrush like heavier air-cushion of vehicles are usually methane or hydrogen-burners. Sports cars such as the 420-X are designed to fit into a specific environment (a solid highway in good condition). This uses an alcohol- burning engine which only powers the rear wheel. but not as fast or agile as the Wolf. especially on the Chinese Arm. Fuel economy is not a major consideration in vehicles of this type either. Produced by a joint Canadian-First Nations corporation. although vehicles can). It would only be found in urban centres with a sufficient road system to allow these vehicles to be pushed to their limits Bridgeport-Swift Warbird Hover Jeep Bridgeport-Swift Badger Off-Road Car The military version of the Bridgeport-Swift Songbird (2300AD On most colony worlds. extremely tough terrain. Space is provided for only two people (driver and passenger). colonial pathfinders. the Aerosport is a lightweight. p175) is equipped with a pintle-mounted generally poor when they exist at all. with the drive system balancing the torque between the two powered wheels. 137 . they do not function well outside the narrow confines of their specialty. The heavy-duty suspension and all-wheel drive. but its cross-country speed is abysmal. and cannot travel across extremely choppy water (which petroleum/ nitrous oxide mixtures. The vehicle’s suspension is simply not designed for cross- country travel. and provision for cargo is nil (the trunk is large enough for a only small suitcase and little else). away from urban areas. While not designed for machinegun and jump-jets for crossing obstacles.Ma’iingan (Wolf) Off-Road Motorcycle Powered by a hydrogen fuel cell driving an electric motor in both the front and rear wheel hubs. SA of Terra and Tirane. As specialised designs. so another version. the Wiisagi-ma’iingan (Coyote) is produced for the consumer market. and continues a centuries-old tradition of gratifying between the large trees in a dense forest (although it cannot the ‘need for speed’ in a sizable portion of humanity. larger ACVs have no trouble with). the Wolf is expensive for a motorcycle. American Motors Sierra Off-Road Pickup Truck Optimised to carry cargo rather than passengers. Metzger Aerosport Manufactured by Metzger. the Sierra can carry three people in the forward cab and 12 Spaces of cargo in the open bed. The machine is Vannoccio 420-X Sports Car primarily valued because of its ability to cross a wide variety of The Vannoccio 420-X represents a typical high-performance terrain types. and law enforcement officials all over the frontier. along with all-wheel steering. the Badger can carry up to five people and a significant quantity of cargo through most terrains and on poor roads. for an agricultural machine. The M312 has the Excavator additional advantage.000 Bulldozer Blade The bulldozer blade can spread and move up to 100 cubic meters of earth and gravel per hour. and forklifts. dig. was originally shipped around the American Arm.000 shipping them back to Earth via Iran and Indonesia. with a width of 10 cm. Most of these higher.000 Multi-Combine The multi-combine is designed to be used with high-density Utility Module: This is a system that incorporates changeable mechanised farms. excavators.000 Maurice-Fenderman M312 This is a combination wheeled/air cushion all-terrain vehicle intended for agricultural and general utility use on Frontier worlds. however. Medium Crane can even supply most of its own parts. It is suitable for dry land applications only. However. under the TL: 10 auspices of the American Trade Organisation. These include bush- 138 . in the Mass: 8 tons 2280’s. cultivating. multi-combines. including swathers. thresh and even bale.MuleCorp Mashkodebizhiki (Bison) Tractor or fertiliser. greatly increasing the utility of the Bison for construction and The tractor is capable of taking on and powering a large number other tasks. the M312 still uses Traders saw little profit in shipping them to Earth. planting. but it can cross an almost infinite variety of terrain types attachments are also available in the American Arm. This older design out on the Frontier the cost of shipping is of primary importance. TL: 9 Mass: 5 tons Price: Lv85. of being able to The excavator is a heavy-duty hydraulic shovel that can clear 20 pass over very young plants with minimal damage. capable of shifting from wheeled to multiple- plenum air cushion suspension. Its most unusual feature is its double suspension system. It can till soil. spray chemicals modules on the front & rear of the M312.000 Drill Used for drilling for water or petro-chemicals. as well as serving as a portable power source M o d u l a r A t t ac h m e n t s An industry has sprung up in Tier 4 Core Nations around the for electrical equipment. its wheels for forward propulsion and is therefore somewhat more fuel efficient than is normal for an ACV. While farms on Earth This hard-working tractor was named after the Ojibwa word for will divide those duties across different machines for efficiency. The lift module combines a forklift with a medium-duty crane. bison. often Lift undercutting vehicles produced by Tier 2 and Tier 3 suppliers. of agricultural and construction attachments. TL: 9 Mass: 3 tons Price: Lv30. TL: 10 balers. fuel consumption is provision of modular attachments for the Bison. and general hauling. Mass: 4 tons With the included parts metabase for an industrial fabricator. These robust and inexpensive vehicles are very popular in Tier 4 markets. Libertine traders began buying up the older tractors and Price: Lv250. it Special Features: Cargo Arms (2 tons capacity). As an ACV. Unlike most hovercraft. The drill can penetrate 10 cm of solid rock or 2 m of packed earth per minute. harvest. cubic meters per hour. such as plowing. but Libertine with ease. It was designed to provide the Frontier colony farmstead with a multi-purpose utility vehicle which could be used for a wide variety of agricultural tasks. reflecting the vehicle’s size and strength. bulldozers. Price: Lv100. however. plant seed. TL: 10 Mass: 6 tons Price: Lv150. with a maximum drill depth of 250 metres. It cannot. the drill is a shallow- shaft rig. plow module. surveyors. and each engine can combine their power or drive each pair of wheels independently. and a large-capacity heater. It is not capable of cross-country travel. It is the standard light cross-country vehicle cabin. through the Libertine partner nations of Indonesia and Iran. However. with an electric motor turning the drive shaft. linear obstacles such as ditches and fences. The hydrogen fuel This heavy cargo mover is built to pull heavy trailers on at least cell was a selling point in these markets. AmeriCo.000 each. a fuel cell version. and even Earth. Rangers and many colonial militias. though export and sale was carefully controlled through the American Trade Organization and its favoured shipper. vehicles is logistically more efficient. seed/fertiliser spreader. as alcohol or other plant-based fuels are a light-duty one-ton crane/winch set-up. It saw rapid and widespread use at spaceport and shipping yards across the American Arm.hog (cutting tools). These require hydrogen for their landing craft. MuleCorp Mule Utility Vehicle The first vehicle built by MuleCorp was the Mule. with special door seals. the Snow-Demon and its ilk are fuel Stirling-cycle engines. Like many older. and the company ceased attempts to export it to Earth. As civilian recreational vehicles. and colonists. rugged vehicle Gorman Systems TD90 Semi-tractor that could handle almost any sort of terrain. The Snow-Demon comes with cold weather passenger though the engine is not legal in most places on Earth. Despite the best efforts of MuleCorp. The list price includes a lot easier to produce than hydrogen. it garnered only limited sales. Because of its enclosed American Arms. It was originally designed for the Core market. Vehicles intended for partially-prepared roads. and additional modules are Lv5. The Ortho did find a market with scouts. Some observers have noted that the engine noise of a RangeStar is very close to the sounds made by a Kaefer bugbus. MuleCorp Ortho ATV The Ortho sits in an odd in-between world. The Snow-Demon has no jump-jet mode. the Rangestar is a very use primarily in conditions of heavy snow or ice cover. The engines drive both front use. which can use just about anything commonly encountered on any world with suitable terrain for its even vaguely flammable as fuel. so using it as a fuel for modules cannot be used with the Bison tractor and farm multibot. along with the Texan in extremely cold conditions. Matsu Snow Demon Snowskimmer RangeStar Range Truck Snowskimmers like the Matsu Snow-Demon are intended for Built by the Texas Rawlings Corporation. pathfinders. less expensive MuleCorp products. close enough that refugees from Aurore have been known to go into hysterics at the sound of an approaching RangeStar. have developed a work-around by replacing the power train with insulation. as a small. a small prime-mover designed to push or pull heavy loads on prepared surfaces. it is being purchased by Libertine traders for export to the other Arms. but smaller than a truck. and adding a recording of the truck’s distinctive engine sound. The distinctive rumble of the engines has made these vehicles a popular choice for private ownership. and military reconnaissance Most versions of the RangeStar are powered by a pair of multi- and communication vehicles. or where common vehicle on Texan colonies and across the Chinese and the terrain is otherwise suited to its use. initial expeditions single module. however. and a combustion engines. the colonial market are usually powered by multi-fuel internal 139 . Some compartments as standard equipment. and cannot cross and rear wheels through a pair of interlocked transmissions. as a sort of high-end off-road capable vehicle that was bigger than a car. the vehicle is especially suited for high-speed movement for the Texan Self Defense Force (SDF). Tirane-Fabrik D40 Light Excavator It lacks the special features and amenities of the ATV. and still water. Herkul Heavy Utility Vehicle This HUV is based on the chassis of the Explorer tracked ATV. The shipping modules and parts add hostile-environment protection of the parent vehicle. Sample 50 Space Modules Standard Passenger Module (Lv320. Australia. especially in The D6000 is a massive mining vehicle with wheels two stories newer colonies. this vehicle in a factory in orbit around Tirane. the tall. Standard Lv200.000): 30 passengers. Canada. and from there transported to other worlds. Unlike many of the heavy vehicles listed. 250 kg of supplies. A multi-fuel turbine model (the D5000) is available. it is built in planet-side factories and then partially disassembled and shipped into orbit on heavy-lift rockets. 250 kg of supplies. so it cannot carry as large a load.000 to the price of the truck.000): 10 displacement tons of vehicles in tight stowage. With the ability to carry enormous cargos or large passenger modules.Sumatro-Fabrique <Big Man> Heavy Crawler The <Big Man> heavy crawler was designed as a general- purpose cargo carrier for use in areas without well-developed road infrastructures. Galley (feeds 30). Larger 100 or 150 Space modules may be to move production there for French Arm consumption. Long Term Life Support for 30. in this case a normal 120-ton model. which used when carrying a single type of payload. with the main chassis This vehicle uses a set of modular payload bays to convey in one aeroshell and the load bed and eight tires in the other. Mini-Galley. Final assembly is done by personnel on the planet. these Tirane-Fabrik D6000 Heavy Mining Dump Truck crawlers. payload modules are 50 Spaces in size. and ships it to customers in two 100-ton aeroshells. cargo and special purpose modules. Due to its size and weight. It is otherwise identical. It is commonly used in resource extraction and and front-end loader. Long Term Life Support. passengers. it is soft- landed via standard aeroshells. though expensive. older colonies that can support such specialised vehicles. Cargo Module (Lv75. though the turbine on that model lacks the MHD power recovery. 140 . Vehicle Module (Lv75. 6 Crew. which drives a massive high-torque electric motor in each of the four primary wheel hubs. 3 Specialist Laboratories (2 person. DM+2). Survey Module (Lv323.100): Atmosphere Samplers. and is The D40 is a relatively light four-wheeled vehicle with a backhoe less expensive.000): 12. 3 Bunks. muskeg. allowing different types of modules to be used to transport colonists and their equipment Tirane-Fabrik is in negotiations with the Bessieres conglomerate in the same crawler. The D6000 is powered by a hydrogen-burning gas turbine with MHD power recovery. the Freihafen offices. even across loose sand. Tirane-Fabrik manufactures need for these mammoth vehicles is reduced. in particular have Hull 12 and Structure 12. Like most heavy vehicles. Geology Samplers. Hydrology Samplers. Fresher. Once road networks are well-established. 2 Freshers. The design of The remaining space is given over to spare parts and a further the vehicle assumes payload modules are contained within the eight replacement tires.5 tons of cargo. Computer Model 1. In addition to the colonial market. and Russia all purchase these vehicles for operation in their wilderness areas. The roller-like tires of the <Big Man> can go anywhere. It is a fairly common construction vehicle in farming industries throughout the Frontier. 50 Space modules would mean sharp reductions in its Tirane workforce. are quite common. 000 metres. and the crew of the Colossus flew their aircraft at practically wave-top level to the beleaguered island colony. halfway around the planet from the rebel colony. in a 400-ton aeroshell. roll-off). Larger than the Howey. it seems more like a mobile building than a vehicle. The Lk-250 is fitted with normal communications and radar anti-collision gear. and will only be used in the largest of This four-engine aircraft is capable of carry an extremely heavy strip-mining operations. Many colonies will purchase one or two of these aircraft Chinese Arms. to increase the mobility of their limited forces. for export to the American and militias. While it was designed by the AardArbiter Grupp on Earth. to ferrying around VIPs. or the Tirane. is a transportation workhorse for militaries. Only the Bagger 388 diggers used on Earth in the years before Twilight. The large loading door in the front of the vehicle can be lowered to form a telescoping ramp. a Libertine blockade runner dropped a CV-130. It requires three 400-ton aeroshells to land all of its components. an advantage in many types of terrain. and served admirably until it was shot down by anti-aircraft railguns in 2288. which enables the vehicle to be loaded without deflating the skirts. along 141 . especially on the Chinese Arm. It is one of the biggest ground vehicles ever Rotor seen on a colony world. Its cavernous interior can be fitted to carry passengers in combination with cargo. At 5. and a heavy lift crane or airship to Trilon Inc CV-130 ‘Colossus’ Heavy Lift Tilt- assemble them. but ramps at both ends. medicine. and it one of the largest tilt-rotors ever made. ROROs are commonly seen as ferries. long superseded on the Core Worlds. the models used With the ability to carry 100 paratroopers and their gear. and weapons to the rebel forces. providing much-needed food. During the siege of Elysia in 2286. The Colossus was then outfitted as a gunship. but smaller The Draggar 317 is another piece of heavy equipment that is than the Gull (2300AD Core Rulebook p176). most models found on Frontier worlds are designed for combination service (a few even have provisions for carrying livestock). the PSY-55 is an effective Draggar 317 Heavy Excavator investment for any colony. rotating main rotors that can be unloaded in forward flight. on colony worlds are usually licensed-built in space by either the along with their GunDogs and support weapons. and when not in use for troop movements. including colonial based TiraneFabrik Grupp. to ersatz skycrane. Though still smaller than the enormous load. It uses a pair of counter- since vehicles can drive on and off without reversing. Manchurian Heavy Dragon is larger. along with either an inertial and/or a satellite navigation system as desired. Korean Aerospace Consortium PSY-55 Utility Tilt Rotor The PSY-55 is a general purpose tilt-rotor aircraft commonly used in many colony worlds. the CV-130 Bessieres conglomerate. Other models of large cargo hovercraft The Rock Pigeon (Rock Pig) Utility Helicopter are built as RORO-types (roll-on. meaning they have The Rock Pig is a basic design common on the Frontier. they are very handy and capable passenger and cargo aircraft. From search-and-rescue and law enforcement. on a colony world. TiraneFabrik Lk-250 The TiraneFabrik Lk-250 is a large-capacity cargo ACV designed for bulk transport on worlds where the road network is poor or non-existent. for French Arm sales. complete with crew. the PSY is a solid typically manufactured in space and then landed via aeroshell general-purpose aircraft. the aeroshell was blown off with explosive bolts. All Sparrows are optimised for use on Earth or Tirane only. It is rare to see neural-linked civilian vehicles like the Sparrow outside of the Core. AerotechSA S4 Scout Airship and can easily transition into full VTOL mode. and closed-cycle fuel cells. and require extensive work to operate effectively anywhere else. As a cyclo. They also feature a secondary road drive system. This gives the aircraft almost unlimited range. complete survey and pathfinder teams. and bunk space. all loads are hung suspended from lines extending from simply cannot be made to work without replacing all of the fan the nose and tail of the odd-looking. they attract considerable attention. with a gondala/payload bay suspended between them. rotating aircraft. the top surfaces of the lift envelopes to crack recovered water back into fuel. aircraft with a mini-galley. and the cargo suspended from the Gondola. if local conditions permit. The control assemblies. but the ducted fans require used as a mobile crane for construction. It is not as robust or flexible as tilt-rotor aircraft designed for off-world use. another can be built to match their specific environments. It is commonly equipped with pontoons for water landings. gondola is hung from these lines. resource extraction. Though not as agile or flexible as a tilt-rotor aircraft. the fans crane. They are very exotic in appearance. general utility use. though it can also be used to haul small vehicles. and on most colony worlds this is the most Zeppelinwerkes Elefant Cyclo-Crane common mode of operation. only TriCom Aviation Gx-88 Gyro-copter restricted by the endurance of its human crews. Anywhere these aircraft go. fresher. like Crater. Once a world is settled. four people can be carried in the gondola. The Gx-88 is a small. transportation. anywhere. The gondola is sized for a long-duration crew of two. be tuned to run the road wheels. and while they have limitations. cargo. Bridge-Swift Sparrow Air Car The Sparrow is extremely rare sight on the Frontier. The Scout is powered by a pair of It is used for exploring. making it a favourite with exploration. it is mechanically more robust and far easier to maintain. It is built to operate in a variety of environments. they are among the most maneuverable aircraft to be found. though. In normal practice. In a pinch. The high-performance engine can The Elefant is a relatively common sight on many colony worlds. two-person rotorcraft. normal environment. The Scout uses twin lift envelopes. The Elefant can lift up 142 . the payload bay is used to carry survey equipment and recon drones.with a pusher fan for propulsion. and passengers. Haverland S56 Light Bush Plane The Haverland is a conventional small plane designed to operate in rough conditions. It is very fast for a helicopter. and uses the array of solar cells across is even used by militia and mercenary forces in a gunship role. On some worlds. and up to ten in the payload bay. extensive modification to perform properly outside of their and hauling heavy material when road are lacking. at least with technology commonly make them useful as carried craft for larger vessels. Seaspan Marine FC9 Fast Cat Ferry The FC9 Fast Catamaran is one of the largest vessels to be Most of these boats are powered by an outboard impeller unit. internal is fitted into a large custom aeroshell for final delivery to the combustion engines fuelled by alcohol or fossil fuels are used customer. Their lightweight and portable construction makes them economical to ship between worlds. more in stretchers. with two aircrew. Most of these boats are rigid inflatable designs. three SAR techs. and three med techs. there are situations in which aerodynes on any stretch of water large enough to contain fish. and are nearly unsinkable. On some worlds. is it shipped in one piece. and their shallow draught and speed make them useful just about anywhere. called the Blue Whale in RebCo SAR fishing boats are still widely used. The Even on worlds where the local animal life is not edible. Workboats are outfitted with a basic array of navigation equipment. PAN 50 Work Boat The work boat is found in various configurations throughout human space. the Fast Cat is powered by a pair of all occupants wear some variety of personal floatation device. It is expected that the cat will be used as a mother ship.British Exospace CRV-22 Dolphin Marine Industries D505 Fishing Boat Aerodyne aircraft are relatively uncommon outside of the Core Using a combination of hydrofoils for high-speed transit and a due to their high cost. thus instead. short-range radar. as part of the outpost they are establishing there. without worrying about prop fouling. gas turbines burning either hydrogen or natural gas. It can accommodate six These are fairly large boats. Their ship is outfitted with a fuelling station to provide extended range. and would not be economical in that role. especially reasonable analogue thereof. is the most commonly seen example of aerodyne away marketable from the waters. head. freight. The range is long enough to travel between islands of a chain. a galley. Usually constructed in orbit. On small craft like the PAN-50 it is strongly recommended that Built on twin aluminum hulls. requiring a much larger aeroshell. or some are ideally suited. It is not a cargo vessel. it powered by a battery or a fuel cell. and vehicles.and two-person watercraft are most often used business of fishing. and utility available on the Frontier. with significant refrigerated storage. and communications passengers. from the Core. albeit very slowly. and dense forest. As long as the screened intake remains clear. to assist in their survey of the island chain they are hoping to turn into their first interstellar colony. Unlike the frigate. 143 . however. transportation around large harbours or other surface facilities. their small size and economy by people than by machines. and supply storage for extended fishing voyages. of both the vehicle itself. The aeroshell is recovered by the client and typically cut up and reused for structural material. and to be able to refuel their subcraft which is expected to be delivered at the same time. cliffs. transported between the stars. Even baiting a line is more efficiently done as recreational vehicles. British Exospace CRV-22. Search and Rescue is one of these. and fuel and stable catamaran hull for efficient cruising. equipment. and another in the aircraft’s automed. However. The personal watercraft is powered by a heavy-duty battery running a high-capacity water-jet. or along a coastline. However. Nigeria has ordered one of these fast cats for shipment to Avalon. if only to ferret out anything service. The CRV-22 is a large aircraft. Sargasso Sea Systems APY Personal Though the operation and piloting of the boat is largely Watercraft automated. a fair number of crew are required for the actual These small one. wherever there are navigable stretches of water. in close areas like urban settings. including GPS if the world in question has a The Fast Cat is designed to provide fast surface travel for navsat constellation. it can navigate through heavy mats of floating vegetation. the D505 is used maintenance. but not sufficient for trans-oceanic travel. light hydrofoil capable Commando Scout Car of patrolling over vast ocean distances at high speed. It is routinely used as a shipboard assault system. however. the armament is a pair of powered gun-mounts with shields port and starboard. with a variety of torpedoes. no reloads are carried. like all modern military air cushion vehicles. as patrol vessel rather than combatant. it mounts three 12mm rotary door guns. In addition to a 20mm autocannon. a small. transportation. with amphibious landing. Each minute in jump-jet mode uses 10 minutes of fuel. Immediately aft of the gun is a four-cell multi-role extendible mast. along with the Warbird. Rounding out launched from behind cover. Carter-class Multipurpose Submarine The Carter is a medium-sized submarine that is used for ferrying passengers and supplies to undersea wellheads and other undersea facilities. missiles. Its basic design has Tribal-class Surface Frigate been copied by many nations. Secondary The Rooivalk is an Azanian design derived from the Houston armament includes a pair of anti-missile lasers. each equipped with a medium rotary machine Bessieres ACVI-3 Hover IFV gun. is a laser designator on autocannon. It also transports a squad of troops. combat mode. The Commando is a small four-wheeled armoured vehicle that. underwater servicing. Though not capable of machine guns on pintle mounts. which are more than capable of clearing a deck in battle. is capable of short hops using high-performance vectored A large hanger aft can house a tilt-rotor transport or an x-wing thrusters. is one of the most common small vehicles The Tiburon is equipped with limited armaments. or other weapons. Mandenal Helicopters SH-30 Rooivalk Patrol Additional armament consists of 60 vertical launch missile Tilt Rotor cells equipped with medium multi-role tac missiles. typical ACV Infantry Fighting Vehicle many will encounter on frontier worlds in much of the French Arm. The vessel’s defenses are minimal. and an underwater VTOL. and four torpedo tubes. On the forward hull is a it is armed with a light machine gun on a pintle mount. On many colony worlds. befitting its role found in militia inventories. An explosive belt anti-missile/anti- the decks of ships at sea. in addition to external ordnance. When in Among the few that can are the navies of the French and British 144 . both on Earth colony worlds and is very rare. the ‘Valk is equally at home on land or on eight Sprint torpedoes carried. and twins and near-twins of the This is the heaviest combat vessel likely to be encountered on Bessieres are in service with numerous armies. These give the vehicle a limited jump-jet capability. mass driver on the forward hull capable of firing on targets in low orbit with the two-stage RAP (Rocket-Assisted Projectile) round. Tiburon-class Patrol Boat Most colonies will not require a surface vessel any more powerful than the Tiburon-class patrol boat. carrying two marine teams The Bessieres. Its remote turret containing a PGMP Mk2A2 paired with a 20mm most devastating weapon. although it has begun to be replaced actual combat will go to the expense of importing these vessels. and speed is Primary armament for the Tribal-class frigate is an 80mm naval quartered. it is a very capable combat craft. in front-line units by more advanced types. When necessary. who can deploy via rappelling gear from all three loading doors. as it not intended to The French AVCI-3 (commonly called the Bessieres) is the face serious opposition. they will use these subs for a wide variety of uses. as well as special operations on land. enabling it to negotiate cliffs and similar obstructions. four 12mm Aerospace Howie light tilt rotor. with the forward weapon pylons equipped Few colonies have the resources to field ships of this nature. gunship. and some will even strap external torpedo racks on them for use as a paramilitary vessel. However. The frigate is a multi-purpose vessel. including exploration. an array of decoy launchers. for boarding operations. of its operational time. with search-and-rescue operations occupying the bulk blue-green laser turret round out the ship’s defenses. however. allowing it to paint targets for smart missiles missile launcher. Only colonies that expect to see and on other known worlds. the Pembunah Paus is constructed at the Sumatro-Fabrique factory in Earth orbit. 145 . If Size: 2 Spaces vehicles do not have a module in place. It is a true military vessel. the Bavarian and Texan colonies on Heidelsheimat.000 Lv6. with a pair of torpedo tubes that can also be used to Luxury Fittings do not have an in-game effect. Kimanjano. They are soft- landed in a pair of 400-ton aeroshells. important. Armament Luxury Fittings is light.vehicle bay or hard point launcher only swapped out as needed. synthetic armour cloths. Heavy Multi-role TAC Missiles TL:    Range:   9 Extreme N e w V e h i c l e M o d i f i ca t i o n s Damage:   Varies by warhead Mag:      1 Modular Bay Auto:     No Modular Bays in vehicles allow mission-specific modules to be Mass:    500 kg . For any situations where the appearance of the vehicle may be For a colonial government. though it has a supercavitating drive for bursts of speeds needed for mission intercepts. and exported as needed. Due to its size. 10d6 Fragmen. clamps can be used to hold external modules and cargo. AP mentation tation Burst Radius 8m 10m 20m Module Clamps Cost Lv8. while Heavy Vehicles do not have their speed reduced on worlds with significant underwater industry. Objects held in Module Clamps reduce the speed of Sumatro-Fabrique Pembunah Paus Patrol Sub the carrying vehicles by 1% per Space of carried object in Light The Pembuanh Paus (Killer Whale) patrol sub is found only vehicles. and customs patrols. underwater in silent mode. on the surface. colonies on Beowulf. Module Clamps cost Lv50 per Space for Light Vehicles. They are simply launch missiles for attacking surface or aerial targets. although are expected. then Agility is lowered by 1. leather. with final assembly to be completed by the purchasing agency.000 per Space spent on Luxury Fittings the type of vessel only purchased if significant combat operations adds DM+1 to the reaction roll. The Killer Whale exists to kill ships.000 Lv8. These modules are part of the structural rigidity of the vehicle. with no peace-time role. armament includes a blue-green laser cannon for point defense. Space for Light Vehicles. watching and waiting for trouble. like Beowulf. The patrol sub also carries a pair of combat swimmers to provide close support around sub-surface facilities. and other expensive features and a 20mm autocannon in a pop-up turret for engaging targets to improve the comfort and quality of the vehicle. Additional better quality interior fittings. using natural fibre cloth. These pod-style walkers can also provide force projection onto the shore if the situation warrants.000 per Space for Heavy Vehicles. powered by fuel cells. Cost of a Modular Bay is Lv100 per Damage 12d6 Super 11d6 Frag. at all. and then towed out to the customer in two custom 500-ton aeroshells. It will usually cruise and Lv500 per Space for Heavy Vehicles. the Killer Whale is incredibly expensive. and Nibelungen. to a maximum DM+3. Final assembly is completed after landing by Sumatro-supervised technicians. unlike the frigate which can also perform search and rescue. Heidelsheimat. and the Imperial French forces on Joi. each Lv1. real wood. more money can always be spent on Luxury Fittings. Ships of the Tribal-class are built in orbit at the Harlan and Wolfe Yards around Beowulf. and are required for proper operation.000 As an alternative. and Lv1. while Structure is reduced by an amount equal to the half the number Warhead Anti-Armour Anti-Air Anti-Personnel of Spaces in the missing module. Computer /3. Entertainment System.5 (wheeled) km/h tons Modifications: Entertainment System Swift Raven Standard Agil. Crew and Struc. Computer /3. and Pas.080 1 ton (wheeled) km/h Modifications: Increased Agility. TL10 Communications. and Pas. Decreased Range. Struc. and Pas. Increased Speed. Wet-bar.240 6 tons SS (wheeled) km/h Modifications: Autopilot (skill 1). Shipping Vehicle TL Skill ity Speed Range mour sengers Cargo Open? Hull ture Cost Lv Size Wolf 11 Drive +3 300 500 km 0 1 0 No 1 1 24. Communicator (TL 8 with uplink). and Pas.800 1. Luxury Fittings (Lv12. Ar. Cost ping Vehicle TL Skill ity Speed Range mour sengers Cargo Open? Hull ture Lv Size Coyote 10 Drive +2 300 375 km 0 1 0 No 1 1 6. Communicator (TL 8 with uplink).320 1 ton (wheeled) km/h Modifications: Open Frame. Wet-bar. Computer /3. Ar. Cost ping Vehicle TL Skill ity Speed Range mour sengers Cargo Open? Hull ture Lv Size Corvis 10 Drive 0 200 500 km 4 1+1 250 kg No 1 2 3. Basic Navigation (+1). Struc. Hostile Environment Protection. Extra Armour x4. Off-Road Capability. Entertainment System. Struc. 2 wheels. Ar.Bridgeport-Swift Corvis Commuter Car Crew Ship- Agil. Off-road capability 146 . Increased Speed x2. 2 wheels Coyote Crew Ship- Agil. Luxury Fittings (Lv12. Standard Navigation.Cost Shipping Vehicle TL Skill ity Speed Range mour Passengers Cargo Open? Hull ture Lv Size Raven 12 Drive 0 250 600 km 5 1+6 3 No 6 6 39.000 6 tons (wheeled) km/h Modifications: Autopilot (skill 1). Ar. Ar.000) Swift Raven Security Special Crew Agil. Struc. Struc. Cost Shipping Vehicle TL Skill ity Speed Range mour sengers Cargo Open? Hull ture Lv Size Raven 12 Drive 0 260 600 km 25 1+6 0 No 6 6 113. Cost ping Vehicle TL Skill Agility Speed Range mour gers Cargo Open? Hull ture Lv Size Raven B 12 Drive 0 250 600 km 5 1+6 3 No 6 6 45. Luxury Fittings (Lv12. Passen. Basic Navigation (+1).600 6 tons (wheeled) km/h Modifications: Autopilot (skill 1).000) Swift Raven Business Crew and Ship- Ar.000) Wolf Crew Agil. Open Frame. Wet-bar. Basic Navigation (+1). Struc. Crew and Struc. Open Cargo. Cost Shipping Vehicle TL Skill ity Speed Rage mour Passengers Cargo Open? Hull ture Lv Size 420-X 12 Drive/ +3 350 240 0 1 0 No 2 2 40. TL 6 Comm (Very Distant) Metzger Aerosport Crew and Agil. Bridgeport-Swift Badger Off-Road Car Crew Ship- Agil.000 7. Medium Machinegun MuleCorp Mashkodebizhiki (Bison) Tractor Agil.Cost Shipping Vehicle TL Skill ity Speed Range mour Passengers Cargo Open? Hull ture Lv Size Bison 10 Drive -1 68 500 km 3 2 2 No 15 15 422. Ar. Winch. Jump-jet. ping Vehicle TL Skill ity Speed Range Armour Passengers Cargo Open? Hull ture Cost Lv Size Warbird 11 Drive +1 250 600 km 4 4 1.600 3.000 4 tons (hover) km/h Modifications: Basic Navigation (+1). 2 Utility Cranes. Ar. Entertainment System. Crew and Struc. TL 8 Communications American Motors Sierra Off-Road Pickup Truck Crew Agil. Open Frame. Basic Navigation (+1). 20 Spaces for Modular Attachments (see below). TL 8 Communications. 11 Drive +2 250 700 km 4 1 0 Yes 4 3 16. 147 . Cost Shipping Vehicle TL Skill ity Speed Range mour sengers Cargo Open? Hull ture Lv Size Sierra 11 Drive +2 225 600 km 4 3 12 No 7 8 48. Struc. Ar. and Pas.500 15 tons (wheeled) km/h Modifications: Off-road. Increased Structure. Basic Navigation (+1). Increased Agility. Basic Sensors (+0). Pintle Mount. Ar. Luxury Fittings. Increased Agility. Ar.5 (wheeled) km/h tons Special Features: Off-road. +1 Structure. and Pas. Tow Hook.000 1 ton sport (hover) km/h Modifications: Jump Jets. Struc. Extra Agility. Eight Wheels.5 tons (wheeled) km/h Modifications: Off-road.Vannoccio 420-X Sports Car Agil. Crew and Struc. Lowered Range.5 Yes 1 2 52. 2 Winches. Cost Shipping Vehicle TL Skill ity Speed Range mour gers Cargo Open? Hull ture Lv Size Aero. Basic Navigation (+1) Bridgeport-Swift Warbird Hover Jeep Ship- Agil. ping Vehicle TL Skill ity Speed Range mour sengers Cargo Open? Hull ture Cost Lv Size Badger 10 Drive 0 135 400 km 3 5 2 No 4 3 16. Passen. Reduced Speed (-50%).120 1 ton Wheeled km/h km Modifications: Basic Navigation (+1). Increased Speed. 11 Drive 0 225 1. TL8 Communications (Extreme) RangeStar Range Truck Crew Agil. Ar. Struc. Standard Navigation (+2). Winch. Extended Range (+133%). Basic Sensors (+0). Struc. Decreased Range.5 tons Star (wheeled) km/h km Modifications: Off Road. Cost Shipping Vehicle TL Skill ity Speed Range mour sengers Cargo Open? Hull ture Lv Size Ortho 11 Drive +2 225 1. Price is an additional Lv39. Shipping Vehicle TL Skill ity Speed Range mour sengers Cargo Open? Hull ture Cost Lv Size Snow 11 Drive +1 250 720 km 4 4 0 No 1 2 179. Ar. and Satellite Uplink.000 3 tons Demon (hover) km/h Modifications: TL8 Communications with Extended Range. and Pas. 148 .000 5 tons (wheeled) km/h km Spaces Modifications: Off Road. Off-road MuleCorp Mule Utility Vehicle Crew Agil. Tow Hook (2000 kg capacity). Standard Navigation (+2). and Pas. Improved Structure. Ar. Primitive Controls.750. Struc. Cost ping Vehicle TL Skill ity Speed Range mour sengers Cargo Open? Hull ture Lv Size M312 11 Drive 0 250 480 4 3 4 No 5 6 26. and Pas.5. -1 km/h km/240 tons Drive (hover) km Modifications: Additional Drive System.160 1 ton (wheeled) km/h Spaces Modifications: Off Road. along with a powered ring mount (weapon not included). Increased Structure. Communications (Extreme). Reduced Speed.Maurice-Fenderman M312 Crew Ship- Agil. Extended Range (+100%). and Cargo is reduced to 2. and Pas.100 7. Hostile Environment Protection MuleCorp Ortho ATV Crew Agil. Cost Shipping Vehicle TL Skill ity Speed Range mour sengers Cargo Open? Hull ture Lv Size Range. Utility Module. Ar. Cost Shipping Vehicle TL Skill ity Speed Range mour sengers Cargo Open? Hull ture Lv Size Mule 8 Drive 0 40 600 km 0 1 5 Yes 1 1 2. Ar. Open Top Matsu Snow Demon Snowskimmer Crew Agil. Standard Navigation (+2). and Pas. Short-term Life Support. Basic Navigation (+1).200 4 15 4. Standard Sensors (+1).200 4 5 1.5 No 5 6 54. Struc. Open Cargo Bed.5 No 6 8 53.560 5.5 (wheeled). Struc. Amphibious Militia Version: RangeStars destined for the militia market include Armour 16. Struc. Decreased Range. Cutting Equipment. Reduced Speed. and Pas.Speed Range A r . Refuelling Station. Fresher. Ar. Fresher.300 18 tons (tracked) km/h Modifications: Tracked. Module Clamps Herkul Heavy Utility Vehicle Crew Ship- Ar. Advanced Controls.5tons N 100 100 1.Crew and Struc. Open Cargo Deck. Shipping Vehicle TL Skill ity Speed Range mour Passengers Cargo Open? Hull ture Cost Lv Size D6000 11 Drive -1 158 600 km 4 1+1 49. Refueling Station 149 . 150 Spaces for Modules. 16. Strength 50 Winch Tirane-Fabrik D6000 Heavy Mining Dump Truck Agil. Agil. 3 Bunks. ping Vehicle TL Skill ity Speed Range mour sengers Cargo Open? Hull ture Cost Lv Size TD90 11 Drive +1 105 1.5 No 100 100 980. Standard Navigation. Off Road. Autopilot/1.000 100 tons (wheeled) km/h tons Modifications: Off Road. Passen. Cost ping hicle TL Skill ity Speed Range mour gers Cargo Open? Hull ture MLv Size Big 11 Drive -1 79 600 km 4 5 2. Basic Navigation (+1).880 4. Heavy Crane. ping Vehicle TL Skill Agility Speed Range mour sengers Cargo Open? Hull ture Cost Lv Size Herkul 12 Drive -1 85 600 km 4 4 30 No 15 14 175. Struc. Struc. TL8 Communications. Mini-Galley. Digging Equipment.3 100 tons 317 (tracked) km/h Modifications: Tracked.5 tons (wheeled) km/h Modifications: Cargo Arm. Utility Arm (Bed Lift) Tirane-Fabrik D40 Light Excavator Agil. Towing (x3. Bunk. TL8 Communications.000 kg. Heavy Crane. 80 Spaces) Sumatro-Fabrique <Big Man> Heavy Crawler Crew & Ship- Ve. Ar. Autopilot. Off Road. 6 Wheels. A r .12 100tons Man (wheeled) km/h Modifications: Eight wheels.Crew and Cargo Open? Hull Struc.C o s t Shipping ity mour Passengers ture MLv Size Draggar 8 D r i v e -3 2 5 400 km 3 27 11 No 100 100 2. 8 Wheels Open Cargo Bay. Long-Term Life Support for 5. Standard Sensors (+1). Digging Equipment Draggar 317 Heavy Excavator Vehicle TL Skill Agil. Geology Samplers. Reduced Speed (50%).700 10 tons (wheeled) km/h km Modifications: Improved Range (+100%). and Pas. Ar.Crew and Struc.000 3 3 4 No 10 10 105. Shipping Vehicle TL Skill ity Speed Range mour Passengers Cargo Open? Hull ture Cost Lv Size D40 10 D r i v e 0 1 8 0 400 km 4 1 0 No 4 5 86. Decreased Speed. TL10 Communicator and Uplink.Gorman Systems TD90 Semi-tractor Crew Ship- Agil. Hostile Environment Protection. Basic Sensors (+0).400 4 7 5 No 6 7 1.000 4 tons km/h km Take-off/Landing Radius: 22m Base World: 86 Special Features: Increased Speed (+20%). Basic Sensors (+0) 150 .05 13 tons (wing) km/h km Modifications: Tilt-rotor.Cost Shipping Vehicle TL Skill ity Speed Range Armour Passengers Cargo Open? Hull ture MLv Size PSY-55 11 Flyer +2 450 2.Cost Shipping Vehicle TL Skill ity Speed Range mour Passengers Cargo Open? Hull ture MLv Size CV-130 11 Tilt.04 300 tons rotor km/h km Modifications: Tilt-rotor.02 200 tons (hover) km/h km Location Armour Modifications: Reduced Speed. Extended Operational Range Base Environment: 86 Clearance: 60m radius The Rock Pigeon (Rock Pig) Utility Helicopter Crew Agil. TL10 Communications. Fresher. Autopilot (Flyer /1) Base Environment: 76 Clearance: 26m radius Trilon Inc CV-130 ‘Colossus’ Heavy Lift Tilt-Rotor Agil. Crew and Struc. Shipping Vehicle TL Skill ity Speed Range mour sengers Cargo Open? Hull ture Cost Lv Size Rock Pig 11 Helicopter +1 220 3. Autopilot (Flyer +2). Struc.000 8 104 20 No 50 50 18. Cost Shipping Vehicle TL Skill ity Speed Range mour Passengers Cargo Open? Hull ture MLv Size Lk-250 11 Drive +1 125 2. Ar. Standard Navigation (+2) TL 10 Communications.TiraneFabrik Lk-250 Agil. TL10 Communications (Continental) Right Side 4 Left Side 4 Rear 4 Dorsal 4 Ventral 4 Korean Aerospace Consortium PSY-55 Utility Tilt Rotor Agil. -1 600 5.000 3 4 2 No 2 2 325. 2 Freshers. Crew and Struc. Basic Front Hull 4 Sensors (0). Basic Navigation (+1). Crew and Struc. Ar. Reduced Range (-50%). Standard Sensors (+1). Ar. and Pas. Standard Navigation. Standard Navigation (+2).400 4 5 399 No 133 134 4. TL8 Communications. Passen.000 4 2 0 No 1 1 169. TL11 Advanced Sensors (+1). ping Vehicle TL Skill ity Speed Range mour gers go Open? Hull dola) lope) Cost Lv Size S4 11 Flyer -4 160 10. (Enve.TriCom Aviation Gx-88 Gyro-copter Crew Ship- Agil. Structure Cost Ship- ity mour Passen. Increased Speed. Shipping Vehicle TL Skill ity Speed Range mour sengers Cargo Open? Hull ture Cost Lv Size S56 11 Flyer 0 495 4. Ar. Struc. STOL.01 50 tons (air. Basic Navigation (+1). Basic Communications (Very Distant) Base Environment: 86 Take-Off Radius: 22m Haverland S56 Light Bush Plane Crew Agil. TL 10 Communications. Long Term Life Support. Ar. 290 tons Envelope Size: 19. go ture (Enve. Basic Navigation (+1) Takeoff/Landing Roll: 100 m/150 m Zeppelinwerkes Elefant Cyclo-Crane Vehicle TL Skill Agil.200 20 tons Scout (air. MLv ping gers (Gon. ping Vehicle TL Skill ity Speed Range mour sengers Cargo Open? Hull ture Cost Lv Size Gx-88 11 Flyer +1 220 3. Crew / Car.400 tons Envelope Shipping: 64 tons 151 . Water Landing. TL10 Communications. Computer /2 Envelope Size: 6. Basic Sensors (+0) Lift Ability: 580 Spaces.000 6 tons (winged) km/h km Modifications: Autopilot (skill 1).900 3 tons (rotor) km/h km Modifications: Multi-environment.800 4 4 250 kg No 1 2 202. and Pas. TL6 Communications.Car.000 4 4 29 N 8 8 40 894. and Pas.920 tons AerotechSA S4 Scout Airship Struc. km/h km ship) Modifications: Basic Navigation (+1). Mini-Galley. Standard Navigation. lope) Size dola) Elefant 10 Flyer -4 160 1. (Gon. Bunk. Basic Sensors (+0). Struc. Ar. Struc- Crew / ture ture Ship- Agil. km/h km ship) Modifications: Fresher.200 tons Envelope Shipping: 1.Speed Range Ar.000 4 2 116 N 24 24 120 1. Open? Hull Struc. TL 8 communications with Extended Range. Cost Shipping Vehicle TL Skill ity Speed Range mour Passengers Cargo Open? Hull ture Lv Size APY 12 Seafarer 0 132 900 km 4 10 0 Yes 1 1 5. -3 100 5. Crew and Struc.Bridge-Swift Sparrow Air Car Crew & Ship- Agil.863 50 tons farer km/h km frigerated/ (ocean 2. km/h boat) Modifications: Increased Speed. Agil. Decreased Range.500 5 tons 50 (motor.400 1. Agil. Fresher. Crew & Pas. 3 Bunks. Standard Navigation System (+2). Advanced Controls. (ro. Standard Underwater Sensors (+1). Car. Galley.91 20 tons Aero. Crew & Struc. ping Vehicle TL Skill ity Speed Range mour gers go Open? Hull ture Cost Lv Size Light 11 Flyer +3 400 600 km 4 6 500 N 2 2 483. Advanced Controls.000 8 tons Aero. Ar.Car. Ar. Basic Sensors (+0). 10 Bunks. Ar.Cost Shipping hicle TL Skill ity Speed Range mour sengers go Open? Hull ture Lv Size PAN 11 Seafarer 0 99 800 km 4 6 625 Open 3 4 28. Work Area (8 Spaces) 152 . Autopilot/1. Basic Sensors (+0). Ar.5 tons (motor. Standard Navigation (+2). Crew & Pas. Automed Base Environment: 86 Sargasso Sea Systems APY Personal Watercraft Agil. Luxury Fittings (Lv15. km/h dyne tor) Modifications: Extended Operational Range. Neural Link. Struc.Car. TL6 Communications. Basic Sensors (+0). Light Crane. Advanced Sensors (+2). TL8 Communications with Extended Range x2. Basic Navigation (+1). Longline Storage. Autopilot (Flyer /2). Standard Navigation (+2). Hydrofoil.000 4 20 10 tons re. Winch Dolphin Marine Industries D505 Fishing Boat Ve. (ro. Refrigerated Hold (10 Spaces/2. 6 Winches. Open Top PAN 50 Work Boat Ve. Passen. Increased Agility. Cost Shipping hicle TL Skill ity Speed Range mour Passengers Cargo Open? Hull ture MLv Size D505 11 Sea.5 Tons). km/h kg dyne tor) Modifications: Ground Drive.000) Base Environment: 86 British Exospace CRV-22 Agil. km/h kg top boat) Modifications: Increased Speed. Cost Shipping Vehicle TL Skill ity Speed Range mour sengers go Open? Hull ture MLv Size Light 10 Flyer +3 400 800 km 4 15 0 N 7 6 6.5 tons ships) normal Modifications: Catamaran.N 50 50 1. Struc. Ar. Struc. 2 270 tons (subma. Standard Underwater Sensors (+1).000 4 12 crew/70 86 N 100 100 2. Standard Sensors. 2 Utility Boats Carter-class Multipurpose Submarine Agil. Crew and Struc. Computer/1. km/h km rine) Modifications: TL10 Communications with Increased Range.500 4 20 48 No 90 90 9. Front Hull 12 Laser Designator (V.020 4 tons mando (wheeled) km/h Location Armour Modifications: Basic Navigation (+1).Cost Shipping Vehicle TL Skill ity Speed Range mour Passengers Cargo Open? Hull ture MLv Size Carter 10 Seafarer -3 50 1. Galley (feeds 80). 2 Manipulator Arms (Str 12.000 153 . 2 Winches. 10 Bunks. Crew & Pas. Dex 7) Safe Depth: 600 metres Crush Depth: 1.Seaspan Marine FC9 Fast Cat Ferry Ve. Crew and Struc. Ar. Standard Navigation (+2).51 100 tons farer km/h km passengers (ocean ships) Modifications: Catamaran. Autopilot/1. Pintle Mount. Increased Speed. 1 Mini Galleys. TL6 Communications with Extended Range x2. Standard Navigation. Dist). Increased Range. Agil.Car. Small Turret. Standard Underwater Sensors (+1). 2 Air Locks. Ar. Laser Rear 12 Designator in Turret Dorsal 12 Ventral 12 Turret Front 12 Turret Other 12 Weapon Location Damage Range Auto Ammo 20mm Autocannon Turret 5d6 AP VeryDistant 6 1. Off-Road Capability. 2 Freshers. 4 Freshers. Standard Sensors (+1). Autopilot (Seafarer/1). Cost Shipping hicle TL Skill ity Speed Range Armour sengers go Open? Hull ture MLv Size FC9 11 Sea. Extra Armor (+8). Right Side 12 TL10 Communicator (w/uplink) Left Side 12 Weapons: 20mm Autocannon in Remote Turret.000 Light machinegun Pintle 3d6 Very Long 6 3.800 metres Life Support: 200 days Commando Scout Car Agil. Struc. Light Machinegun on Pintle Mount. Cost Shipping Vehicle TL Skill ity Speed Range mour Passengers Cargo Open? Hull ture Lv Size Com. -6 100 10. 10 Drive 0 180 600 km 12 2 0 No 4 4 96. Left Side 70 Weapons: 20mm 3-barrel Autocannon. Increased Speed (+100%). TL10 Encrypted Communications with Uplink and Tightbeam. Struc. Computer Model/3. 11 Drive +1 195 700 km 80 10 0 No 4 3 4. TL8 Communications. Life Support (short-term). Cost Shipping Vehicle TL Skill ity Speed Range mour Passengers Cargo Open? Hull ture MLv Size Bes. Hostile Environment Protection.000 km 4 2/8 2 N 6 6 2. Front Hull 120 Standard Sensors (+1).5mm Machinegun. Advanced Sensors. Agil. Explosive Belt Anti-missile System Ventral 70 Turret Front 120 Turret Other 80 Weapon Location Damage Range Auto Ammo Light rotary Autocannon Turret 6d6 AP Very Long 8 5.43 36 tons (wing) km/h Modifications: Tilt Rotor. Car. IR Mask I. Cost ping hicle TL Skill ity Speed Range mour gers go Open? Hull ture MLv Size SH-30 11 Flyer +1 720 5.Bessieres ACVI-3 Hover IFV Agil. pylons for 4 Spaces of external ordnance 154 . Prismatic Aerosol Dorsal 80 Dispenser (6). Autopilot/1.500 Weapon Damage Shots Targets DM Explosive Belt 4d6 10/facing 8 –5 Mandenal Helicopters SH-30 Rooivalk Patrol Tilt Rotor Crew & Ship- Ve. Missile Launcher. Crew and Struc. all in remote turret Rear 70 Defenses: Smoke Launchers (6). Advanced ECM. Ar. Ar.6 9 tons sieres (hover) km/h Location Armour Modifications: AFV. 7. Short Term Life Support.000 Missile Launcher Turret 9d6 Super AP Very Distant No 2 Machinegun Cupola 5d6 AP Rifle 6 2. Jump Jets. Flare Launchers (6). Standard Navigation (+2). Passen. Right Side 70 Improved Fire Control +1. Standard Navigation. Chaff Launchers (6). 3 Deployment Ramps & Rappelling Harnesses Armament: 3 Medium Rotary Machineguns in Pintle Mounts. Advanced Controls. Tiburon-class Patrol Boat Ve- Agil- Ar- Crew & Car- Struc- Shipping hicle TL Skill ity Speed Range mour Passengers go Open? Hull ture Cost Lv Size Small 11 Sea- -3 330 5,000 4 8 500 N 13 13 756,900 13 tons Ship farer km/h km kg (ocean ships) Modifications: TL10 Encrypted Communications with Uplink and Tightbeam, Standard Sensors (+1), Standard Navigation (+2), Autopilot (skill 2), Improved Fire Control +1, Life Support (short-term), Hostile Environment Protection Weapons: 20mm Autocannon and PGMP Mk2A2 in Remote Turret, 4-cell Missile Launcher, 2 X 7.5mm Rotary Machineguns in Powered Gun Mounts with Gun Shields Defences: Smoke Launchers (6), Flare Launchers (6), Chaff Launchers (6) Tribal-class Surface Frigate Agil- Ar- Crew and Struc- Cost Shipping Vehicle TL Skill ity Speed Range mour Passengers Cargo Open? Hull ture MLv Size Tribal 10 Seafarer -6 60 8,000 80 80 25 tons No 332 332 24 664 tons (ocean km/h km (100 ships) Spaces) Weapon Location Damage Range Auto Ammo 8cm Mass Driver Remote Turret 20d6 Ultimate AP Very Distant (Orbital w/RAP rounds) No 40 Missile Launcher VLS 9d6 Super AP Very Distant No 60 BG Laser Pop-up Turret 7d6 Distant No - 12mm HMG x4 Pintle Mounts 6d6+4 Super AP Very Long 8 5,000 Torpedo Tubes x4 Fixed Forward 12d6 AP Very Distant No 8 Weapon Damage Shots Targets DM Explosive Belt 4d6 10/facing 8 –5 Modifications: Multihull (trimaran), Increased Speed (100%), 80 Bunks, Full Galley (30 people), 6 Freshers, Sick Bay (4 patients), 4 Autodocs, Autopilot (+2), 3 Fire Extinguishers, TL10 Encrypted Communications, Advanced Sensors (+1), Advanced Navigation (+2), IR Mask I, Computer Model/3, Advanced ECM, Improved Fire Control +1, Life Support (short-term), Hostile Environment Protection, 2 Marine teams, 2 Medium Cranes, Hanger Bay, 2 Utility Boats Weapons: 80mm Naval Mass Driver in Large Turret Forward, 4 12mm Machineguns, 60 Missile Launchers, 4 Sprint Torpedoes Defences: Smoke Launchers (24), Flare Launchers (24), Chaff Launchers (24), Prismatic Aerosol Dispenser (24), Decoy Launchers (12), Explosive Belt Anti-missile system, 2 Laser-based Anti-missile Systems, Blue-green Laser Anti-torpedo System 155 Sumatro-Fabrique Pembunah Paus Patrol Sub Ar- Crew and Struc- Cost Shipping Vehicle TL Skill Agility Speed Range mour Passengers Cargo Open? Hull ture MLv Size Pem- 11 Sea- -3 90 2,700 5 34 0 No 250 250 177 750 tons bunah farer km/h km Paus (sub- marine) Weapon Location Damage Range Auto Ammo Autocannon Pop-up Turret 6d6 AP Very Long 4 5,000 Missiles Turret 9d6 Super AP Very Distant No 2 Torpedoes Cupola 5d6 AP Rifle 6 2,500 Blue-green Laser Turret Turret 7d6 Distant No - Modifications: Supercavitating Drive (900 km/h), TL10 Encrypted Communications with Increased Range, Advanced Controls (+2), Advanced Sensors (+2), Autopilot, Computer/2, Standard Navigation (+2), Standard Controls, IR Mask I, Advanced ECM, Improved Fire Control +1 (laser and autocannon), Fire Control +2 (torpedoes and missiles), 34 Bunks, 2 Freshers, 2 Mini Galleys, 2 Air Locks, 2 Hanger Bays, 2 Manipulator Arms (Str 12, Dex 9) Weapons: Autocannon in Pop-up Turret, 8 Smart Torpedoes, 8 Multi-role Smart Missiles, Defences: Blue-green Laser in Pop-up Turret, Noisemaker Decoys (6), Sonar Masking (Stealth II) Safe Depth: 2,000 metres Crush Depth: 6,000 metres Life Support: 500 days 156 Starships and Spacecraft Starships and spacecraft are the lifeline of any colonial effort. up to handling heavy cargos. At the same time, most merchant All save the most advanced worlds require contact with Earth, vessels rely on interface transport at their destinations, due to whether for immigration, technology, or even just nutritional the expense of operating landers. cargoes. For beginning colonies and outposts, though, contact with the Core and other colony worlds is critical. Colonies The Commercant filled this gap, transporting an aeroshell require enormous quantities of supplies to start and, as they cargo module, which could be dropped to the surface of any mature, also require interstellar shipping to deliver the goods atmosphere-present world. The module contains a retro-rocket and materials they produce to market. Profits are invested back package, heat-resistant hull materials, and parachutes to bring into equipment and supplies for the colony, and in improving the its cargo safely to the surface from orbit. Though the module quality of life for the colonists. itself is fairly expensive, the drop-cargo approach is a boon to struggling colony worlds. Also, the cargo module is collapsible Commercant-class Transport after use and is somewhat reusable, provided another vessel The Commercant-class drop-cargo carrier is a design common can haul the collapsed version out of the gravity well. Otherwise, to the French Arm, although similar designs are frequently seen the shell can be recycled for building or warehousing material. on the Chinese Arm. There are literally hundreds of these ships in service, virtually all owned and operated in the private sector. The Commercant itself is a cramped vessel which can take up to six passengers. Stripped of cargo, the ship can make fairly good Drop-cargo has several advantages on the frontier. Many colony time, but when towing a loaded cargo module it slows to a more worlds do not have effective interface transport, certainly not standard speed for cargo vessels. Commercant Class Transport Size (tons) Cost (MLv) Hull Modular Hull (50%)   400 12   Hull 8   - -   Structure 8   - - Streamlining Unstreamlined   - - Armour -   - - Stutterwarp Drive G Unloaded 1.76 0.65 1.94 (Old Commercial) Loaded 1.27 - -   Tactical 0.63 - - Power Plant MHD Turbine G   2.86 0.25 Radiators Radiators G   0.29 0.03 Bridge     20 2 Computer   Model/2 - 0.16 Electronics/Sensors Basic Civilian DM -2 1 0.05 Fuel 2 weeks   47.04 - Cargo     38.16 - Staterooms 20   80 2 Other Fixtures 200 ton modular section   200 -   Cargo Handler Subcraft   10 - Maintenance Cost (monthly)   - 0.0025 Life Support Cost (monthly)   - 0.04 Total Weight/Cost     400 18.43 157 Engineering Control 15. Crew Staterooms x14 Starboard Airlock Airlock 6. Cargo Handler Bay 2. Cargo Bays 3. Sensors Commercant 1 Class Transport 2 2 1.5 Metres Radiators Radiators MHD 158 . Galley 10. Passenger Common Room 5 14. Observation Blister Access (Ceiling) 5. EVA/Maintenance Room Utility Rooms are multi purpose 4 Cargo Handler Bay is 6 Metres High and opens above and below 10 10 6 7 5 5 Fuel Tanks Fuel Tanks Aeroshell attaches to underside of vessel 8 12 Chair Machinery Acceleration Bay Door Edge Chair 9 7 Bed Access Panel Double Bunk Hatch Internal Wall Hatch Floor 13 Bulk Head Hatch Ceiling Door Hatch Both Fuel Tanks Fuel Tanks Deck Access Floor (no hatch) Toilet 14 15 Wash Basin Deck Access Ceiling (no hatch) Shower Unit Life Support Stutter Warp Deck Access Both (no hatch) Locker Aeroshell Grapple Scale 1 Square = 1. Passenger Staterooms x6 3 13. Utility Room 8. Ship’s Office Port 7. Storage Lockers 12. Bridge Cargo Bay Hatch 4. Crew Common Room 9. 0.5   Structure 1    .899 3. It is controlled by a single operator.002 Life Support Cost (monthly)    . The chemical rocket is capable of a sustained burn of up to 30 minutes.23 159 . N/A Total Weight/Cost     9. -  Other Fixtures Grappler Arm   2 1   Light Arms (x2)   1. but usually operates in short bursts for close-in maneuvering. 0.5 1 Reaction Drive Fuel 30 minutes   1. Travailleur Work Pod  Size (tons) Cost (MLv) Hull Hull 0   10 0.  - Cabin 1 Crew   3 0. - Reaction Drive Liquid-fuel Rocket sA 1.1 Radiators None    .05 Fuel 8 hours   0. reaction-drive vessel intended for short-range operations. along with two finer manipulator arms for performing maintenance tasks and examining cargo. who usually wears a skin suit while piloting.    . The work pod is also a common sight at asteroid mines.5g 0. - Armour .03 Electronics/Sensors Basic Civilian DM -2 1 0.875  - Power Plant Fuel Cell sA   0.02 0. - Streamlining Unstreamlined   .004  - Cargo None    . It is equipped with a large grappling arm for handling and placing cargo .   -  - Heat Shielding .5 Maintenance Cost (monthly)    . where its extended capabilities make it a favourite with mining companies.05 Computer Model/1 Rating 5  .Travailleur Work Pod The French-made Travailleur work pod is a small.5 0. Travailleur Work Pod Light Arms Grapple Arms Sensors Fuel Fuel Life Support Fuel Cell Plans Reaction Drive Chair Machinery Acceleration Bay Door Edge Chair Bed Access Panel Double Bunk Hatch Internal Wall Hatch Floor Bulk Head Hatch Ceiling Door Hatch Both Deck Access Floor (no hatch) Toilet Deck Access Wash Basin Ceiling (no hatch) Shower Unit Deck Access Both (no hatch) Locker Aeroshell Grapple Scale 1 Square = 1.5 Metres 160 . are the most cost-effective parachute/parasail loaded into it before it can reenter. - Radiators . - Recovery Package   5 0. Other expensive to return then to orbit. Ultralight Drop Pod Size (tons) Cost (MLv) Hull Hull 1 50 0. . The replacement parachute will cost 10% of available in a range of sizes. . blunt. This should only be done when the dropping forces maintain air superiority.5 Tons 37. it can be accurately guided to its destination. Indeed. from 40 tons to 400 tons. The Recovery Aeroshells can only be used on planets with Atmosphere 1 or Package uses 10% of the hull volume. with a single-use heat shield on the underside allowing a single planetary re-entry. 0. Final braking and landing employ parasails for smaller base hull price.001 Life Support Cost (monthly)  . 0. . They can be collapsible as an option. - Power Plant . aeroshells are often custom- loft a loaded 100 ton aeroshell into orbit.075 Waste   5 - Armour . and loses another 5% of its interior volume for the Aeroshell Design structural features that allow it to be collapsible. It consumes Aeroshells are designed with Standard Streamlining. .25 Reaction Drive . For this reason. often called aeroshells. The waste from the shape of the shell. and multiple large parachutes for larger ones. but launchers of this made to fit a specific cargo. it is also used by military groups to land supplies and equipment to troops in the field. - Total Weight/Cost   50 1. Shields. - Computer .825 161 . . A collapsible aeroshell costs 50% more than a normal reusable model.75 Streamlining Standard (Aeroshell) . Aeroshells of up to 100 tons can be designed as reusable vehicles. guidance system. size are not common. Aeroshells lose another 10% of their volume to pods. but the heat shielding is good for 50 uses. parachute from a single 100-ton aeroshell can supply enough cloth to make a full suit of clothes for up to 4.75   Structure 1 . 0 Heat Shielding . making it less Three standard sizes of drop pods are detailed here. .     Collapsible 2. Some heavy-lift vehicles can custom sizes are possible. Since it is small enough to use a parasail. Ultralight Drop Pod (50 tons) The utralight drop pod is most commonly used to drop supplies and light equipment. and a Recovery Package. and costs 10% of the higher. - Cargo 37.000 people. which includes the single-use de-orbit motor. after which the aeroshell is way to get cargo down from orbit to a planet’s surface. A reusable aeroshell must have a new Drop Pods Drop pods. .5 - Maintenance Cost (monthly)  . and parachutes. They are typically discarded. round-bottomed cones. Heat 50% less space for shipping purposes to get it back into orbit. All are the price of the aeroshell’s hull.5 0. - Cockpit . The pod is too large to be easily transported back to orbit. - Radiators . - Cockpit . - Computer . . .4 Waste   40 - Armour . - Total Weight/Cost   400 6.005 Life Support Cost (monthly)  . - Total Weight/Cost   200 3. 0. . - Heat Shielding Single Use . so it is typically broken down for useful materials once unloaded. Manchuria uses a variant of the AS-400 to land large numbers of colonists. and it becomes the foundation of their community once they land. - Power Plant . Medium Drop Pod Size (tons) Cost (MLv) Hull Hull 4 200 2   Structure 4 . It is used for dropping modular structures and heavy equipment. along with large. - Recovery Package   40 0.002 Life Support Cost (monthly)  . 2 Reaction Drive . - Radiators . The colonists spend the entire voyage in the aeroshell. . . . . - Recovery Package   20 0.   Streamlining Standard (Aeroshell) .   Streamlining Standard (Aeroshell) . - Cargo 320 Tons 320 - Maintenance Cost (monthly)  . - Power Plant . Heavy Drop Pod Size (tons) Cost (MLv) Hull Hull 8 400 4   Structure 8 . - Cockpit . the medium drop pod can carry 160 tons of cargo to a colony world.1 Trilon Industries AS-400 Ultra-Heavy Drop Pod (400 tons) This is the largest commercially available aeroshell in production. 1 Reaction Drive .TerraFuse DRV-4 Drop Pod (200 tons) Designed for use with the Commercant carrier. 0. . - Computer .1 Waste   20 - Armour .4 162 . - Cargo 160 Tons 160 - Maintenance Cost (monthly)  . . . . bulk cargos. . - Heat Shielding Single Use . It is designed to land and take off from water only. It is too heavy to operate from any runway and the use of water landings allows it to operate on worlds of up to 1. yet relatively fragile cargos like vehicles. The size of the Miranda’s cargo hold places a limit on the size of assembled vehicle that MuleCorp can export. and most colonies will ban them once the colony is well established. - Maintenance Cost (monthly)   . - Take-off Run 800m   .   .2 standard gravities. in order to bear the vessel’s high weight. 0. but that facility is not expected to be operational until 2303 at the earliest. - Total Weight/Cost     500 110. provide reaction mass for the fission rockets. Miranda Class Heavy Cargo Loader Size (tons) Cost (MLv) Hull     500 16   Hull 10   . The Miranda is one of the largest interface-capable spacecraft ever built. though at a considerable cost in cargo due to the extra reaction mass required. Though the colony has a catapult. - Heat Shielding  . MuleCorp is working on a space-based factory. The American Trade Commission would likely move to stop such a blatant action. and grant some shielding from the residual radiation.03 Electronics/Sensors Basic Civilian -2 DM 1 0. Miranda-class landers are not allowed to operate in the Core at all. however. allowing even the heaviest models to be constructed. There are rumours of a secret deal between MuleCorp and the Iranian/Indonesian Coalition that runs Meetpoint Station to assemble incomplete vehicles there for export to the Core.British Exo-Space’ “Miranda’ Heavy Cargo Lander The Miranda heavy cargo lander is one of the rare nuclear-powered interface vessels to be found in human space. -   Tactical 0   - Reaction Drive Nuclear Thruster J 3. While nuclear reaction drives in the 24th century are relatively clean. - Armour .07 Cabin 4 Crew   12 2. -   Structure 10   . 2 Streamlining Hybrid Lifting Body   5 5 Landing Run 960m   .05 Fuel 8 hours   40 - Cargo 326 tons   326 - Passenger Couches 10 Passengers   5 0. there is still a risk of radioactivity.95 163 . Hermes makes heavy use of them. 5 Stutterwarp Drive Unloaded 0 .5 Computer Model/1 Rating 5 . it is not suitable for lofting heavy. -   Loaded 0 .   .3 Other Fixtures     .09 Life Support Cost (monthly)     . 0.0 G 34 72 Power Plant Fission Reactor M   70 8 Radiators Radiators M   7 0. Engine Control Fuel Tanks Fuel Tanks Radiators Radiators Nuclear Thrusters 164 . Sensors / Avionics Aeroshell Grapple 2.5 Metres 3. Storage Locker 7. Airlock Fission Reactor 6. Bridge Scale 1 Square = 1. Freshers x2 4. 1 Miranda Class Chair Machinery Heavy Cargo Loader 2 Acceleration Chair Bay Door Edge 3 3 4 Bed Access Panel Life Support Double Bunk Hatch Internal Wall Hatch Floor 5 6 Bulk Head Hatch Ceiling Door Hatch Both 7 Level One Deck Access Floor (no hatch) Toilet Main Deck Deck Access Ceiling (no hatch) Wash Basin Shower Unit Deck Access Both (no hatch) Locker 1. Passenger Compartment 5. middle and rear sections of Cargo Bay A can be removed for tall cargo Level Two Level Three Cargo Deck A Cargo Deck B 165 .5 Metres Lift The Floors in the front. Miranda Class Heavy Cargo Loader Lift Chair Machinery Acceleration Bay Door Edge Chair Bed Access Panel Double Bunk Hatch Internal Wall Hatch Floor Bulk Head Hatch Ceiling Door Hatch Both Cargo Bays Cargo Bays Deck Access Floor (no hatch) Toilet Deck Access Wash Basin Ceiling (no hatch) Shower Unit Deck Access Both (no hatch) Locker Aeroshell Grapple Scale 1 Square = 1. 25 Computer Model/1 0.S pac e S t a t i o n M o d u l e s In addition to the array of standard 30 ton modules available in the 2300AD Core Rulebook. with 6 internal decks. 8.3 metres in diameter and 12 metres long.3 metres wide.78 166 . larger 50 and 100 ton modules are also available.008/year Life Support Cost Total Cost MLv1. 50-Ton Modules Base Module The base module is an empty can.03 Electronics/Sensors None 0 Fuel Cargo 47 Passenger Couches Other Fixtures Maintenance Cost 0. 20 metres long and 8. Their line of 100-ton modules have a roughly square cross-section. The standard 50-ton modules from Trilon are circular in cross section. with four internal decks. Hull 50 ton Station Module Size Cost (MLv) 50 1. useful for a number of purposes.5 Hull 1 Structure 1 Streamlining None 0 Armour 0 0 Heat Shielding Reaction Drive None Power Plant None Radiators None Cockpit 2 Crew 3 0. the hab facility requires another 7 tons of machinery.03 Electronics/Sensors None 0 Artificial Gravity Double Hull 7 0.1 Maintenance Cost 0.18 167 .4 Other Fixtures Infirmary 8 2 Recreation Facility 20 0.7 Hull 1 Structure 1 Streamlining None 0 Armour 0 0 Heat Shielding Reaction Drive None Power Plant None Radiators None Cockpit 2 Crew 3 0. It requires an external power source. 70 ton Spin Can The spin can is used to provide simulated gravity for a recreation facility (20 tons). and a 13-ton water tank as a counter-weight. In addition to the spin can itself. Hull 70 ton spin can Size Cost (MLv) 70 2.006/year Life Support Cost Total Cost MLv6.25 Computer Model/1 0.F ac t o r y M o d u l e The factory module costs an additional MLv10. and in addition to the factory itself.7 Cargo Water Tank 13 In module 3 Staterooms 4 16 0. contains 2 offices and 5 tons of storage. along with an infirmary for four patients and four staterooms (16 tons). This variant is often used as a pressurised warehouse module.25 Computer Model/1 0.044/month Total Cost MLv3. with space for options. Base Module The base module is an empty module.25 Computer Model/1 0.003/year Life Support Cost 0.03 Electronics/Sensors None 0 Fuel Cargo 5 Staterooms 22 88 2.28 Hotel/Dormitory Module This module adds 22 staterooms to the base hull. Hull 100 ton Station Module Size Cost (MLv) 100 1 MLv Hull 2 Structure 2 Streamlining None 0 Armour 0 0 Heat Shielding Reaction Drive None Power Plant None Radiators None Cockpit 2 Crew 3 0.505 168 .025 Maintenance Cost 0. and only a small control room/cockpit for docking control.1 0 0. It includes no internal power.03 Electronics/Sensors None 0 Fuel Cargo 97 Passenger Couches Other Fixtures Maintenance Cost 0.2 Other Fixtures Office 4 0.t o n module The heavy 100 ton module is used when a large interior volume is required. Hull 100 ton Station Module Size Cost (MLv) 100 1 MLv Hull 2 Structure 2 Streamlining None 0 Armour 0 0 Heat Shielding Reaction Drive None Power Plant None Radiators None Cockpit 2 Crew 3 0.001/year Life Support Cost Total Cost MLv1. along with an office and some storage space. 5 Metres 169 . Control Room Office Cargo Bay Control Room Fresher Cargo Bay Life Support Life Support Office Cargo Bay Cargo Bay Cargo Bay Cargo Bay 100 Ton Base Module Factory Levels Cargo Bay Cargo Bay Lift Lift Cargo Bay 50 Ton Base 50 Ton Factory Module Module Chair Machinery Acceleration Bay Door Edge Chair Bed Access Panel Double Bunk Hatch Internal Wall Hatch Floor Cargo Bay Bulk Head Hatch Ceiling Door Hatch Both Deck Access Floor (no hatch) Toilet Lift Deck Access Wash Basin Ceiling (no hatch) Shower Unit Deck Access Both (no hatch) Locker Aeroshell Grapple Cargo Bay Scale 1 Square = 1. 54 20 Radiators Radiator A 0.318 Cargo 6 Weapon Mount 1 Heavy Turret 2 2 BMZ-150 Particle Beam Weapon 2 3 Weapon Mount 2 Standard Turret 1 Type 17 Point Defence Cluster . Trilon has been selling them in large numbers since the Kaefer invasion of Aurore.0054 Cabin 8 Crew 24 0. and attendant combat mobility. Hull 100 ton Station Module Size Cost (MLv) 100 1 MLv Hull 2 Structure 2 Streamlining None 0 Armour 0 0 Power Plant NM Fuel Cell A 0.6 Missile Controllers (5) Missiles Ritage 2 Missile Bay 40 17 Screens Rating 5 2 18 Other Fixtures Offices (x4) 16 0. active and passive sensors.03 Electronics/Sensors Advanced DM +1 3 2 Fuel 12 hours 0.007/year Life Support Cost Total Cost MLv65. UTES targeting. This module can also be used to control an array of defensive buoys and drones.2854 170 . Adding weapons does not appreciably improve the station’s odds of survival if attacked. a missile director.054 0. The module also has a Class-5 screen generator for defense.3 Fire Control UTES 1 0. Nonetheless. a particle beam in a barbette and a bay capable of holding 20 Ritage-2 missiles. 1. the critical vulnerability of any station is the lack of a stutterwarp drive. The Space Superiority module includes a fuel cell for power.25 Computer Model/1 0.1 Maintenance Cost 0.S pac e S u p e r i o r i t y M o d u l e Despite being billed as the ultimate weapons package for any outpost or space station. 5 Metres Lower Missile Bay Power Plant Screen Particle Beam Barbette Gun & Engineering Level UTES / Sensors Fuel Radiators Point Defence 171 .Fire Control Level Holo Table Common Room Control Room Cargo Level Cargo Cargo 100 Ton Space Superiority Module Chair Machinery Acceleration Bay Door Edge Living Quarters Chair Bed Access Panel Double Bunk Hatch Internal Wall Hatch Floor Bulk Head Hatch Ceiling Door Hatch Both Deck Access Floor (no hatch) Toilet Upper Missile Bay Deck Access Wash Basin Ceiling (no hatch) Shower Unit Deck Access Both (no hatch) Locker Aeroshell Grapple Scale 1 Square = 1. 5 Other Fixtures Offices (x2) 8 0. It can supply enough power for up to 1.25 Reactor Control 12 Computer Model/1 0. It requires an external source of power.03 Electronics/Sensors None 0 Fuel Cargo 6 Hanger Bay 75 1.83 172 . in particular outposts far distant from any stars. Hull 100 ton Station Module Size Cost (MLv) 100 1 MLv Hull 2 Structure 2 Streamlining None 0 Armour 0 0 Heat Shielding Reaction Drive None Power Plant Fission Reactor M 70 8 Radiators Radiator M 7 0.05 Maintenance Cost 0.05 Workshop 8 4 Maintenance Cost 0.28 Hanger Module In addition to the hanger itself.07 Cockpit 2 Crew 3 0.25 Computer Model/1 0.Nuclear Power Module The nuclear power module is used for large stations.000 people in a static station. Hull 100 ton Hanger Module Size Cost (MLv) 100 1 MLv Hull 2 Structure 2 Streamlining None 0 Armour 0 0 Heat Shielding Reaction Drive None Power Plant None Radiators None Cockpit 2 Crew 3 0. the module contains a workshop and a pair of offices.001/year Life Support Cost Total Cost MLv1.001/year Life Support Cost Total Cost MLv5.03 Electronics/Sensors None 0 Fuel N/A Cargo Other Fixtures Offices (x2) 8 0. Office Though the same size as a stateroom. and a more advanced Price: MLv8 version is available at TL 12. dedicated office space Infirmary/Med Bay aboard a starship or spacestation is only 25% of the cost of the Infirmaries consume 2 tons of space per patient.5 per patient. They are substantially-larger than the backup TL 10 Hydroponic Bays require annual maintenance. A bay consumes 2 tons Powersat Solar Arrays of space per person on the ship not in hibernation.076/year Life Support Cost Total Cost MLv76. TL: 10 Hydroponics Bay Size: 30 tons The standard model is available at TL 10.05 Cockpit 2 Crew 3 0.1 per person. and cost stateroom. The module itself contains the solar arrays and microwave transmission equipment needed to beam power to a planetary rectenna array Hull 100 ton Station Module Size Cost (MLv) 100 1 MLv Hull 2 Structure 2 Streamlining None 0 Armour 0 0 Heat Shielding Reaction Drive None Power Plant Solar Array P 50 50 Radiators Radiator P 5.Solar Powersat Module A typical powersat is constructed with five of these modules. designed to power microwave emitters that supply planetary rectennas. while at TL 12 the minimum size is 10 tons. Price: MLv0. One wall is a smart wall for displays and A standard multipurpose autofactory takes up 30 tons on a ship interactive meetings and notes. but their yearly maintenance is half the price of the TL New Components and Design Errata 10 Bay. hardcopy file storage. It lacks many of the lifesupport and other built-in MLv0. along with backup power modules and other modules as required. and perhaps Autofactory a small meeting table. TL 12 Hydroponic Bays are otherwise visualisation purposes. or station. It requires the full output of a class A power plant TL: 10 for operation. An autofactory can produce 10 displacement Size: 4 tons tons of product per day. These are arrays and power conditioning equipment size of 30 tons. with a price arrays used by starships.025 Microwave Transmitter 25 25 Maintenance Cost 0. It is an empty room with space for two desks. 173 . Hydroponics Bays at TL 10 have a minimum powerplants. from 15 tons of specific raw materials. The listed area is for comparison and of Lv10.025 producing five tons of waste for recycling. amenities like a fresher or storage space. A starship with a hydroponics bay reduces its life support costs by 90%.03 Electronics/Sensors None 0 Fuel Cargo Other Fixtures Office 4 0. and costs Powersat Solar Arrays are rated in a similar fashion to other MLv0.000 per person.25 Computer Model/1 0.0 0.355 identical. a standard bridge is 80 tons in Since even in a synchronous orbit an array can be in shadow. cost 50% of the price.000 the same as the Array Type.000 tons.Array Type Size (tons) Cost (MLv) Area (m2) the microwave systems are also able to receive power beamed M 30 30 42.000 that are 10% of the area of the solar arrays. and costs MLv0.’ 174 . They take up 50% of the size of the Q 100 100 140. Powersat Microwave Transmitter/Receiver Arrays 2300AD Core Rulebook Errata: Bridge Costs The microwave transmitter beams power down to the ground From page 203.000 from other satellites and redirect them to the ground. and have focal arrays R 150 150 210. low-energy-density microwave beam. size. with is P 50 50 100. rectenna via a wide.000 solar power array.000 Microwave transceiver arrays are rated by their capacity.8 per 100 tons of ship. N 40 40 56. ‘For vessels over 2.


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