You are on page 1of 4

New Tech and Mods

NEW PSITECH

Base Fighter: HP: 10 Armor: 5 Speed: 5 AC: 15 Direct Energy Beam MDE 1d4 dmg.

Push Fighter: Must have a TK rating of at least 1 and TK armory. This psitech allows many Telekinetic
abilities to work at ship scale.
Telekinetic Armory: 1d10 ship to ship and TK rating added to base AC
Slip Field would heighten friction rather than decrease it. Allowing the pilot to save or lose speed
equal to 1 +TK skill rank.
Thermokinesis would only be usable on ships of larger scale and the psitech would allow it to affect
enemy ships.
Impact Sump would translate to one ship attack.
Reactive TK would functioin as written at ship scale and with the fighter being protected.
Force Puppetry would act like a tractor beam
TK Flight might function like a intra system spike drive with a rating of 4 (The TK skill rank required to
have the technique).
A bigger hull might work the same way but allow the use of Thermokinesis and decrease the base
AC.

New Starship Fitting


All shields have a Shield Strength. This is like the quality of the shield.
The Attack is Blocked by the Shield

The Shield makes a Saving Throw DC 10 adding its Shield Strength to the roll.
Pass = Shield Stays functional.

Fails = Shield is disabled.

Pass or Fail, the Shield Strength is reduced by 1.

Engineering Action: Raise the Shield! - Test Fix DC 8 to restore the shield at the End of Round. This does not repair
the Shield Strength. This DC increases by 2 every time the shield is restored.

Engineering Action: Angle Shields - Choose one enemy. Double the Shield Strength against attacks from this
enemy. Half the Shield Strength against any others.

{We thought about having an action to repair shield strength by diverting power, but we thought that would be
too good of a skill and dominate what engineering does, and we wanted battles to end eventually. Later in the
campaign we had consumable fittings that could be thought of as "shield potions" that restored an amount of
Shield Strength. Shields started at Strength 1 for Fighters and went up by 5 for each class of ship. For getting
around shields, we had anti-capital torpedoes (takes 1 round before making the attack roll, so they could be shot
down), and hulls could "fly under" the shields of any ship 4+ classes higher - so a fighter could risk a piloting check
to bypass a heavy frigate's shields and strafe the hull.}
NEW MODS FOR WEAPONS/MECHS/ARMOUR

 Carrier (Fix-3): This suit of powered armour contains a docking port for a drone of encumberance 2 or lower, and
the helmet is fitted with a drone control link (which can only link with the most recently docked drone). Remaining
docked for a minute recharges the drone's type A battery, after which the drone can be activated as a Move
Action, rising to hover above the armour. The drone control link works as normal, with the drone's sensors being
projected onto the inside of the wearer's visor. Costs 30,000 credits and two units of pretech salvage.
 Concussive Shells (Fix-2): This firearm has been rigged with kinetic infusers that pack additional force into fired
bullets. Enemies hit by this weapon are knocked back 5 metres, 10 if fired in burst mode. Costs 5000 credits.
 Drone Synced (Fix-2): This weapon has been synced with a drone, acting both as a stabilising anchor point and a
limited targeting assistant. When you shoot at a target while the drone is nearby, the drone will shoot at the same
target immediately afterwards, hovering in place as it does so. Costs 8,000 credits.
 Exoskeleton (Fix-1): This armour is integrated with an advanced exoskeleton system, granting its wearer +1 to
Exert checks, +2 Strength for the purposes of encumbrance, and +1 to melee/unarmed damage. Sneak rolls take a -
2 penalty while wearing this armour. Costs 4000 credits.
 Fire Retardant (Fix-1): This armour is lined with fire-retardant materials that render its wearer immune to fire.
Costs 3,000 credits.
 Grav Boosters (Fix-2): This armour has been fitted with integral gravity boosters that allow the wearer to leap up to
20 metres as a Move action, either horizontally or vertically. Costs 4,000 credits.
 Grav Chutes (Fix-2): This armour is fitted with a crude gravity damper that allows the wearer to fall an unlimited
distance without harm. Each fall over 3 metres drains a type A power cell. Costs 5,000 credits.
 Grenade Launcher (Fix-2): This weapon has been fitted with an under barrel grenade launcher. Loading a grenade
requires a Main Action. Grenades fired from this launcher have a range of 150/300 and count as Heavy for the
purposes of penetrating TL 4 military vehicle armour. Costs 3,000 credits.
 Independent (Fix-2): This suit of powered armour is permeated with a web of sensor clustors and actuators
controlled by a micro-AI. The armour can act independent of its wearer even when not being worn, though this
consumes the suit's type B battery at twice the normal rate. The armour can recognise obstacles and navigate
most terrain, but has no combat capabilities. While acting independently, the armour obeys simple commands
from the technician who maintains it, such as 'stand here,' 'follow me/them,' or 'go there'. If its wearer falls
unconscious, the armour will rush the wearer to cover, or to a previously-designated location/person. Costs 10,000
credits.
 Integrated Weapon (Fix-3): This suit of powered armour has been integrated with a ranged weapon and an auto-
targeting system. Choose one non-heavy ranged weapon. This weapon is now fixed to the armour and cannot be
removed. This weapon can be activated or deactivated as an On-Turn action, and a target can be designated as a
Move Action. At the end of each of the wearer's turns, this armour will make an attack against the target with the
wearer's base attack bonus, provided that there is sufficient ammo and the target has not yet been eliminated. An
energy weapon can be connected to the suit as per the rules for powered armour, granting it infinite ammo. Other
weapons must be reloaded as normal. Costs ten times the weapon's base cost and two units of pretech salvage.
 Miniature Hydra Array (Fix-3): This suit of powered armour has a portable hydra array mounted on its back. This
weapon must be primed as a Move Action before firing, and the wearer cannot make a Move Action on their
following turn. Its hit bonus is equal to the wearer's attack bonus + Int modifier + Shoot skill level, and it must be
reloaded by someone outside the armour after each volley. Costs 30,000 credits and two units of pretech salvage.
 Mounted Weapon (Fix-1): This suit of powered armour has a weapon mounted on one of its vambraces, allowing
its wearer to fire the weapon while keeping their hands free. An energy weapon can be connected to the suit as
per the rules for powered armour, granting it infinite ammo. Other weapons must be reloaded as normal. Costs
twice the weapon's base cost.
 ODST (Fix-3): This suit of powered armour is equipped with automatic pressure seals, emergency oxygen, and
shock absorbent plating. It can be triggered manually to function as a vacc suit for up to one hour. During this time,
the wearer is immune to falling damage, even for targeted orbital insertions. Costs 10,000 credits and one unit of
pretech salvage.
 Self Destructing (Fix-1): This armour houses a powerful bomb that can be detonated whenever the wearer chooses
(or can be rigged to blow if the wearer dies). This bomb has the stats of a demo charge but deals additional
damage equal to five times the technician's Fix skill. TL 4 sensors can detect this bomb. Costs 1,000 credits.
 Smokescreen (Fix-1): As a Move Action, the wearer of this armour can emit a blast of smoke that heavily obscures
a 5-metre-radius hemisphere centred on the wearer. After use, must be reloaded at a cost of 100 credits. Costs
4,000 credits.
 Stim Booster (Fix-2): This armour is fitted with a stim delivery system. Loading a stim requires a Main Action. A
loaded stim can be used as an On-Turn Action or can be set to trigger when the wearer goes unconscious. Costs
4,000 credits.
 Suppressor (Fix-1): This weapon has been fitted with a muzzle dampener and a sound suppressor, requiring a DC 9
Notice check to detect within 100 metres but reducing range by half. Costs 1000 credits.Vapour Thrusters (Fix-
1): This suit of armour is lined with microscale grav plates which allow its wearer to fly at 10 metres per round in
zero gee or microgravity environments. Costs 5,000 credits.
 Chrome Plating (Fix-1): This armour has been covered in additional chrome-alloy plating which grants it extra
protection against laser weaponry. Attack rolls made with laser weapons against this target take a -2 modifier to
hit and damage rolls. While wearing this armour, the wearer takes a -2 modifier to Sneak checks. Costs: 7,500
credits.
 Defensive Sealing (Fix-2): This armour has been fitted with emergency protective seals that can provide a
substantial damage buffer. These seals are triggered when the wearer goes to 1 or fewer hit points, or can be
activated manually as an On Turn action. While activated, the seals serve to protect the wearer from external
damage short of Heavy weaponry, but the wearer is unable to move or manipulate objects. The seals have 30 hit
points and last for 1 hour or until these hit points are reduced to 0. Cost: 7,000 credits.
 Jetpacks (Fix-1): This non-powered suit of armour has been mounted with integral grav boosters and
rocket propulsors that grant its wearer the power of flight--though a minimum of Pilot-0 is required to operate this
modification, and Pilot-1 to operate it hands-free. The wearer can use their Move Action to travel 20 metres in any
direction, but may be required to make an Int/Pilot or Dex/Pilot check for more difficult maneuvers, or if operating
under dangerous circumstances. This modification consumes a type B battery for every 10 consecutive minutes of
operation. Costs: 7,500 credits.
 Psitech Augmentation (Fix-4): This armour has been fitted with advanced pretech foci, allowing a psychic wearer
to treat one psychic skill as being one level higher (even with regards to Core Techniques). If the wearer is already
level-4, the armour also increases their maximum Effort by 1. The specific discipline that is augmented must be
chosen during installation and cannot be changed. Costs: 50,000 credits and four units of pretech salvage.
 Neural Activity Sensors (Fix-3): The helmet of this suit of armour has been fitted with psitech sensor nodes tuned
to a specific telepathic energies. A telepath wearing this helmet can automatically detect the presence of sentient
minds within two kilometres, with a margin of error of roughly 50 metres for any given mind. The species of
sentient can be recognised, but not individuals. Costs: 25,000 credits and two units of pretech salvage.
 Omen Tap (Fix-3): The inside of this suit of armour is lined with sharp psitech nodes which press against
the wearer's spine. Once per day, a precog wearing such armour can force a visible target to reroll a successful hit
roll or skill check. Costs: 15,000 credits and one unit of pretech salvage.
 Vivification Field (Fix-3): The surface of this suit of armour is fitted with psitech dispersal units designed to key
onto recognised allies on the battlefield. If this armour is worn by a psychic with at least Biopsionics-1, it
automatically stabilises one mortally wounded ally within 100 metres per turn, with no action required by the
pilot. Costs: 30,000 credits and 3 units of pretech salvage.
 Shield Generator (Fix-2): This suit of powered armour has been fitted with a miniaturised shield generator. When
the wearer is hit with an attack from a non-heavy weapon, the damage is reduced by an amount equal to the Fix
score of the installing engineer. Damage can be blocked/reduced five times before the generator needs to
recharge, which requires ten minutes and a Type A power cell. Costs: 8,000 credits

New Cybernetics
 Muscle Mesh Implants The muscles of a person implanted with this are sheathed in a
biomechanical nanomesh that allows their own muscles to exert more force than they
would normally be capable of. +1 Strength Modifier For 1 System strain additional +1
Strength Modifier for 1 hour. 15,000 Credits 2 System Strain
 Neural Perceptive Motor Unit Enhances the hand eye coordination and reflexes of a
person implanted with this by interfacing with both the sections of the brain responsible
for fine and gross motor control as well as speeding up the person’s reaction speed +1
Dexterity Modifier For 1 System strain additional +1 Dexterity Modifier for 1 hour 15,000
Credits 2 System Strain
 Organic Redundancy System A person’s major internal organs, except the brain, are
supplemented by smaller artificial versions. If one of those organs are damaged the
artificial organ can take over until such time that the person recovers from the damage. +1
Constitution Modifier For 1 System strain additional +1 Constitution modifier for 1 hour
15,000 Credits 2 System Strain
 Intracranial Archive Library A miniaturized computer and data storage unit is interfaced
directly with a person’s brain. This greatly improves memory and cognition. +1 Intelligence
Modifier For 1 System strain additional +1 Intelligence Modifier for 1 hour 15,000 Credits 2
System Strain

You might also like