Aberrant 2.0 Trinity Gear

From Sphere
Jump to navigation Jump to search

Universal Changes

Unformatted Bioware is Tolerance 0. This means that a few Bioware applications now have Formatted Tolerance 1.

Weapons

Melee

Biotech melee weapons used by a formatted Psion gain +1 accuracy to all attacks.

Standard

  • Spider Harness: Damage 8L, Accuracy (Wits + Psi), Mass 5
A Spider Harness when Formatted is semi-autonomous and attacks independently of the user, making up to (Wits/2, round up) attacks with its eight articulated "legs". A Spider may never make more than 3 attacks in one combat round.
  • Sonic Knife: Damage 1-10 (Bashing/Lethal as desired)
Sonic Knives cannot damage hard objects such as metal, industrial plastic, some types of body armor, and some particularly hardy Novas.
  • Vibroknife: Damage Str + 3L, AP(4)
Vibroknives do slightly more damage than low-tech knives but their primary advantage is the ease at which they slice through hardened materials, such as personal armor. On the other hand... don't botch.
  • Vibrosword: Damage Str + 6L, AP(2)
Due to limitations on vibration hardening, vibroswords have lower vibrational frequencies and reduced armor piercing effectiveness, relative to vibroknives.

Assassination Weapons

  • Poison Glove (Alchemy Recluse): Damage (as Unarmed) + Poison, Mass 0.5, Biotech (Tolerance 1).
A poison glove can be used formatted or unformatted-however, an unformatted user may poison himself (while a formatted user is immune to the glove's toxins). Poison gloves can dispense either lethal or nonlethal poison. Lethal poison deals (15 - [Stamina + Resistance]) dice of lethal damage, at a rate of 1/turn, while nonlethal poison deals the same amount of dice in bashing damage at a rate of 1/turn.
  • Poison Knife (Orgotek Wasp): Damage (Str + 2L) + Poison, AP(1), Mass 0.5, Biotech (Tolerance 1)
The poison knife is a variant on the poison glove with identical rules for its toxin and the user's immunity or lack thereof. However, while the poison glove can poison someone with a touch (and is thus more covert), the poison knife requires the blade to be sunk into flesh to have the same effect.

Variants

  • Olaminium Edge: Some hardtech melee weapons have been forged (at exorbitant cost) with olaminium edges, allowing them to maintain fantastically sharp edges. These weapons deal +1 damage and have +1 AP, but cost 2 resource dots more and mass 50% more than equivalent weapons.
  • Non-Metallic: Non-metallic weapons cost 1 more than their equivalent metallic weapons and cannot be detected by metal scanners.

Ranged

Note that by default, attuning to a biotech weapon increases its accuracy dice pool by +1.

Trinity-era weapons are more advanced (and not just cosmetically) than Aberrant-era ones, often making use of electromagnetic acceleration, electrothermal propulsion, binary propellants, high-sectional-density flechettes, and other exotic techniques to improve their firepower and deadliness overall.

Pistols

Pistols in Trinity are somewhat more advanced and have superior recoil characteristics due to better propellants, improved engineering for recoil/etc, and are all considered select-fire weapons.

  • Autopistol (Banji Cyclone): Acc +0, Dmg 6L, Range 50, RoF 15, Magazine 15, Conceal P, Mass 1, Min Str. 1
  • Autopistol (L-K Defender): Acc +1, Dmg 5L, Range 50, RoF 20, Magazine 20, AP (2), Conceal O, Mass 1, Min Str. 1
  • Heavy Autopistol (L-K Avenger): Acc +0, Dmg 7L, Range 50, RoF 10, Magazine 10, Conceal J, Mass 2, Min Str. 2
  • Heavy Autopistol (Stavros Auto): Acc +0, Dmg 8L, Range 50, RoF 9, Magazine 9, Conceal J, Mass 2, Min Str. 2
  • Very Heavy Pistol (L-K Mjolnir): Acc +0, Dmg 10L, Range 60, RoF 2, Magazine 10, Conceal O, Mass 2.5, Min Str. 4 (3 with stock)
  • Plasma Pistol (Voss 22P): Acc +1, Dmg 10L [5], Range 10, RoF 1/2, Magazine 5, Conceal O, Mass 2.5, Min Str. 6 (5 with stock)

Psi-Amps

Psi-Amps must be formatted to the user to work.

  • EK Gauntlet (Orgotek Iris-L): +2 accuracy and +2d to all Psi rolls to use Electrokinesis and Psychokinesis effects for offense, Conceal O, Mass 2, Min Str. 1
  • Electrolaser Gauntlet (Orgotek EL-12): Acc + 1, Dmg 10 [8]E (10S against living targets), Range 100, RoF 2, Magazine 30, Tolerance 3, Conceal O, Mass 2, Min Str. 1
  • Force Gauntlet (Orgotek 212-F): Brawl attacks do +1 damage and can reach up to 30 meters, Tolerance 2, Conceal O, Mass 2, Min Str. 1
  • Sureshot Gauntlet (Orgotek SL-3): Acc + 4, Dmg 10L, Range 100, RoF 2, Magazine 30, Tolerance 3, Conceal O, Mass 2, Min Str. 1

Stun Weapons

Stun weapons, such as Tasers and Screamers, are generally much less restricted due to lower lethality than comparable lethal weapons. Screamers, due to their methodology, ignore all non-Stamina soak, while Tasers, if they successfully deal damage, add +2 difficulty to all opponent actions, which lasts 1 round for every level of bashing damage dealt. Designed with complex safety features, screamers and tasers are designed to minimize loss of life and deal only bashing damage, which does not spill over into lethal damage without intentional misapplication that cannot occur in the heat of combat. Black market screamers and tasers (also known as "Decapped" versions or "Frazzlers") have removed these safety limits and may spill damage over to lethal.

  • Screamer Pistol (Ares Whistler): Acc + 0, Dmg 6B, Range 15, RoF 1, Magazine 20, Conceal J, Mass 1.5
  • Screamer Carbine (Ares Supersonic): Acc + 1, Dmg 10B, Range 20, RoF 5, Magazine 30, Conceal O, Mass 3
  • Taser Baton (Banji Lightning): Acc + 1, Dmg 10B, Range 10, RoF 1, Magazine 20, Conceal J, Mass 1.5
  • Taser Pistol (Orgotek Electric Eel): Acc + 2, Dmg 10B, Range 20, RoF 1, Magazine 20, Conceal J, Mass 2, Bio (Tolerance 1)

Webguns

Webguns fire entangling nets at targets, restricting movement.

  • Biotech Webcaster (Alchemy Webgun): Acc +2, Dmg 0, Range 20, RoF 1, Magazine 5, Conceal N, Mass 5, Bio (Tolerance 2)
The Alchemy Webgun uses high-tensile-strength spidersilk webs, which require a cumulative 20 successes (on a difficulty +2 Strength + Might roll) to break out of.
  • Net Launcher (L-K Netgun): Acc +3, Dmg 0, Range 25, RoF 1, Magazine 8, Conceal N, Mass 8.5
The L-K Netgun may fire CNT-reinforced smartwebs (a cumulative 25 net successes on a difficulty +3 Str + Might roll required), electrified shock webs (15 net successes on a difficulty +2 Str + Might roll needed) that deal damage equal to a taser baton each round until the victim is unconscious, or monofilament shredders which deal 10L initial damage and an additional 5L damage for each turn the target struggles. Freeing oneself from a monofilament web also deals 1 automatic, unsoakable lethal damage level above.

Rifles

  • Automatic Carbine (Banji Tornado): Acc + 1, Dmg 8L, Range 125, RoF 40, Magazine 40, Conceal O, Mass 3, Min Str. 2
  • Automatic Carbine (L-K MAC-803): Acc + 1, Dmg 8L, Range 150, RoF 50, Magazine 50, Conceal O, Mass 4, Min Str. 2
  • Coil Rifle (Banji 02 Hornet): Acc + 1, Dmg 10L, Range 200, RoF 60, Magazine 60, AP(1), Conceal O, Mass 4, Min Str. 3

Shotguns

  • Shotgun (Banji Thunder): Accuracy +0, Dmg 9L, Rng 30, Rate 2, Magazine 10, Conceal O, Mass 4, Min Str. 2
  • Shotgun (Stavros .00): Accuracy +1, Dmg 8L, Rng 40, Rate 2, Magazine 8, Conceal O, Mass 4, Min Str. 2
  • Semi-Auto Shotgun (L-K Protector Auto): Accuracy +0, Dmg 8L, Rng 30, Rate 10, Magazine 10, Conceal N, Mass 5, Min Str. 3

Lasers

  • Gauntlet (Orgotek Minipulse-L): Accuracy +2, Dmg 6L, Rng 80, Rate 2, Magazine 12, Bio, Tolerance 1, Conceal J, Mass 2, Min Str. 1
  • Gauntlet (Orgotek Pulse-L): Accuracy +3, Dmg 10L, Rng 200, Rate 2, Magazine 35, Bio, Tolerance 1, Conceal J, Mass 2, Min Str. 1
  • Pistol (Alchemy 2117-A): Accuracy +2, Dmg 8L, Rng 200, Rate 2, Magazine 25, Bio, Tolerance 1, Conceal J, Mass 1, Min Str. 1
  • Pistol (L-K Personal Protector): Accuracy +2, Dmg 8L, Rng 250, Rate 2, Magazine 25, Conceal P, Mass 1, Min Str. 1
  • Carbine (Alchemy 2118-D): Accuracy +2, Dmg 12L, Rng 300, Rate 15, Magazine 40, AP (1), Bio, Tolerance 2, Conceal O, Mass 3, Min Str. 1
  • Carbine (L-K Vindicator II): Accuracy +2, Dmg 13L, Rng 300, Rate 15, Magazine 45, AP (1), Conceal O, Mass 3, Min Str. 1
  • Carbine (Orgotek Hornet VI Pulse Laser): Accuracy +3, Dmg 12L, Rng 350, Rate 20, Magazine 60, Bio, Tolerance 2, Conceal O, Mass 3, Min Str. 1

Flechette Guns

All flechette weapons have three damage ratings. Each damage rating uses a certain number of shots, listed with the weapon.

  • Pistol (Alchemy Bulldog): Accuracy +1, Dmg 6/8/10L, Rng 30, Rate 60, Magazine 60, uses 5/10/20 shots, Bio, Tolerance 1, Conceal J, Mass 1, Min Str. 1
  • Pistol (Aris Suresting): Accuracy +1, Dmg 6/8/10L, Rng 30, Rate 60, Magazine 60, uses 5/10/20 shots, Conceal J, Mass 1, Min Str. 1
  • SMG (Orgotek Stinger): Accuracy +1, Dmg 4/7/9L, Rng 30, Rate 36, Magazine 36, uses 3/6/12 shots, Bio, Tolerance 1, Conceal P, Mass 0.5, Min Str. 1
  • Carbine (Orgotek Scorpion): Accuracy +1, Dmg 8/10/12L, Rng 30, Rate 120, Magazine 120, uses 6/12/24 shots, Bio, Tolerance 2, Mass 2.5, Min Str. 2

Heavy Weapons

Heavy weapons obviously use the Heavy Weapons skill to fire. One dot of M-Str counts as 10 dots of strength for the purposes of weapon strength requirements.

  • Missile Launcher (L-K Killjoy): Accuracy +2, Dmg 12L [6], Range 2,500, Rate 1, Magazine 4, AA, Exp(3), Guided, Mass 20, Min Str. 3
  • Light Coilgun (ClinTech M-60): Accuracy +1, Dmg 9L [5], Range 600, Rate 50/10, Magazine 100, Burst (5), AP (2), Mass 15, Min Str. 3
  • Heavy Coilgun (L-K BigBoy R5): Accuracy +1, Dmg 10L [7], Range 600, Rate 80/10, Magazine 80, Burst (8), AP (2), Mass 40, Min Str. 8
  • Plasma Cannon (Voss 88T): Accuracy +0, Dmg 15L [12], Range 30, Rate 5/1, Magazine 50, Burst (5), Mass 40, Min Str. 8
  • Lightning Gun (TechnoDyne Zeus): Accuracy +1, Dmg 12L [8] + 8d EMP, Range 1000, Rate 1, Magazine (inf), AP (2), Bio, Tolerance 3, Mass 34, Min Str. 7
  • Pulse Cannon (ClinTech M-90): Accuracy +2, Damage 23L [16], Rate 1/2, Magazine (inf), AP (5), Mass 74, Min Str. 13 (without tripod), 2 (deployed with tripod)
  • Orgotek SAWS: Accuracy +4, Dmg (See Below), Range (As Mode), Rate (As Mode), Magazine (As Mode), Mass 14, Bio, Tolerance 1, Min Str. 3
    • Electrokinetic Beam: Damage 10L, Range 500, Rate 1, Magazine 50 (recharges)
    • 30mm Slugs: Damage 7L[5] (or grenade), Range 300, Rate 2, Magazine 8, AP(1)
    • Fragmentation Shells: Damage 8L [5], Exp(3)
    • Incendiary: Damage 12L, burning (targets catch fire for 6L/turn)
    • HEAP: Damage 10L[5], AP (2)
    • Chemical: Varies by chemical type.
The SAWS cannot be used unformatted and consists of the laser and an organic accelerator cannon. The cannon has 8 shots in a drum which can be loaded with any combination of projectiles.

Vehicle Weapons

Accessories

Trinity-era weapons have some extremely powerful attachments. Technology marches onward.

Attachments

  • ECS
An Electronic Combat Sight system is an adaptive sighting, ranging, and condition compensation system, which adds +3 accuracy to any weapon, adds +1 to accuracy bonus from the first turn of aiming (increasing the bonus to +3) and doubles the per-turn bonus for aiming (from +1 to +2). An ECS can be fitted on any SMG or rifle-sized weapon.
  • Aberscope
An Aberscope integrated into a weapon provides the same bonuses as an implanted LANSA system, except external in nature. Note that a Nova with a non-Permanent Quantum power active is automatically detected on LANSA/Aberscopes, allowing a soldier with an Aberscope or implanted LANSA to effectively combat even invisible Aberrants (even if the imprecision of LANSA detection does not provide a solid lock).
  • Gyrostabilizer
A gyrostabilized weapon is designed to stabilize its targeting and tracking, allowing it to more accurately track fast-moving targets. When fired in bursts, gyrostabilized weapons ignore the first enemy dodge success due to superior targeting.

Ammunition Types

  • Olaminium: +2 damage, AP (+2)
Olaminium ammunition is exceedingly rare and used only in the most high-threat of situations, like against Aberrants. Due to the fact that olaminium is a completely artificial element, it is virtually unheard of to find these rounds in use outside of elite military forces. Olaminium projectiles use extremely high-pressure propellants (or extremely high-power electromagnets) to get their incredible stopping power and armor penetration, and as such require specially modified weapons (cost increases to 3 if less than 3, +1 cost otherwise). The strength requirement of such weapons also increases by +1.
  • Explosive: +2 damage
The Geneva Convention doesn't apply to "The One Race". Reactive ammunition such as this is also used by special investigators, black ops agents, and certain criminals.

Armor

Note that certain types of armor require the user to be formatted to it and therefore cannot be used by Novas or baseline humans.

Armor in Trinity makes use of custom-engineered lightweight monocrystalline composites, advanced impact-resistant ceramics, foamed-metal alloys, carbon nanotubes, and other high-tech goodies to provide more protection at lower weight and bulk to equivalent Aberrant-era armors.

Hardtech

  • Armor Vest: Soak 4B/4L, Penalty -0, Mass 4.5, Destruction 20
Designed to protect the vitals from bullets and knife blows, a standard armor vest is high-tensile-strength fabric over light, semi-flexible monocrys inserts, providing heavy protection at low mass and bulk. Armor vests can be hidden under overcoats or other similar heavy clothing.
  • Combat Armor: Soak 8B/7L, Penalty -2, Mass 20, Destruction 35
Standard full body combat armor, used by the vast majority of frontline combat troops. This is a no-frills version, most soldiers use heavily modified variants with integrated sensors, power systems, and other accessories.
  • Field Suit: Soak 4B/6L, Penalty -0, Mass 9, Destruction 20
A field suit is lightweight soft body armor designed for special forces and other personnel who needed protection from weapons without a reduction in mobility and endurance. Field suits may be soft armor but are obviously armor and extremely difficult (and uncomfortable) to hide under clothing.
  • Reinforced Clothing: Soak 2B/3L, Penalty -0, Mass 3, Destruction 15
Reinforced with anti-ballistic and anti-stab fibers, reinforced clothing provides protection from low-powered pistols, knife blows, and some protection against fists and clubs while remaining nearly impossible to spot.
  • Vacuum Suit: Soak 3B/4L, Penalty -1, Mass 15, Destruction 20
A Vacuum suit provides medium-duration protection against vacuum via integrated oxygen recycling. Vacuum suits are generally good for 12 hours of use without further accessories.
  • Vacuum Assault Suit: Soak 12B/9L [hardened 8B/7L], Strength + 3/Dexterity + 1/Perception + 1, +4 -0 HLs, Mass 55
A far more sophisticated variation on the early powered exoskeletons used by China, the EU, and the US during the Nova age, the Vacuum Assault Suit is a hardtech suit of heavy armor plate over myomer muscle that responds to nervous signals. Roughly comparable to the BioVAS listed below, the standard hardtech VAS has lower endurance and reliability than the BioVAS owing to its less advanced self-repair systems. After a VAS loses all health levels, whenever the user takes damage, he should roll the suit's Failsafe of 6-failure means the suit is disabled (a disabled VAS has a -3 penalty), while botching can cause horrific accidents. A standard VAS has enough power to operate for 12 hours without recharging.

Biotech

  • Armor Carapace: Soak 6B/6L, Penalty -1, Mass 15, Tolerance 1, Destruction 30
The biotech equivalent of combat armor is slightly lighter and grown from pseudochitin woven on a suit of spidersilk. If formatted to the user, the chitin plates become more flexible when not actively protecting against harm, reducing the penalty to -0.
  • Bioweave Armor: Soak 4B/5L, Penalty -0, Mass 5, Tolerance 3, Destruction 20
Bioweave Armor is built out of spidersilk, carbon nanotubing, and synthetic tissue, and when attuned covers the Psion as a protective second skin, providing extremely potent protection from just about any threat. Bioweave Armor provides limited NBC filtering, adding 1 success to all resistance rolls against toxins, and is nearly undetectable without a medical examination.
  • BioVAS: Soak 12B/9L, [hardened 8B/7L] +4 -0 HLs, Strength + 3/Dexterity + 1/Stamina + 1/Perception + 2, Mass 45, Tolerance 3, Destruction 40
A BioVAS (Biological Vacuum Assault Suit) is a highly advanced biotech suit of body armor that must be custom-formatted to its user. Enhancing strength, endurance, and agility via powerful artificial muscles and providing protection against all but the heaviest weapons with heavy pseudochitin plates, a BioVAS plugs into the user's cardiovascular system and provides life support for a week in a hostile environment if formatted. A formatted BioVAS provides the increased attributes stated above, and has its own health levels which must take damage before the user does. if the BioVAS loses all health levels, every attack after that which does damage to its user has a chance of disabling it: Roll the user's (Stamina + Resistance) or (Psi), whichever is higher to see if the BioVAS still functions at that point. Failure disables the BioVAS, disabling all features save life support (consider a disabled BioVAS to have a -3 penalty) until it heals, while Botching may kill the BioVAS itself. A dead BioVAS only provides soak.
  • Chameleon BioVARG: Soak 12B/12L, +7 -0 HLs, Strength + 4[5]/Dexterity + 3/Perception + 3, Mass 250, Tolerance 4, Destruction 45
The Chameleon BioVARG is the smallest VARG in existence, and it is quite possible to fit one inside built-up terrain such as the inside of buildings or starships without difficulty. It also serves a purpose in allowing a Psion formatted to one to fight weaker Novas on even footing. A Chameleon BioVARG's hands are sized for human weaponry and as such can use any human weapons, but a shoulder harness allows the Psion to wield any light VARG weapon. A Chameleon is a suit of power armor-but nevertheless, requires some piloting skill because the VARG responds faster than the body and takes it for the ride. A character using a Chameleon without at least 3 in Piloting (VARGs) does not gain the dexterity bonus and is at +1 difficulty to all physical actions which require fine manipulation.

Accessories

  • Mindshield: Certain Aberrants have been capable of extracting intelligence from the minds of soldiers, and there are a handful who, although maddened, are capable of using this due to shapeshifting powers. Mindshields add +2 additional successes to any roll made by the armor user to resist mental intrusion. These systems are extremely expensive (cost 5) and only typically found in Psion strike teams or elite neutral units who expect Aberrant contact.
  • Olaminium Hardening: Found on hardtech armor only, using the synthetic element olaminium greatly increases mass and bulk. Add (-1) to an armor's penalty or double it, whichever increases the final penalty, and increase its mass by 50%. On the other hand, Olaminium greatly improves protection, adding +2B/2L to the armor's soak. For the Vacuum Assault Suit, olaminium hardening removes its +1 dexterity bonus and gives it a penalty of -2. Olaminium is also an extremely good shield against several types of hard radiation as well as catastrophic damage from very high energy weapons and therefore hardening armor with olaminium provides aggravated soak equal to the half armor's base lethal soak rating, rounded down.
  • Powered Armor: Depending on the armor type (bio or hard), this can take the form of either synthetic muscle and powerful servomotors, or vat-grown muscle tissue genetically typed to the user. Powering an armor adds +2 to the user's strength and +1 to the user's dexterity for movement purposes, increasing his strength and stamina, and reduces the armor's penalty by -1 (min 0), but increases expense. Armor that is already powered (the VAS, BioVAS, and Chameleon) cannot accept this option, and neither can reinforced clothing. Power armor normally has a standard endurance of 12 hours, but for a biotech armor, formatting the armor (Tolerance for powered biotech armor increases by 1) the armor's musculature integrates with the user's cardiovascular system, giving it near-indefinite powered endurance.
  • Noetic Stabilizer (Tolerance 3): One of the advancements the Chitra Bantu made before they were exterminated for Aberrant taint, the Noetic Stabilizer is an advanced web of biotech similar to a psionic booster, fed off of an integrated nutrient solution. This system is psionically capable to a limited extent, but rather than emulating any psi aptitude, it emulates one of the natural abilities of a psi-the ability to resist Quantum powers. Unformatted, the stabilizer merely adds +2 to any roll to resist Aberrant powers, and +2B/2L/2A soak against them. Formatted, the stabilizer increases a Psion's resistance against powers, doubling their resistance and soak bonuses (to Psi rather than Psi/2) instead. These systems are exceedingly rare (cost 6) and only used by special forces operatives, generally Legion SF.
  • Ablative Coating: Semi-ablative pseudochitin or ablative foam provides additional protection against a single catastrophic attack, negating the first two levels of post-soak damage from the first attack that successfully penetrates the armor itself.
  • Chameleon Polymer: Chameleon polymer is an metamaterial "invisibility cloak" which can be fitted to any suit of full-body armor that bends EM radiation around the user. Chameleon Polymer adds +1 difficulty to spot the user via visual and near-visual (IR/UV) scanning. If an enemy has no other sensory methods, this +1 difficulty also applies to any attacks made against the user.
  • Sensors: A suit can be fitted with various sensors, several types of which are listed below. The first sensor option also adds +1 to the wearer's Awareness rolls.
Thermal: Thermal imaging allows the user to see heat, adding +2 awareness to see someone with a body temperature drastically different from the environment, but +1 difficulty to any roll to see someone with a body temperature close to the environment. Thermals also allow some interesting feats in certain environments, like tracking someone's movement via the warmth of their footprints.
Low-Light: Removes all penalties for lighting as long as there is any light source available.
Acoustic: Improved acoustic scanners can triangulate the location of gunfire, footsteps, and even heartbeats.
EMI: EMI sensors allow the user to track unshielded powered-on electronics, the bleed of power lines, active radio emitters, and other systems which create electromagnetic interference.
Terahertz Radiation: Terahertz radiation scanning allows its user to see through thin, nonmetallic walls.

Mecha

Mecha use their pilot's Dexterity + Piloting + Handling to determine dodge pools and replace the pilot's strength with their own. Similarly, they have their own health levels.

VARGs

Vacuum Assault and Reconnaissance Gear is the standard "giant robot", coming in both inorganic and organic varieties. Giant mecha cyborgs or ambulatory tin cans, they bring a lot of firepower and armor, and a skilled pilot in one is easily a match for most proper Aberrants, and hordes of sub-Aberrants.

  • New Weapon: Plasma Blade
A Plasma Blade is designed for VARG use, and requires a connection to a fusion reactor to run. Essentially a very short range plasma gun, the radiated heat from the blade itself will incinerate most humans nearby, while the blade can cut through tank armor with little difficulty. Any unshielded user (unshielded as in not in a vehicle or a VARG) takes 15L damage an action being within a meter of the blade, and if actually wielding it, reduces his soak in half.
Plasma Blade: Damage Str + 9L [5], Mass 190

Scout VARGs

  • Spirit Warrior: Strength 8 [7], Handling +4, Max Speed 120 (~140 km/h), Soak 14B/12L, HLs -0 x 3/-1 x 4/-2 x 4/-4 x 2/Disabled
A 3-meter tall scout VARG, the Spirit Warrior is fast and nimble although extremely vulnerable to most weapons. Multitask systems reduce multiple action penalties by 1, while advanced sensors add +5d to all awareness and attack rolls, and stealth systems add +3 difficulty to spot the VARG. It possesses the weapons listed below.
Light Autolaser: Accuracy +2, Range 500, Damage 10L [5], AP(1), Rate 40, Magazine (inf)
Missile Pod: Accuracy +0, Range 2,000, Damage 20L [15], AP(4), Rate 4, Magazine 4
  • Fire Eagle: Strength 8 [7], Handling +3, Max Speed 140 (~170 km/h), Soak 15B/13L, HLs -0 x 3/-1 x 4/-2 x 4/-4 x 3/Disabled
The Fire Eagle is a nimble and inexpensive light attack and scouting VARG. Multitask systems reduce multiple action penalties by 1, while advanced sensors add +2d to all awareness rolls and attack rolls. It is armed with the listed weapons.
Light Autolaser: Accuracy +2, Range 500, Damage 10L [5], AP(1), Rate 40, Magazine (inf)
60mm Grenade Launcher: Accuracy +0, Dmg 10L [7] or as grenade, Range 100, Rate 15, Magazine 100, Exp(1)
Flechette/Buckshot: Dmg 15L, Rng 50
HEAP: Dmg 12L [6], AP(3)
Incendiary: Dmg 15L, Area(6), Incendiary (successful attack sets target on fire, doing 7L/turn until put out)
Chemical: Dmg None, Area(6), Gas Payload (choose any airborne toxin to deploy)
  • Weasel: Strength 10 [8], Handling +5, Max Speed 160 (~200 km/h), Soak 15B/13L, HLs -0 x 3/-1 x 4/-2 x 4/-4 x 3/Disabled
The "Weasel" is a light scout BioVARG (Tolerance 4), which mounts weapons hardpoints and has extremely high speed and maneuverability. Multitask systems reduce multiple action penalties by 2, while advanced sensors add +5d to all attack and awareness rolls. Stealth baffles add +3 difficulty to spot the BioVARG in action. It also possesses a psionic targeting and tracking system.
Psionic Targeter: When used in conjunction with a support BioVARG, a Psionic Targeter allows the support BioVARG to ignore all range penalties.
2 Weapons Hardpoints: Up to 1 Support Weapon, 1 Heavy + 1 Light Weapon, or 2 Medium Weapons.

Assault VARGs

  • Flame Cloud: Strength 10 [10], Handling +2, Max Speed 60(~70 km/h), Soak 16B/14L, HLs -0 x 5/-1 x 6/-2 x 6/-4 x 3/-5 x 4/Disabled
The Flame Cloud is a Pacific Rim general combat VARG design with heavy armament and armor. Multitask systems reduce multiple action penalties by 1, while advanced sensors add +3d to all attack and awareness rolls. It is armed with the weapons listed below.
Particle Cannon: Accuracy +1, Range 1,000, Damage 15L [12], AP(3), Rate 1, Magazine (inf)
Missile Pod: Accuracy +0, Range 2,000, Damage 20L [15], AP(4), Rate 14, Magazine 14
Light Autolaser: Accuracy +2, Range 500, Damage 10L [5], AP(1), Rate 40, Magazine (inf)
Ion Whip: Accuracy +0, Damage Strength + 5L (+5d EMP)
  • Hellfire: Strength 14 [15], Handling +0, Max Speed 60 (~70 km/h), Soak 20B/18L, HLs -0 x 6/-1 x 6/-2 x 6/-4 x 4/-5 x 4/Disabled
The largest assault VARG built to date, the Hellfire bristles with energy weapons. Multitask systems reduce multiple action penalties by 2, and advanced sensors add +3d to all attack and awareness rolls. Armed exclusively with energy weapons, the Hellfire can lay down a withering barrage of fire for indefinite periods.
Twin Heavy Plasma Cannons: Accuracy +0, Range 800, Damage 25L [16], AP(6), Rate 1 (per gun), Magazine (inf)
Twin Light Lasers: Accuracy +2, Range 500, Damage 10L [5], AP(1), Rate 40 (per gun), Magazine (inf)
Lightning Field: As Immolate, but deals [6] 10L damage to all touching the VARG instead.
  • Pulsar: Strength 12 [12], Handling +2, Max Speed 75 (~90 km/h), Soak 20B/16L, HLs -0 x 5/-1 x 6/-2 x 6/-4 x 3/-5 x 4/Disabled
Built by ClinTech for the Federated States, the Pulsar is a state of the art assault VARG. Multitask systems reduce multiple action penalties by 1, while advanced sensors add +3d to all attack and awareness rolls. It is armed with the weapons listed below.
Particle Cannon: Accuracy +1, Range 1,000, Damage 15L [12], AP(3), Rate 1, Magazine (inf)
Missile Pod: Accuracy +0, Range 2,000, Damage 20L [15], AP(4), Rate 10, Magazine 10
Plasma Cannon: Accuracy +0, Dmg 15L [12], Range 30, Rate 5/1, Magazine 50, Burst (5)
Anti-Infantry Mount: Mounts an infantry-scale weapon (typically heavy coilgun) and fires with a dice pool of 8d including sensor bonus.
  • Silverfish: Strength 14 [12], Handling +3, Max Speed 75 (~90 km/h), Soak 20B/16L, HLs -0 x 5/-1 x 6/-2 x 6/-4 x 3/-5 x 4/Disabled, Tolerance 3
The most common BioVARG, the silverfish is a good general purpose combatant. Multitask systems reduce multiple action penalties by 3, while advanced sensors add +3d to all attack and awareness rolls. The Pulsar has 6 hardpoint and may mount weapons as listed below:
6 Weapons Hardpoints: 2 Support Weapons, 6 Medium Weapons, or 2 Heavy + 4 Light Weapons

Support VARGs

  • Dragon: Strength 10 [10], Handling +2, Max Speed 60 (~70 km/h), Soak 16B/14L, HLs -0 x 5/-1 x 6/-2 x 6/-4 x 3/-5 x 4/Disabled
The Dragon is a fire-support VARG bristling with smart missiles, with minimal non-missile armament. Multitask systems reduce multiple action penalties by 1, while advanced sensors add +3d to all attack and awareness rolls. It is armed with the weapons listed below. As a special ability, it may count firing two missiles (one from each pod) as one attack.
Twin Missile Pods: Accuracy +0, Range 2,000, Damage 20L [15], AP(4), Rate 25 (per pod), Magazine 25 (per pod)
Light Laser: Accuracy +2, Range 500, Damage 10L [5], AP(1), Rate 40 (per gun), Magazine (inf)
Twin Medium Coilguns: Accuracy +0, Range 600, Dmg 9L [4], Rate 30 (per gun), Magazine 300 (per gun)
  • Kraken: Strength 15 [20], Handling +3, Max Speed 80 (~100 km/h), Soak 25B/20L, HLs -0 x 6/-1 x 6/-2 x 6/-4 x 6/-5 x 4/Disabled
The Kraken is the largest BioVARG in existence, merely three meters tall but much wider than any other VARG, such that it has to use six legs to maintain its ground speed. The Kraken requires three pilots, and is Tolerance 3 (per pilot). One of the pilots controls basic movement and evasion, while another controls its two support weapons, and a third controls its four weapons banks. Multitask systems reduce multiple action penalties by 3, while advanced sensors add +3d to all attack and awareness rolls. It has 6 weapons hardpoints, which can carry the weapons combinations listed below.
Twin Support Weapon Hardpoints: 2 Support Weapons
4 Weapons Hardpoints: 4 Heavy, Medium, or Light weapons.

Qin Biosuits

Technically, by dint of being piloted rather than worn, biosuits are mecha. They are, however, very unusual mecha. They can, of course, only be used by Qin, or Novas with particular skill in shapeshifting and telepathy. Note that because of their nature, Biosuits use (Dexterity + Firearms) rather than (Perception + Gunnery) for their weapons.

Noncombat

Diplomatic: Strength 2, Handling +1, Soak 4B/3L, Health Levels -0 x 1/-1 x 2/-2 x 2/-4 x 2/Incapacitated/Gutted

Designed to look like an attractive, androgynous human being, a Qin Diplomatic Biosuit is essentially what it says-a shell for Qin diplomats to present a humanoid face. Qin Diplomatic Biosuits have an effective Appearance rating of 4 towards humans.

Combat

Bodyguard: Strength 6 [2], Handling +2, Soak 10B/8L, Health Levels -0 x 4/-1 x 4/-3 x 2/Incapacitated/Gutted

Bodyguard Biosuits are used as a diplomatic protective detail for Qin diplomats, and possess integrated weapons. The default Biosuit possesses a Flechette Carbine and a Laser Carbine, one in each arm, as well as a pair of retractable vibroknives.

Warrior: Strength 8 [5], Handling +3, Soak 12B/10L, Health Levels -0 x 5/-1 x 5/-2 x 3/Incapacitated/Gutted

When shit gets real, so do the Qin. Warrior suits make no attempt to pretend to be human, having four arms (treat as multiple arms, -1 multiple action penalty), extreme speed and agility, and incredible toughness. Warrior suits have integrated weapons, with one Lightning Gun and a Missile Launcher in their two larger arms, and two Coil Carbines in their smaller arms. A Warrior suit has a powerful biocomputer which improves targeting and tracking, adding +1 to accuracy-and all weapons count as formatted for accuracy bonuses.

Vehicles

Wheeled and Tracked

Civilian

  • Motorcycle (Davidson-Wheeler American Cycle): Safe Speed 150 (120), Max Speed 300 (240), Maneuver +2, Passengers 0-1, Armor 4B/3L (+0B/0L), HLs -0 x 1, -1 x 2, -2 x 2, -4 x 1, Wrecked
Wheeled motorcycles are still used by enthusiasts of various stripes, and modern engines have given them much greater power/weight ratios and improved durability against everyday stresses. Given the incredible top speeds a motorcycle is capable of, an enthusiast is encouraged to shell out for high-end protective gear as well.
  • Sedan (Mashindano Sentry): Safe Speed 150 (120), Max Speed 250 (200), Maneuver +1, Passengers 4, Armor 9B/4L (+4B/1L), HLs -0 x 3, -1 x 5, -2 x 5, -4 x 2, -5 x 2, Wrecked
Even in the year 2150, wheeled transportation has not yet become entirely outdated. Cars might be tougher and lighter and more reliable, and they might use electric motors and superconducting storage rings rather than combustion engines, but they're still recognizably cars.
  • Cargo Vehicle (Concurso MH-1 Hauler): Safe Speed 100 (80), Max Speed 200 (160), Maneuver -1, Passengers 2, Armor 12B/7L (+6B/4L), HLs -0 x 3, -1 x 5, -2 x 5, -4 x 2, -5 x 4, Wrecked
Cargo vehicles such as the MH-1 are a ubiquitious sight, transporting goods and raw materials of every form from point A to point B.

Military

  • APC (ClinTech Morris APC): Safe Speed 100 (80), Max Speed 150 (120), Maneuver +0, Passengers 14, Armor 20B/16L (+15B/12L), HLs -0 x 6, -1 x 6, -2 x 6, -4 x 3, -5 x 4, Wrecked
APCs generally carry only light weaponry, as most of their cargo space is taken up by the ability to carry an entire squad of soldiers. An APC is armed with the weapons listed below, as well as targeting systems which add an additional +2 to all Awareness and attack rolls..
Medium Laser Cannon: Accuracy +2, Damage 12L [10], Range 1,000, Rate 3, Magazine 300, AP (3)
Pintle Coilgun MG: Accuracy +1, Dmg 10L [7], Range 600, Rate 80/10, Magazine 1200, Burst (8), AP (2)
  • Armored Truck (Mashindano Kuchuka Bronto): Safe Speed 100 (80), Max Speed 150 (120), Maneuver -3, Passengers 2, Armor 15B/11L (+10B/8L), HLs -0 x 5, -1 x 6, -2 x 6, -4 x 3, -5 x 4, Wrecked
Designed for carrying cargo through potentially dangerous zones, an armored truck such as the Bronto provides significant protection for its driver as well as having light self-defense armament, listed below. Some vehicles may eschew armament.
Coilgun MG: Accuracy +1, Dmg 10L [7], Range 600, Rate 80/10, Magazine 1200, Burst (8), AP (2)
  • Tank (ClinTech Ostner AFV): Safe Speed 50 (40), Max Speed 100 (80), Maneuver -2, Passengers 0, Armor 25B/20L (+15B/15L), HLs -0 x 6, -1 x 6, -2 x 6, -3 x 6, -4 x 6, Disabled
Even in the 22nd century, the tank is still a force to be reckoned with on the battlefield. Heavily armed and armored, a tank bristles with various weapons, listed below. Typically, a tank has a crew of 4-1 commander, 1 driver, and 2 gunners, one of whom aims the main gun and the other who manages the tank's antipersonnel laser and smart missile rack. In addition to its other systems, it possesses targeting systems which add an additional +2 to all Awareness and attack rolls.
Light Rapid-Fire Laser: Accuracy +2, Damage 10L [8], Rate 20, Magazine 2000, AP (3)
Heavy Railgun: Accuracy +2, Dmg 25L [20], Range 1,500, Rate 1, Magazine 100, AP(7), AV(3)
Smart Missile Rack: Accuracy +2, Dmg 12L [6], Range 2,500, Rate 1, Magazine 20, AA, Exp(3), Guided

Hovercraft

Civilian

  • Skimmer (Shendai AirFoil): Safe Speed 100 (80), Max Speed 200 (160), Maneuver +1, Passengers 3, Armor 6B/3L (+4B/1L), HLs -0 x 2, -1 x 4, -2 x 4, -4 x 1, Wrecked
Standard skimmers are often marketed towards upper-middle class families, possessing reliable but not particularly high-power hover drives that require little maintenance and have high safety margins.
  • Sports Skimmer (Banji Zephyr): Safe Speed 200 (160, Max Speed 420 (340), Maneuver +3, Passengers 1, Armor 6B/3L (+4B/1L), HLs -0 x 2, -1 x 4, -2 x 4, -4 x 2, Wrecked
A high-priced toy of the rich and speed-addicted, high-speed hovercars like the Banji Zephyr are capable of extremely high speeds and transit on any relatively flat surface (including water). However, to get this speed they are extremely lightweight and fragile designs.
  • Luxury Skimmer (Reed Rosen Brougham): Safe Speed 150 (120), Max Speed 250 (200), Maneuver +1, Passengers 5, Armor 12B/9L (+10B/6L), HLs -0 x 3, -1 x 5, -2 x 5, -4 x 2, -5 x 2, Wrecked
Designed to seat up to six people, a luxury skimmer provides amenities, excellent handling, good ground speed, and most importantly sufficient armor to protect its inhabitants from small arms fire, allowing them to travel in security.
  • Hovercycle (Reed Rosen Tsunami): Safe Speed 200 (160), Max Speed 350 (280), Maneuver +3, Passengers 0-1, Armor 4B/2L (+0B/0L), HLs HLs -0 x 1, -1 x 2, -2 x 2, -4 x 1, Wrecked
Hovercycles are considered dangerous, fast, and a symbol of rebellious types with far more money than sense
  • Biotech Hovercycle (Orgotek Hummingbird): Safe Speed 200 (160), Max Speed 300 (240), Maneuver +2, Passengers 0-1, Armor 4B/2L (+0B/0L), HLs HLs -0 x 1, -1 x 2, -2 x 2, -4 x 1, Wrecked, Biotech (Tolerance 2)
A biotech hovercycle like the Hummingbird is extremely fast and nimble, but provides poor protection and passenger capacity. If formatted to a Psion, the hovercycle gains +3 to Maneuver, responding to the rider at the speed of thought.

Military

  • Assault Skimmer (Bisai Assault Skimmer): Safe Speed 150 (120), Max Speed 250 (200), Maneuver +2, Passengers 4, Armor 15B/11L (+10B/8L), HLs -0 x 5, -1 x 6, -2 x 6, -4 x 3, -5 x 4, Wrecked
An assault skimmer is a fast attack vehicle with relatively light armaments, designed for fast attack and quick reaction rather than sustained slugging power. Assault skimmers are armed with a single light laser and often have a crew of 2-one driver and one gunner, plus 4 passengers. Furthermore it possesses targeting systems which add an additional +2 to all Awareness and attack rolls. If needed, an assault skimmer can be operated by a single crewman, and the laser can be slaved to an AI with an effective Perception + Gunnery total of 5.
Light Laser Cannon: Accuracy +2, Damage 10L [8], Range 750, Rate 5, Magazine 1000, AP (3)
  • LAV (ClinTech Warden LAV): Safe Speed 150 (120), Max Speed 250 (200), Maneuver +2, Passengers 6, Armor 20B/15L (+15B/12L), HLs -0 x 6, -1 x 6, -2 x 6, -4 x 3, -5 x 4, Wrecked
Hover LAVs are more heavily armed and armored than assault skimmers, and carry more passengers as well. They also have a crew of two in normal operation. Skimmer LAVs are generally only used by militaries, unlike the assault skimmer which sees at least some police use. It is armed with the weapons listed below, and possesses targeting systems which add an additional +2 to all Awareness and attack rolls.
Medium Laser Cannon: Accuracy +2, Damage 12L [10], Range 1,000, Rate 3, Magazine 300, AP (3)
60mm Grenade Launcher: Accuracy +0, Dmg 10L [7] or as grenade, Range 100, Rate 15, Magazine 100, Exp(1)
Flechette/Buckshot: Dmg 15L, Rng 50
HEAP: Dmg 12L [6], AP(3)
Incendiary: Dmg 15L, Area(6), Incendiary (successful attack sets target on fire, doing 7L/turn until put out)
Chemical: Dmg None, Area(6), Gas Payload (choose any airborne toxin to deploy)

Aircraft

Civilian

  • Pilot Trainer (Banji Musasabi):Safe Speed 600 (480), Max Speed 1000 (800), Maneuver +3, Passengers 1, Armor 8B/3L (+5B/2L), HLs -0 x 3, -1 x 6, -2 x 6, -4 x 3, Eject!
A common pilot trainer and aerobatics performer example, these craft generally still use standard hypercombustion engines rather than fusion turbines due to cost and size constraints.
  • Suborbital Aircraft (Banji Cirrus): Safe Speed 800 (640), Max Speed 15000 (12000), Maneuver -3, Passengers 200, Armor 10B/5L (+5B/2L), HLs -0 x 5, -1 x 5, -2 x 5, -3 x 5, -4 x 5, -5 x 3, Crashed
More advanced lightweight airframe and wing designs, combined with fusion turbines becoming cheap and commonplace for high-end air travel, have allowed suborbitals to become commonplace passenger aircraft.
  • Supersonic Aircraft (L-B Ionoliner): Safe Speed 800 (640), Max Speed 2500 (2000), Maneuver -3, Passengers 250, Armor 10B/5L (+5B/2L), HLs -0 x 5, -1 x 5, -2 x 5, -3 x 5, -4 x 5, -5 x 3, Crashed
Hyperfusion has made supersonic airliners cheap and practical. Less expensive than comparable suborbitals, it's still possible to get from one place to another in a handful of hours at most via supersonic flight.

Military

  • Transport VTOL (ClinTech Black Cat Military Transport): Safe Speed 800 (640), Max Speed 1500 (1200), Maneuver +1, Passengers 40, Armor 15B/10L (+10B/10L), HLs -0 x 5, -1 x 6, -2 x 6, -4 x 3, -5 x 4
A heavily armored armed transport, a VTOL such as this is powered by high-end fusion turbines to allow it incredible maneuverability and speed for its size. These VTOLs have immense TWRs and can carry dozens of tons of cargo in specially designed pods above and beyond their own internal cargo/troop bay. Transport VTOLs are equipped with active signature cancellation, adding +1 to the difficulty of any enemy awareness rolls to detect the fighter or attack rolls involving guided ordinance, and advanced sensors which add +2 to the pilot's Awareness and Gunnery rolls. A typical transport VTOL is armed with the weapons listed below:
Medium Rapid-Fire Laser: Accuracy +2, Damage 12L [10], Range 1,000, Rate 20, Magazine (inf), AP (3)
Twin Missile Pods: Accuracy +0, Range 2,000, Damage 20L [15], Rate 25 (per pod), Magazine 25 (per pod), AP(4), AA, Guided
  • Attack VTOL (Bisai Wasp): Safe Speed 400 (320), Max Speed 700 (560), Maneuver +3, Passengers 0, Armor 16B/12L (+10B/10L), HLs -0 x 5, -1 x 6, -2 x 6, -4 x 3, -5 x 4
Inexpensive attack craft, attack VTOLs are more heavily armed and have superior durability to their transport brethren despite their much smaller size. Attack VTOLs are equipped with active signature cancellation, adding +1 to the difficulty of any enemy awareness rolls to detect the fighter or attack rolls involving guided ordinance, and advanced sensors which add +2 to the pilot's Awareness and Gunnery rolls. These deadly weapons possess the armaments listed below:
Medium Rapid-Fire Laser: Accuracy +2, Damage 12L [10], Range 1,000, Rate 20, Magazine (inf), AP (3)
Smart Missiles: Accuracy +0, Range 2,000, Damage 20L [15], Rate 12, Magazine 12, AP(4), AA, Guided
Rocket Pods: Accuracy +2, Dmg 10L [8], Range 500, Rate 20/2, Magazine 20, AP(2), AV (1), Exp (3), Burst (10)

Spacecraft

Civilian

  • Hybrid Shuttle (L-B Comet): Safe Speed 1500 (1200), Max Speed 15000 (12000), Acceleration 6G, Maneuver +1, Passengers 150, rmor 10B/5L (+5B/2L), HLs -0 x 5, -1 x 5, -2 x 5, -3 x 5, -4 x 5, -5 x 3, Crashed
A standard hybrid atmospheric/spaceflight-capable civilian shuttle, hybrid shuttles can either carry scores of passengers or massive loads of cargo cheaply and economically. Their immense TWR and high-durability airframes allow them surprising maneuverability for such large craft.

Military

  • Hybrid Fighter (Bakuhatsu E-15 Fighter): Safe Speed 1500 (1200), Max Speed 15000 (12000), Acceleration 10G, Maneuver +5, Passengers 0, Armor 12B/8L (+8B/8L), HLs -0 x 3, -1 x 5, -2 x 5, -4 x 1, -5 x 1, Eject!
Hybrid fighters have multi-mode airbreathing and reaction-mass consuming fusion jets, allowing them to translate from atmospheric to space flight with little difficulty, and typically have a crew of 2, one pilot and one weapons officer. Hybrid fighters are equipped with active signature cancellation, adding +3 to the difficulty of any enemy awareness rolls to detect the fighter or attack rolls involving guided ordinance, and advanced sensors which add +3 to the pilot's Awareness and Gunnery rolls. An AI manages the PD Laser, with a defensive pool of 10 after factoring in the vehicle's sensors, and 12 after factoring in the PD Laser's accuracy.
Heavy Tactical Laser: Accuracy +3, Dmg 16L [12], Range 10,000, Rate 2, Magazine 50, AP(3)
H-K Missiles: Accuracy +0, Dmg 24L [16], Range 30,000, Rate 6, Magazine 6, AP(6), AA, Guided
Point Defense Laser: Accuracy +2, Dmg 10L, Range 300, Rate 150, Magazine (inf), PD (can "parry" attacks)
  • Hybrid Biofighter (Orgotek Locust C): Safe Speed 1500 (1200), Max Speed 15000 (12000), Acceleration 12G, Maneuver +4, Passengers 0, Armor 12B/8L (+8B/8L), HLs -0 x 3, -1 x 5, -2 x 5, -4 x 1, -5 x 1, Eject!, Bioware (Tolerance 4)
Used by the Legions and Orgotek, hybrid biofighters are some of the deadliest fighter craft in existence, bristling with weapons and defensive systems. When formatted to a Psion user, they gain an additional +2 to Maneuver and weapon accuracy, above and beyond their standard bonuses. Equipped with active signature cancellation which increases the difficulty of enemy guided ordinance attacks and awareness rolls by +2 against the biofighter, and advanced sensors which add +3 to the pilot's Awareness and +2 to his Gunnery rolls, a biofighter additionally has biocomputers which manage its PD lasers, with defensive pools of 12.
Twin Light Tactical Lasers: Accuracy +2, Damage 12L [10], Range 10,000, Rate 3/weapon, Magazine 300/weapon
Heavy Tactical Laser: Accuracy +3, Dmg 16L [12], Range 10,000, Rate 2, Magazine 50, AP(3)
H-K Missiles: Accuracy +0, Dmg 24L [16], Range 30,000, Rate 8, Magazine 8, AP(6), AA, Guided
Twin Point Defense Lasers: Accuracy +2, Dmg 10L, Range 300, Rate 150, Magazine (inf), PD (can "parry" attacks)
  • Hybrid Transport (Bakuhatsu GT-03 Trey): Safe Speed 1500 (1200), Max Speed 15000 (12000), Acceleration 7G, Maneuver +2, Passengers 20, Armor 20B/15L (+10B/10L), HLs -0 x 5, -1 x 5, -2 x 5, -3 x 5, -4 x 5, -5 x 3, Eject!
A general-purpose transport craft example, these transports are armed with light self-defense weaponry to protect their cargo from Aberrant attacks, enemies, or other unforeseen complications. Hybrid Transports are equipped with advanced sensors which add +2 to the pilot's Awareness and Gunnery rolls. AIs manage the PD Lasers, with a defensive pool of 9 after factoring in the vehicle's sensors, and 11 after factoring in the PD Laser's accuracy. Each laser has its own independent AI.
Twin Light Tactical Laser: Accuracy +2, Damage 12L [10], Range 10,000, Rate 3, Magazine 300
Twin Point Defense Lasers: Accuracy +2, Dmg 10L, Range 300, Rate 150, Magazine (inf), PD (can "parry" attacks)
  • Assault Transport (L-B MEL): Safe Speed 1500 (1200), Max Speed 15000 (12000), Acceleration 7G, Maneuver +2, Passengers 0, Armor 20B/16L (+16B/16L), HLs -0 x 6, -1 x 6, -2 x 5, -3 x 5, -4 x 5, -5 x 3, Eject!
Two hundred tons of heavy metal, a military assault transport is typically used when air superiority is not guaranteed but cargo still needs to be dropped. With plentiful self-defensive capability and cargo capacity, several of these transports have been converted into gunships. Assault Transports are equipped with ECM systems which add +2 to the difficulty of enemy awareness rolls to detect the fighter or enemy attack rolls involving guided ordinance, and advanced sensors which add +3 to the pilot and gunners' Awareness and Gunnery rolls. AIs manage the PD lasers, with a defensive pool of 12 after everything has been factored in.
Heavy Tactical Laser: Accuracy +3, Dmg 16L [12], Range 10,000, Rate 2, Magazine 50, AP(3)
Twin Point Defense Lasers: Accuracy +2, Dmg 10L, Range 300, Rate 150, Magazine (inf), PD (can "parry" attacks)

The gunship variant adds these additional weapons which fire from the sides, and increases its armor to 22B/18L. The gunship variant has no cargo capacity, however.

Medium Tank Railgun: Accuracy +2, Dmg 20L [20], Range 2,500, Rate 1, Magazine 100, AP(7), AV(3)
Rotary Assault Cannon: Accuracy +1, Dmg 20L [12], Range 1,000, Rate 320/8, Magazine 4000, Burst (40)
60mm Gyrojet: Accuracy +0, Dmg 10L [7] or as grenade, Range 1,000, Rate 15, Magazine 100, Exp(1)
Flechette/Buckshot: Dmg 15L, Rng 50
HEAP: Dmg 12L [6], AP(3)
Incendiary: Dmg 15L, Area(6), Incendiary (successful attack sets target on fire, doing 7L/turn until put out)
Chemical: Dmg None, Area(6), Gas Payload (choose any airborne toxin to deploy)

Starships

Aberrant 2.0 Starships

Cybernetics

Building a better Psion, one metal plate at a time. Although the experiences of the Aberrant War and the return of the Aberrants have left a sour taste in humankind's mouth in regards to transhumanism, cybernetic and biotechnological augmentation is still often the only viable method of creating a baseline human capable of competing with a combat-specced sub-Aberrant. Cybernetics, therefore, have become something of a crutch, a tool to allow humanity to compete with its posthuman spawn.

Cybernetics are purchased via the Enhancements background, as listed below.

Enhancements

New Background: Enhancement: A Psion or neutral with this background has submitted their body to cybernetic or biotechnological reconstruction, augmenting their natural abilities with additional modification. Enhancement provides a character with 5/10/15/20/25 points of total enhancement to be distributed as a character sees fit. Novas may not support Enhancement-their bodies channel Quantum via their M-R node, but Nova powers are much less subtle and their side effects course throughout the body, the Nova's only protection being their complete immunity to their own superhuman ability. A Nova cannot channel Mega-Strength through a cyberarm, or Mega-Dexterity through a superconducting spinal cord, or Mega-Intelligence through an exocortex-not unless the Nova grows the enhancement himself, paying XP to do so as if it was a body modification.

Enhancements Above 5

Enhancements above 5 are extremely rare (as well as often illegal) due to anti-transhuman stigma (justified by the panics of the Aberrant War) but found on some particularly dedicated or insane Legion commandos, Aberrant cultists, and Posthumanists/Exhmuanists. Enhancements above 5 give 30/40/50/60/70 points of total Enhancement.

Attribute Enhancement

A Psion may enhance any of their attributes up to (+3) above their baseline via cybernetics or up to (+2) above their baseline bioengineering. This may only take attributes up to a max of 9 (cybernetics) or 8 (biotech)-technology is simply not advanced enough to support anything further. Extremely powerful biokinetics or telepaths may be able to far exceed these limitations via their own powers. A few other enhancements are listed below, which enhance a few things like health levels and soak.

Bioenhancement may be formatted to the user, taking permanent Tolerance but negates these limitations if the character being enhanced is a Psion. Neutrals cannot format Bioware. Each dot of such formatted bioware is Tolerance 1.

Increasing Strength, Stamina, Appearance, or Perception by +1 costs 2 pts/level, while increasing any other attribute costs 3 pts/level per increase. Buying an additional -0 health level also costs 2 pts/level.

Medical Enhancement

Enhanced Antibodies: Healing time reduced by 1 level of severity. (1 pt)
Toxin Binders: +1 automatic success to resist poison. (1 pt)
Nanosurgeons: Healing time reduced by 2 levels of severity, does not stack with Enhanced Antibodies. (2 pts)
Livesaver Skinweave: User is automatically stabilized unless subjected to further rough treatment after incapacitation. (2 pts)
Anti-Plague Nano: +1 automatic success to resist disease. (1 pt)

Body Reinforcement

Note that Skinweave and Dermal Armor do not stack.

Bone Reinforcement: 1 x -0 Health Level, required to increase physical attributes above 6. (3 pts)
Adrenal Booster: +1 Strength and Dexterity for 5 rounds. (4 pts)
Skinweave: +1B/2L soak (3 pts)
Subdermal Armor: +2B/4L soak (6 pts)
Decentralized Heart: Grants 1 x -4 + 1 x Incapacitated Health Level. (3 pts)
Counter-EK Mesh: +2 difficulty on all EK rolls to affect user, +3 if formatted. Bioware (Tolerance 2) (4 pts)
Noetic Shielding: +1 (2 if formatted) difficulty on the use of all Quantum powers against the user, +2 (4 if formatted) difficulty to affect the user's cybernetics with Quantum powers. Bioware (Tolerance 3) (6 pts)

Performance Boosters

Sport Heart: +1 Strength, +1 Stamina, all attacks against the user that penetrate soak deal +2 damage. (2 pts)
Overdrive Heart: +2 Strength, +2 Stamina, all attacks against the user that penetrate soak deal +3 damage. (4 pts)
Movement Augmentation: +2 Dexterity for movement, +2 Strength for leaping. (4 pts)

Environment Adaptation

Cyberliver: +2 successes to all Resistance rolls against toxins.
Gyrostabilizer: +2 to Microgravity Ops

Cybernetic Replacement

Implanted Exoskeletons replace the user's base strength/Might ratings. Cyberware enhances the exoskeleton's strength normally.

Sigma Linear Frame: Strength 8, Might 8 (6 pts)
Beta Linear Frame: Strength 10, Might 10 (12 pts)
Omega Linear Frame: Strength 12, Might 12 (18 pts)

Cyberlimbs

Cyberlimbs have their own strength, stamina, and dexterity ratings independent of the user. Cyberlimbs also do not take damage along the user, and can only be disabled via called shots. Cyberlimbs may exert more strength or higher dexterity than their user, but this causes 1d of unsoakable bashing damage for every point of strength used above the user's (Strength + Stamina/2) per turn. There is no such thing as a biological cyberlimb. Not yet, anyhow-the Qin are rumored to have provided designs for such systems.

A character can only use the cyberlimb's strength and dexterity with that limb itself. Movement with cyberlegs is restricted to the lowest dexterity of the two legs.

Cyberlimb Types

Basic Cyberlimb: Strength 4, Dexterity 4, Soak 4B/4L, 4 Health Levels (4 pts)
Triple-Strength Myomer Cyberlimb: Strength 7, Dexterity 4, Soak 5B/5L, 5 Health Levels (6 pts)
Orbital Crystal Cyberlimb: Strength 6, Dexterity 5, Soak 6B/6L, 6 Health Levels (9 pts)
Hydraulic Rams: Strength 8[3], Dexterity 1, Soak 8B/8L, 8 Health Levels (8 pts)

Cyberlimb Enhancement

Thickened Myomer: Strength + 1, can be purchased up to 4 times (1 pt/level)
Myomer Acceleration: Dexterity + 1, can be purchased up to 3 times (2 pts/level)
Armor: +1B/1L soak, can be purchased up to 4 times (1 pt/level)
Backup Systems: +1 HL, can be purchased up to 4 times (1 pt/level)
Movement Enhancement: +2 to Dexterity for movement (Cyberlegs only), must be purchased for both legs for any effect (2 pts/leg)
Kinetic Pistons: +[3] to strength rolls for damage and jumping (Cyberlegs only), must be purchased for both legs for any effect (4 pts/leg)

Cognitive Implants

Kerenzikov (lv 1/2): -2 Multiple Action Penalty/Level, +1 Initiative/level. (4 pts for Level 1, 8 pts for Level 2)
Speedware: -1 Multiple Action Penalty, 1 additional action per round, +3 Initiative, can only be sustained for 5 combat rounds. (10 pts)
Vehicle Link: -1 difficulty and +1d to drive rolls (with compatible vehicle). (4 pts)
Weapon Link: -1 difficulty and +1d to attack rolls (with linked weapon). (4 pts)
Machine Link: -1 difficulty and +1d to actions (with linked machine). (4 pts)
Neural Processor: Implanted computer system (with all relevant benefits), , -1 difficulty to hacking, missile weapons use, mathematics, or any situation where a computer may be useful. (6 pts)
Symbiotic Brain-Data Implant (SBDI): Stores ability knowledge (10/15 dots for the basic and advanced models) for use by the character. Requires an exocortex or wired reflexes (or both) to use said abilities. Maximum ability rating is 3, 4 for advanced model. (10 pts, 15 for advanced model)
SBDI Expansion: Stores an additional +15 ability dots for use with the SBDI. (5 pts)
Exocortex: Allows use of SBDI abilities along with Mental and Social Attributes. (4 pts)
Wired Reflexes: Allows use of SBDI abilities along with Physical Attributes. (6 pts)

Implanted Gear

Implant Radio: Can act as a two-way radio (10km range), distress beacon, or cell phone. Advanced version has 25km range and can send and receive video as well. (1 pt, 2 pts for advanced)
Implanted Gills: Can stay underwater indefinitely, +2 to resistance against airborne toxins. (2 pts)
Implanted Rebreather: 90 minute internal oxygen supply, requires 1 hour to recharge every 15 minutes of oxygen used. (1 pt)
Locator Implant: Implanted GPS + Inertial Navigation + Compass (1 pt)
Body Alteration: Can increase appearance by 1 (max. 5) or decrease, disguise as someone with Style roll at +1 difficulty, can change gender (cosmetic only though) (5 pts)

Weapons Implants

Electric Touch: Deals Str+6B damage (up to 2xStamina times/hour), or Str+6L damage (suffers 2 unsoakable bashing levels after) + 6d EMP, immunity to tasers, +2L soak vs. electrical damage. (3 pts)
Implant Laser: Accuracy +1, Damage 6L, Range 100m, Multiple Shots/Sprays, RoF 2, Magazine 30, recharges 10 shots every 30 minutes (2 pts)
Retractable Blades: unarmed attacks now deal Str+2-4 Lethal damage. (2-4 pts [cost equal to damage])
Raptor Vibroblades: Str + 4L damage (AP 5), counts as an unarmed attack, don't botch. (7 pts)

Sensory Implants

Enhanced Vision: IR/UV vision, no penalties from darkness, +1d to Awareness rolls based on sight. (3 pts)
Extrasensory Access: Improved sensory systems. Comes in various options, listed below. (4 pts for first, +2 pts for each additional, LANSA costs another +2 points)
Materials Analysis: Analyzes chemical composition and makeup.
Weakpoints: Successes on a Perception roll become penalties to target soak or bonus dice to destroy/maintain an object.
Social Cues: Successes on a Perception roll become bonus dice for 1 social action.
LANSA: A successful Perception + Awareness roll (difficulty +12 - target Quantum + Taint + Node) detects a Nova.
Lie Detector: +1 bonus success to detect lies.
Tactile Boost: +1d to Awareness rolls based on touch, stacks with Acute Sense. (2 pts)
Olfactory Boost: +1d to Awareness rolls based on smell, stacks with Acute Sense. (2 pts)
Voice Stress: +2 to Rapport, Interrogation rolls. (2 pts)
Sound Editing: -1 difficulty to hearing-based Awareness rolls. (2 pts)
Pain Editor: No wound penalties (still incapacitated as normal). (3 pts)