Aberrant 2.0 Equipment Errata

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Vehicle Errata

Vehicle Stats

Safe Speed and Max Speed are in km/h. The speed in meters/combat round is given in parentheses. Maneuver is the dice bonus or penalty to any control rolls (Dex + Pilot or Dex + Drive). Armor also has a value in parentheses, which is the amount of soak given to the passenger-armor soaks both bashing and lethal damage at full value. Damage penalties to vehicles affect both mounted weapons and maneuvering.

Cars

  • Compact Car: Safe Speed 75 (60), Max Speed 150 (120), Maneuver +0, Passengers 3, Armor 6 (+2), HLs -0 x 2, -1 x 4, -2 x 4, -4 x 2, Wrecked
    • A compact car is a cheap and efficient method to transport a family, but is rather vulnerable to gatling gun fire and antitank missiles, making it a poor vehicle choice for most PCs.
  • Midsize Car: Safe Speed 75 (60), Max Speed 250 (200), Maneuver +1, Passengers 4, Armor 8 (+2), HLs -0 x 3, -1 x 4, -2 x 4, -4 x 3, Wrecked
    • Midsized cars can carry an average family of 4 in decent comfort.
  • Large Car: Safe Speed 75 (60), Max Speed 200 (160), Maneuver +0, Passengers 5, Armor 8 (+3), HLs -0 x 5, -1 x 5, -2 x 5, -4 x 5, Wrecked
    • Large town cars are stylish and tasteful ways to show wealth and power! And with a hypercombustion engine or fuel cell, they aren't even bad for the environment anymore.
  • Sports Car: Safe Speed 150 (120), Max Speed 300 (240), Maneuver +2, Passengers 0-2, Armor 7 (+2), HLs -0 x 2, -1 x 4, -2 x 4, -4 x 2, Wrecked
    • If you need to get somewhere fast but can't afford a helicopter you probably want one of these.

Trucks and Bikes

  • Motorcycle: Safe Speed 50 (40), Max Speed 150 (120), Maneuver +2, Passengers 0-1, Armor 4 (+0), HLs -0 x 2, -1 x 4, -2 x 4, -4 x 1, Wrecked
    • The preferred transportation for advanced robot assassins, bad boys, and other ne-er-do-wells, a motorcycle is lightweight and maneuverable but provides negligible protection to the operator.
  • Small Truck: Safe Speed 50 (40), Max Speed 150 (120), Maneuver -1, Passengers 2, Armor 8 (+3), HLs -0 x 5, -1 x 5, -2 x 5, -4 x 5, Wrecked
    • Small trucks carry cargo. An entire range of vehicles, from larger pickup trucks to small 6x6 wheeled trucks fall into this category.
  • Large Truck: Safe Speed 50 (40), Max Speed 150 (120), Maneuver -2, Passengers 2, Armor 10 (+4), HLs -0 x 10, -1 x 5, -2 x 5, -4 x 5, Wrecked
    • Large trucks are much larger and tend to pull several tons' worth of cargo behind them. They are in a very real way critical to commerce, and in an emergency make decent kinetic weapons when barreling towards someone at full speed.

Civilian Aviation

  • Small Prop Plane: Safe Speed 220 (175), Max Speed 650 (520), Maneuver +1, Passengers 4, Armor 6 (+2), HLs -0 x 4, -1 x 6, -2 x 6, -4 x 4, Crashed
    • A small prop plane is a small civilian aircraft, little more than a toy. That said, they can land almost anywhere and are relatively cheap.
  • Large Prop Plane: Safe Speed 540 (430), Max Speed 760 (600), Maneuver -2, Passengers 40, Armor 8 (+3), HLs -0 x 6, -1 x 8, -2 x 8, -4 x 6, Crashed
    • Larger prop planes have more commercial applications but tend to be slightly less convenient.
  • Small Jet Aircraft: Safe Speed 600 (480), Max Speed 900 (720), Maneuver +1, Passengers 6, Armor 6 (+2), HLs -0 x 6, -1 x 8, -2 x 8, -4 x 6, Crashed
    • A personal jet is a necessity for any globetrotting multimillionaire.
  • Jumbo Jet: Safe Speed 600 (480), Max Speed 900 (720), Maneuver -5, Passengers 300, Armor 9 (+3), HLs -0 x 20, -1 x 20, -2 x 10, -3 x 10, -4 x 10, Crashed
    • And for the rest of us, you have large air transport which is good at several things: 1. Carrying lots of people across long distances with a minimum of comfort, and 2. Becoming an impromptu cruise missile at the hands of someone sufficiently crazy.
  • Civilian Helicopter: Safe Speed 200 (160), Max Speed 400 (320), Maneuver +3, Passengers 4, Armor 6 (+2), HLs -0 x 5, -1 x 5, -2 x 3, -4 x 3, Destroyed
    • Civilian helicopters combine the convenience of a military helicopter with the legality of a thing that isn't bristling with dangerous weapons, and are fast and maneuverable, if fuel-inefficient, methods of getting from Point A to Point B no matter how rough the terrain at Point B is.

Military Aircraft

  • Strike Aircraft: Safe Speed 600 (480), Max Speed 1000 (800), Maneuver +3, Passengers 0, Armor 15 (+8), HLs -0 x 10, -1 x 10, -2 x 10, -4 x 5, Eject!
    • Strike Aircraft are (relatively) heavily armored aircraft designed for CAS, armed with heavy rotary cannon and a variety of very deadly missiles.
  • Fighter Aircraft: Safe Speed 1000 (800), Max Speed 2500 (2000), Maneuver +3, Passengers 0, Armor 9 (+6), HLs -0 x 10, -1 x 5, -2 x 5, -4 x 5, Eject!
    • They might be old, but venerable fighter aircraft with proper updates can still put up a pretty impressive fight at an eminently affordable price point. That is, affordable to the average nation-state, not a single person.
  • Advanced Fighter: Safe Speed 1000 (800), Max Speed 3000 (2400), Maneuver +4, Passengers 0, Armor 9 (+6), HLs -0 x 10, -1 x 5, -2 x 5, -4 x 5, Eject!
    • Later-generation fighters designed and built in the late 20th and early 21st centuries are common in the arsenals of large power blocs such as the EU, China, and the United States, combining speed, maneuverability, firepower, and defenses to create deadly birds of prey.
  • Superfighter: Safe Speed 1500 (1200), Max Speed 4500 (3600), Maneuver +5, Passengers 0, Armor 9 (+6), HLs -0 x 10, -1 x 5, -2 x 5, -4 x 5, Eject!
    • These cutting edge prototype designs are often the brainchildren of Nova designers, combining bleeding-edge electronics and materials science to create flying supercomputers with the combat effectiveness of an entire fighter squadron and a comparable price point.
  • Bomber: Safe Speed 1000 (800), Max Speed 2000 (1600), Maneuver -3, Crew 4, Armor 10 (+6), HLs -0 x 10, -1 x 10, -2 x 10, -4 x 5, Eject!
    • Bombers find themselves assigned to the role of carrying large amounts of ordinance and dispensing it with varying amounts of discrimination on various countries.
  • UCAV: Safe Speed 600 (480), Max Speed 1000 (800), Maneuver +3, Passengers 0, Armor 9, HLs -0 x 5, -1 x 5, -2 x 5, -4 x 5, Destroyed
    • Cutting-edge in 2021, UCAVs are fully autonomous strike aircraft. They're still kind of dumb right now, but as science advances by leaps and bounds they are becoming more and more capable of performing even complex maneuvers successfully.

Military VTOLs

  • Attack Helicopter: Safe Speed 250 (200), Max Speed 450 (360), Maneuver +3, Passengers 0, Armor 18 (+10), HLs -0 x 10, -1 x 5, -2 x 5, -4 x 5, Destroyed
    • Gunships carry an autocannon and a variety of rockets and missiles into combat, generally performing strike missions or escorting transport helicopters.
  • Transport Helicopter: Safe Speed 200 (160), Max Speed 400 (320), Maneuver +0, Passengers 10, Armor 15 (+8), HLs -0 x 5, -1 x 5, -2 x 5, -4 x 5, Destroyed
    • There are few better ways to move a bunch of light infantry into combat fast, but transport helicopters tend to be vulnerable to AA weapons.

Military Ground Vehicles

  • APC: Safe Speed 30 (24), Max Speed 60 (48), Maneuver -2, Passengers 10, Armor 18 (+10), HLs -0 x 10, -1 x 10, -2 x 5, -4 x 5, Wrecked
    • APCs are wheeled or tracked armored vehicles with light self-defense armament intended to increase the mobility of infantry.
  • Infantry Combat Vehicle: Safe Speed 50 (40), Max Speed 80 (64), Maneuver -3, Passengers 7, Armor 20 (+12), HLs -0 x 15, -1 x 10, -2 x 5, -4 x 5, Wrecked
    • IFVs are upgunned APCs, trading some infantry capacity for additional firepower and armor.
  • Light Tank: Safe Speed 50 (40), Max Speed 100 (80), Maneuver -2, Passengers 0, Armor 18 (+12), HLs -0 x 15, -1 x 10, -2 x 5, -4 x 5, Wrecked
    • Light tanks are smaller tanks, used as tracked reconnaissance vehicles, skirmishers, or airmobile armor.
  • Main Battle Tank: Safe Speed 50 (40), Max Speed 80 (64), Maneuver -3, Passengers 0, Armor 25 (+15), HLs -0 x 15, -1 x 10, -2 x 10, -4 x 10, Wrecked
    • The pinnacle of the armored combat vehicle, your average MBT is fast, incredibly tough, and armed with enough firepower to smash just about anything in its way.

Combat Robots

  • Danguard: Safe Speed 30 (24), Max Speed 50 (40), Maneuver +1, Passengers 0, Armor 20, HLs -0 x 5, -1 x 5, -2 x 5, -4 x 5, Disabled
    • Built by Kuro-Tek originally and with similar designs coming off the assembly lines of a half-dozen companies, these heavy combat robots have Strength 8 [7] due to their massive musculature, and have arms and legs, allowing them to make hand to hand combat maneuvers.
  • Gunsen: Safe Speed 30 (24), Max Speed 60 (48), Maneuver +2, Passengers 0, Armor 12, HLs -0 x 5, -1 x 3, -2 x 2, -4 x 2, Disabled
    • A much smaller design, the Gunsen is barely 2 meters tall and masses only about a half-ton. Much weaker and more lightly armed than its bigger brother, the Gunsen is often used for internal security. The Gunsen's fast-contracting artificial muscle reduces multiple action penalties by 2, and its artificial muscles have Strength 8.
  • Cybertank: Safe Speed 60 (48), Max Speed 90 (72), Maneuver -2, Passengers 0, Armor 35, HLs -0 x 20, -1 x 20, -2 x 10, -4 x 10, Disabled
    • The Ogre is coming! the Ogre is coming! Run for your life! A cybertank is a fearsome war machine, 70 tons of armor and high-endurance powerplant and firepower with no pesky crew chambers to take up space or get tired.

Vehicle Features

Military Aircraft

  • Strike Aircraft: Hardpoints x 6, 30mm Rotary Cannon
  • Fighter Aircraft: Hardpoints x 6, 20mm Rotary Cannon, Stealth (+1 difficulty to enemy awareness and attack rolls), Advanced Sensors (+1d to awareness and attack rolls, no penalties for darkness or poor vision conditions)
  • Advanced Fighter: Hardpoints x 6, 20mm Rotary Cannon, Stealth (+2 difficulty to enemy awareness and missile attack rolls), Advanced Sensors (+2d to awareness and attack rolls, no penalties for darkness or poor vision conditions), Computer Assistance (-1 multiple action penalty, +3 Initiative)
  • Superfighter: Hardpoints x 8, Tactical Laser, Stealth (+3 difficulty to enemy awareness and attack rolls), Advanced Sensors (+3d to awareness and attack rolls, no penalties for darkness or poor vision conditions), Computer Assistance (-2 multiple action penalty, +5 Initiative)
  • Bomber: Hardpoints x 20, Stealth (+3d to dodge and stealth rolls), Computer Assistance (-2 multiple action penalty)
  • UCAV: Hardpoints x 4, Stealth (+2 difficulty to enemy awareness and missile attack rolls), AI Piloted (Init 13, 6d for attack and piloting rolls before adding bonuses), Advanced Sensors (+3d to awareness and attack rolls, no penalties from poor vision conditions or darkness)

Military VTOLs

  • Attack Helicopter: 30mm Cannon, Hardpoints x 8, Advanced Sensors (+1d to awareness and attack rolls, no penalties from poor vision conditions or darkness), Computer Assistance (-1 multiple action penalty)
  • Transport Helicopter: Miniguns x 2 (one per side), Hardpoints x 4

Military Ground Vehicles

  • APC: Light MG x 2, Vehicle Grenade Launcher x 1
  • ICV: Heavy MG x 2, 30mm Cannon x 1, Hardpoints x 2 (missiles only). Alternately Heavy MG x 2, 105mm Cannon x 1
  • Light Tank: Heavy MG x 2, 105mm Cannon x 1
  • Main Battle Tank: Heavy MG x 2, Tank Railgun x 1. Alternately Heavy MG x 1, 120mm Cannon x 1, Vehicle Grenade Launcher x 2

Combat Robots

  • All Machines: AI Piloted (Init 13, 6d for attack and maneuver rolls before adding bonuses), Advanced Sensors (+3d to awareness and attack rolls, no penalties from poor vision conditions or darkness), Remote Control Option (can be remote-controlled, uses controller's attributes)
  • Danguard: 30mm Autocannon x 1, Vehicle Grenade Launcher x 1, Light MG x 2 (linked, both fire as one action), Anti-vehicle Vibroblade (Damage Str + 7L, AP (3)), Multitasking Computer (+1 actions/turn).
  • Gunsen: Vehicular Grenade Launcher x 1, Light MG x 1, Vibroblade (Damage Str + 5L, AP (2)). Alternatively, Portable Laser x 1, Light MG x 1, Vibroblade, Multitasking Computer (+1 actions/turn).
  • Cybertank: Tank Railgun x 1, PD Masers x 2 (as Maser, may defend against missile attacks), Vehicle Grenade Launcher x 2, Multitasking Computer (+2 actions/turn)

Large Vehicles

Some vehicles, such as wet-navy warships, hypothetical future starships, are large and relatively compartmentalized, and therefore have multiple components, which each have individual soak and health levels. These vehicles are as much terrain as they are vehicle, though, and should often be treated as such. Therefore, a unit will often be considered to be made up of multiple components, which each take "damage penalties" and have their own soak ratings and whatnot.

Tags

  • Massive(X): A component such as this is absolutely huge, and only takes 1 health level of damage, maximum, from any attack without an area effect with a radius of (X) or above. Explosive weapons should divide (X) by their explosive radius, calculating their "actual" damage from that (round damage loss up). So, for example, a unit with Huge(15) and an explosive power (loses 1 damage per 3 meters) which does [12] + 16L, would subtract 5 from net damage and deal [7] + 16L instead. Massive components do not take ping damage at all from attacks without such an area of effect-the minor damage a pistol-sized bullet hole does to a warship is insignificant in the long run.
  • Gargantuan(X): Similarly, most large units are impossible to miss. A unit with this tag cannot dodge any weapon with an anti-vehicle rating lower than its Gargantuan rating. For example, a warship may have AV(10), meaning that it cannot even attempt dodge rolls against any weapon other than cruise missiles. Generally, gargantuan is universal for a ship, while different components may have different sizes and vulnerabilities.

Ordinance

Ordinance is the really heavy stuff, the fun guns that get broken out when you need to bring a Nova down. Or if you are a Nova and you need a toy to play with. Most Ordinance requires at least Mega-Strength 1 or 2 to use effectively, and requires Mega-Dexterity to aim. A Nova which seeks to make use of guided weapons may also wish to have Mega-Perception and some method to program weapons on-the-fly, such as Cyberkinesis.

Tags

  • AA: Anti-aircraft tracking, can be fired at aircraft without any difficulty penalties. Missiles only, otherwise missiles suffer a +3 difficulty to hit helicopters and a +6 difficulty to hit any other aircraft type, above and beyond range. Guns only suffer range penalties.
  • AP(X): Armor Piercing. Reduce target soak by (X).
  • Area(X): Area of effect ordinance with rating X.
  • AV(X): Antivehicle, suffers +X difficulty to attack human-sized or smaller targets.
  • Burst(X): Fires (X) rounds per single attack rather than 1, allowing it to use autofire multiple-attack rules even with "single shots". Note that the Rate of the weapon is still the maximum number of rounds it fires. Burst weapons have a slash in their Rate stat, with their effective rate of fire following the unadjusted RoF.
  • Exp(X): Explosive ordinance, with rating X. An attack which fails to hit has its damage reduced by this amount per margin of failure. Damage adds are lost first, then damage dice.
  • Guided: Ignores first dodge success, reduces range penalty difficulties by 1.

Missiles and Bombs

Missiles
Each one of these options is assumed to take up 1 or more hardpoints. Cruise missiles are generally only found on bombers.

  • Manportable SAM: Accuracy +0, Dmg 8L [8], Range 1,500, Rate 3, Magazine 3, AA, AV:2, Exp:4, Guided,
  • Light AAM/SAM: Accuracy +1, Dmg 10L [10], Range 5,000, Rate 1, AA, AV:3, Exp:5, Guided
  • Medium AAM/SAM: Accuracy +3, Dmg 12L [12], Range 10,000, Rate 1, AA, AV:4, Exp:5, Guided
  • Heavy AAM/SAM: Accuracy +2, Dmg 15L [15], Range 15,000, Rate 1, AA, AV:6, Exp (5), Guided
  • Cruise Missile: Accuracy +3, Dmg 40L [25] or nuclear, Range 20,000, Rate 1, AP:10, AV:10, Exp:5
  • Light Antitank: Accuracy +2, Dmg 15L [8], Range 2,500, Rate 2, Magazine 2, AP:10, AV:3, Exp:8, Guided
  • Heavy Antitank: Accuracy +0, Dmg 20L [12], Range 3,000, Rate 1, AP:15, AV:6, Exp:10, Guided
  • Rocket Pod: Accuracy -2, Dmg 12L [6], Range 500, Rate 20, Magazine 20, AP:2, Exp:3

Bombs
Each one of these options is assumed to take up 1 hardpoint. Tacnukes aren't common, though.

  • Cluster Bomb: Accuracy +1, Dmg 12L [5], Range 800, Rate 1, AP:3, Area:10
  • FAE: Accuracy -2, Dmg 20L [10], Range 1,200, Rate 1, AP:10, Area:20
  • Microbombs: Accuracy -2, Dmg 15L [5], Range 1,500, Rate 3, Magazine 6, AP:4, Exp:5
  • Unguided Bomb: Accuracy -2, Dmg 20L [10], Range 1,200, Rate 1, AP:10, Exp:5
  • Guided Bomb: Accuracy +2, Dmg 20L [10], Range 1,500, Rate 1, AP:10, Exp:5
  • Tactical Nuclear Bomb: Accuracy -2, Dmg 30A [10] + 60L [20], Range 500, Rate 1, AV:3, Exp:5 (reduces both aggravated and lethal damage)

Guns

Smaller Guns

  • Medium MG (M60, M240): Accuracy +1, Dmg 10L, Range 150, Rate 60/20, Magazine 2000, AP:2, Burst:3
  • Heavy MG (M2, Kord): Accuracy +1, Dmg 10L [2], Range 300, Rate 40, Magazine 500, AP:3
  • Minigun: Accuracy +0, Dmg 10L, Range 150, Rate 100/300, Magazine 2000, AP:2, Burst:3
  • 30mm Autocannon: Accuracy +0, Dmg 12L [4], Range 300, Rate 25, Magazine 600, AP:5

Aircraft Guns

  • 20mm Rotary Cannon: Accuracy +2, Dmg 12L [10], Range 300, Rate 400/8, Magazine 800, Burst:50, AP:3
  • 30mm Rotary Cannon: Accuracy +1, Dmg 20L [12], Range 350, Rate 280/7, Magazine 1500, Burst:40, AP:5
  • Tactical Laser: Accuracy +3, Dmg 15L [12], Range 500, Rate 5, Magazine 50, AP:5

Big Guns

  • 105mm Cannon: Accuracy +0, Dmg 20L [10], Range 800, Rate 1, Magazine 60, AP:10, AV:4
Canister: Accuracy +3, Dmg 10L [7], Range 400, Rate 1, AP:3
  • 120mm Cannon: Accuracy +0, Dmg 25L [12], Range 1,000, Rate 1, Magazine 45, AP:15, AV:4
Canister: Accuracy +3, Dmg 12L [8], Range 500, Rate 1, AP:3
  • Tank Railgun: Accuracy +2, Dmg 30L [15], Range 1,500, Rate 1/2 (every other turn), Magazine 100, AP:20, AV:4
Flechette: Accuracy +5, Dmg 15L [9], Range 800, AP:5

Launchers

  • Vehicle Grenade Launcher: Accuracy +0, Dmg 10L [4] or as grenade, Range 100, Rate 9, Magazine 200, Exp:3

Armory Errata and Expansion

This section has new and interesting stuff in it.

Armor

Armor now has a "Bypass" rating with its coverage in parentheses, which is the difficulty for a called shot to ignore the armor. Armor with a bypass rating of "*" only protects part of the body. Some armor halves soak against firearms, round soak down in that case. Any attack with base damage + damage adds exceeding an armor's Destruction rating destroys the armor although it still provides soak against that one attack.

  • Thick Clothing: Soak 1B/1L, Penalty -0, Bypass +2 (upper and lower body), Destruction 10, half soak against firearms
    • Although not capable of protecting against serious attacks of any sort, thick clothing can protect against a mugger's knife or a hard blow, or just the thorns and brambles of barbed wire or bush.
  • Heavy Leather: Soak 2B/1L, Penalty -0, Bypass +1 (upper body), Destruction 12, half soak against firearms
    • Leather armor is reasonably good at blunting clubs, blades, and even the occasional arrow. Unfortunately, it does somewhat less well against firearms.
  • Reinforced Clothing: Soak 1B/2L, Penalty -0, Bypass +1 (upper body), Destruction 12
    • Reinforced with shear-thickening fluid and kevlar, armored jackets can provide reasonable ballistic protection with only minor bulk and heat problems, and provide some protection against melee blows.
  • Kevlar Vest: Soak 2B/3L, Penalty -0, Bypass +1 (torso), Destruction 15
    • High-strength fibers combined with shear-thickening fluids are used in current-generation body armor, allowing police and soldiers relatively comfortable ballistic-resistant body armor.
  • Sports Gear: Soak 3B/2L, Penalty -0, Bypass +2 (torso, shoulders, upper legs), Destruction 12, half soak against firearms
    • Used in various contact sports, sports gear is designed primarily to protect against blunt trauma, although the hard plastic and thick padding provide some measure of protection against blades and claws.
  • Military Body Armor: Soak 4B/4L, Penalty -1, Bypass +2 (torso, shoulders, groin), Destruction 18
    • Advanced military armor-high-strength ballistic polymer paired with lightweight composite trauma plates, with auxiliary shrapnel protection for shoulders and groin. Normally paired with a combat helmet.
  • Chainmail: Soak 3B/3L, Penalty -1, Destruction 16, Bypass +3 (torso, arms, groin), half lethal soak against firearms
    • For guys who like old-school protection, chainmail and padding is pretty good protection against clubs and swords, but fails against firearms.
  • Full Riot gear: Soak 6B/5L, Penalty -2, Destruction 22, Bypass +3 (torso, arms, legs, groin)
    • The modern equivalent of plate armor, full riot gear provides near full-body ballistic and impact protection, with a commensurate increase in bulk and discomfort compared to standard armor vests.
  • Plate Armor: Soak 6B/6L, Penalty -2, Destruction 22, Bypass +4 (all body parts), half lethal soak against firearms
    • The pinnacle of classic armor design, full plate surrounds its wearer in a heavy casing of hard metal that gives superlative protection against blades and clubs but only limited firearms protection.
  • Advanced Body Armor: Soak 6B/6L, Penalty -2, Destruction 25, Bypass +4 (all body parts)
    • Some concepts get revived centuries later, such as plate mail. Although it might be made of high-tech composites instead of steel, advanced body armor is recognizable as a successor to the full body hard armors that dominated the medieval battlefield.
  • Bomb Suit: Soak 8B/7L, Penalty -4, Destruction 25, Bypass +4 (all body parts)
    • Designed for specialists who need protection against close-proximity explosions, bomb suits are very difficult to move in but extremely protective.

Accessories

  • Exoskeleton: Strength + 1, reduces armor Penalty by 1 (min -0), 8 hours powered duration.
    • A powered exoskeleton increases the wearer's strength and agility by reducing the effective weight of his armor.
  • Combat Optics: Night Vision (no penalties for low light conditions) and Thermal Vision (+2d to detect objects significantly warmer or cooler than their surroundings, -2d to detect objects with similar temperatures to surroundings)
    • Combat optics in 2021 combine IR and nightvision capability to provide all-environment imaging.
  • Reinforced Strike Faces: +1B to unarmed damage
    • hard plates, reinforced gloves, and other methods of improving the power of a blow can greatly assist a soldier in a fight.
  • Personalized Fitting: reduces armor Penalty by 1 (min -0)
    • fitting an armor explicitly for a person and their quirks can reduce the difficulty of moving around and fighting in it, but is extremely expensive to do en masse.
  • Sports Helmet/Hard Hat: Soak 2B/1L, Penalty -0, Bypass (N/A), Destruction 10, Protects head against called shots, half soak against firearms
    • Hard hats and sports helmets are used to protect heads from various kinds of blunt trauma.
  • Combat Helmet: Soak 3B/3L, Penalty -0, Bypass *, Destruction 15, Protects head against called shots
    • A heavy kevlar and plastic helmet, combat helmets protect a soldier's head from shrapnel and impact, while also having mounting systems for various sensor equipment.
  • Goggles: Soak 1B/1L, Penalty -0, Bypass *, Destruction 4, Protects eyes against called shots
    • Your run of the mill laboratory safety goggles.
  • The Goggles: Soak 0B/0L, Penalty -0, Bypass *, no game effect
    • They do nothing.

Guns

Pistols and SMGs

  • Light Pistol: Accuracy +0, Dmg 5L, Range 20, RoF 10, Magazine 20, Mass 0.5kg
  • Light SMG: Accuracy +0, Dmg 6L, Range 30, RoF 40, Magazine 40, Mass 2.5kg
  • Heavy Pistol: Accuracy +0, Dmg 6L, Range 30, RoF 5, Magazine 10, Mass 1 kg
  • Heavy SMG: Accuracy +0, Dmg 7L, Range 40, RoF 30, Magazine 30, Mass 3 kg
  • PDW: Accuracy +1, Dmg 5L, Range 40, RoF 50, Magazine 50, AP:3, Mass 2.5 kg

Shotguns

Shotguns may alternatively fire slug rounds, which remove their damage adds but add an equal amount of damage dice.

  • Shotgun: Accuracy +3, Dmg 5L [4], Range 20, RoF 2, Magazine 8
  • Semi-Auto Shotgun: Accuracy +3, Dmg 4L [4], Range 20, RoF 6, Magazine 8, Mass 4kg, Cost ***.

Precision Weapons

  • Rifle: Accuracy +2, Dmg 8L, Range 150, RoF 1, Magazine 5, AP(2)
  • Antimateriel Rifle: Accuracy +2, Dmg 9L [3], Range 300, RoF 1, Magazine 10, AP:3, Mass 10kg, Cost ***.

Military Weapons

  • Flechette Rifle: Accuracy +1, Dmg 10L, Range 60, RoF 48/12, Magazine 48, AP:2, Burst:4, Limited Ammo Options (Multiplex/Hypercore only)
  • Assault Rifle: Accuracy +0, Dmg 7L, Range 100, RoF 30, Magazine 30, AP:1, Mass 3kg
  • Light Machine Gun: Accuracy +1, Dmg 9L, Range 150, RoF 60/20, Magazine 200, AP:1, Burst:3, Mass 10kg, Cost ****.
  • Medium Machine Gun: Accuracy +0, Dmg 10L, Range 150, RoF 60/20, Magazine 100, AP:2, Burst:3, Mass 10kg, Cost ****.
  • Portable Railgun: Accuracy +2, Dmg 10L [2], Range 400, RoF 6, Magazine 18, AP:3, Mass 10kg, Cost *****.

Heavy Weapons

  • Flamethrower: Accuracy +4, Dmg 5L [4], Range 10, RoF 1, Capacity 30, Ignores unsealed armor, Incendiary (successful attack sets target on fire, doing 6L/turn until put out)
  • Portable Laser: Accuracy +2, Dmg 14L [6], Range 400, RoF 1, Magazine 5, AP:3, Mass 30kg
  • Grenade Launcher: Accuracy +0, Dmg 10L [4] or as grenade, Range 100, RoF 2, Magazine 1, Exp:3, Mass 3kg
  • Multiple Grenade Launcher: Accuracy +0, Dmg 10L [4] or as grenade, Range 100, RoF 2, Magazine 6, Exp:3, Mass 6kg

Energy Weapons

  • Electrolaser Pistol: Accuracy +2, Dmg 5S/10S/5L, Range 75/100/125, Magazine 100/25/3, RoF 9/6/3, Mass 1kg, Multiple Settings (low stun, high stun, lethal)
  • Maser Gun: Accuracy +3, Dmg 10L, Range 750, RoF Special, Magazine 10, Mass 3kg, Continuous Beam (+1 accuracy per consecutive turn attacking the same target, may attack up to 5 targets per attack roll by sweeping the beam or attack 1 target up to 5 times, uses 1 charge/turn)
  • Taser: Accuracy +2, Dmg 1L + 8B, Range 10, RoF 1, Magazine 1, Mass 0.5 kg, No range increments, armor with soak >1L or more renders the target immune

Accessories

  • Non-Magnifying Sight: Accuracy +1, first turn of aiming adds +3 versus +1 accuracy
  • Magnifying Sight: -1 difficulty from range penalties, aiming adds +2 instead of +1 accuracy/turn
  • Underbarrel Grenade Launcher: Accuracy -2, Dmg 10L [4] or as grenade, Range 75, RoF 1, Magazine 1, Exp:3
  • Underbarrel Shotgun: Accuracy -1, Dmg 7L, Rng 20, RoF 2, Magazine 4
  • Suppressor: Used with subsonic ammo, attacks do not break stealth unless opponents succeed on a Per + Awareness roll (difficulty 1 for damage of 8L or more, difficulty 3 for damage of 7-5L, difficulty 5 for damage of 4L or less) to locate shooter
  • Extended Magazine: Doubles magazine capacity for weapons aside from pistols, which increase capacity by 50%, rounded up.

Grenades

  • Frag: Dmg 10L [4], Exp:3, default ammo
  • Flechette/Buckshot: Dmg 6L [6], Range 30
  • HEAP: Dmg 13L [5], AP:3
  • Incendiary: Dmg 5L [4], Area:2, Incendiary (successful attack sets target on fire and ignores non-sealed armor, doing 6L/turn until put out)
  • EMP: Dmg 10E, Area:2, EMP damage (ignores armored soak for electronics and other high-tech, living targets treat as bashing)
  • Gas: Dmg None, Area:2, Gas Payload (choose any airborne toxin to deploy)
  • Stingball: Dmg 4B + [3]S, Area:2 (note: the damage add is in Stun, not regular, damage)
  • Flashbang: Dmg 12S, Area:2, roll Stamina + Resistance at difficulty (+4) or be blinded and deafened for (2 + MoF) rounds.

Ammunition

  • Armor Piercing Ammo: AP:+3, Dmg(-1L or -[1] if weapon has damage adds)
  • Beanbag/Rubber Bullet: Doubles armor/power-granted lethal soak, deals bashing damage past 5 meters.
  • Flamethrower: Shotgun only, no range increments, successful attack deals no damage but sets target on fire (4L/turn until put out, unsealed armor does not protect)
  • Frag: Shotgun only, Dmg 10L, Area(0.5)
  • +P: Dmg(+1), Weapon breaks if more 1s are rolled than successes.
  • Match: Accuracy +1, Rng +25% if aiming.
  • Multiplex: Accuracy +2, Dmg(-3), Dmg Add +[2].
  • Hypercore: AP:+4, -4 to soak granted by Nova/Psi powers (Armor, M-Sta, Shield, etc all count as such powers).
  • JHP/JSP/Other Antipersonnel: Dmg(-3), AP reduced to 0, Dmg Add +[3]. Minimum damage is 3L, weapons dealing 5L base damage or less add +[2] instead of +[3] to their Damage add.
  • Subsonic: Dmg(-1) or (-2) if damage is greater than 8L, reduces weapon report (with suppressor), insufficient power to cycle weapon (RoF is reduced to 2 if normally higher than 2).

Weapon Maneuvers

  • Autofire: Instead of the burst/spray/full auto rules, automatic fire is now limited by weapon rate of fire, and does differing things depending on the number of rounds fired. Bursts add damage adds (if your bullets can't penetrate, firing off more is kind of pointless) or increase accuracy.
    • Short Bursts: +2 Accuracy or +[1] Damage, 3 shots/bursts worth of ammunition.
    • Medium Bursts: +4 Accuracy or +[2] Damage, 10 shots
    • Long Bursts: +6 Accuracy or +[3] Damage, 20 shots
    • Sustained Bursts: +10 Accuracy or +[5] Damage, 50 shots
  • Strafing: Autofire against multiple targets subtracts 2 die from the attack roll for every target past the first but applies the results against all targets, which defend individually. Weapons with a Burst rating may attack up to that many targets. An attack may not target more enemies than it fires bullets, for obvious reasons. When making a strafing attack, a burst must be used to increase accuracy rather than add damage.
Example: Rambo, with Dexterity 5, Firearms 5 (Machine Guns + 3), and firing a Light MG (Acc +1 Dmg 10L) in long burst (Acc +6) has a total attack pool of 20d, but is facing down 8 mooks. He chooses to attack 8 targets with his long burst, subtracting 14 from his attack pool, leaving him with 6d. He rolls 2 successes on 6d which is applied to every mook. Of those targets, 7 are in the open, 5 are in light cover (+1 difficulty) and 2 are in heavy cover (+2 difficulty). The 7 mooks in the open take 11L and die, the 5 in light cover take 10L and also die, and the last 2, in heavy cover, are untouched.

Merits and Flaws

Remember you can buy Merits (2 * point cost for a merit) or Flaws (you gain that much XP) in play.

Merits

High Pain Tolerance (3 or 5 points): The 3 point version works identically to the one in the Player's Guide. At 5 points, a character is completely inured to pain and suffers no wound penalties.

Determinator (2, 5 or 10 pts): A character with this merit is extremely hard to stop. Not any harder to kill, just stop. At the 2 point level, the character adds +1 to her Stamina score for the purposes of resisting Dazing or Stun, and can pay 1 willpower to ignore 2 levels of injury for the purposes of resisting those effects (rather than 1). At the 5 point level, the character gains those abilities and also gains the ability to ignore being Incapacitated by Bashing damage with a Willpower roll (cumulative +1 difficulty). At the 10 point level, the character automatically succeeds on WP rolls to ignore being Incapacitated from Bashing and can attempt to do the same with Lethal damage, at the same difficulty. Determinators treat Incapacitated as a -6 wound penalty.

Taint Channeler (4 pts): A Nova with this power is particularly adept at making Taint work for him, rather than the other way around. The Nova gains double the effect whenever he chooses to take temporary Taint, or halves the cost (round up) if the power costs 2 temporary Taint or more. That is to say, a Nova can gain 1 temporary Taint to add 2 successes to a max roll, regenerate 4 Quantum points, or turn all the dice on a powermax into successes. This Taint can be converted into Chrysalis as usual.

Taint Resistant (5 pts): A Taint Resistant Nova reduces all involuntary gains of Temporary Taint (botches, failures, Taint radiation) by 1 (minimum 0). Furthermore, every 24 hours, a Taint Resistant Nova loses 1 point of temporary Taint.

2nd Generation Nova (1 pt): A 2nd Generation Nova does not gain Taint from any normal source, including Quantum or Node, due to their adapted physiology. 2nd Generation Novas cannot willingly gain Taint (or Chrysalis) under any circumstance, and heal all temporary Taint (and Chrysalis) every 24 hours. Furthermore, 2nd Generation Novas can buy Node up to 10 (and never gain Taint from high Node), but may not possess Dormancy.

Yes, 2nd Generation Nova is extremely cheap (despite this it is also an extremely rare merit). The methods of gaining involuntary Taint are rare, and being incapable of using any Taint-based mechanics at all gives this a rather significant downside.

(Ability) Prodigy (3 pts): A character with this merit allows the character to increase one chosen ability up to 6 with experience or bonus points, and as a side effect allows a character to choose a special benefit for that ability. An example would be being able to pick locks and bypass simple electronic systems without tools for Security, reflexively draw a weapon without any action for Firearms, so on and so forth. These abilities should be ST-approved.

Flaws

Low Pain Tolerance (1, 3, or 6 points): A character with Low Pain Tolerance is allergic to fights (they break out in wounds). At 1 point, the character loses the ability to roll (Stamina + Resistance) or pay Willpower to ignore wound penalties. At 3 points, a character gains all the effects of the 1 point flaw, but also increases all wound penalties by 1. (So his health track looks like -1/-2/-2/-3/-3/-5/Incapacitated). At 6 points, a character doubles all wound penalties beyond that (health levels become -2/-4/-4/-6/-6/-10/Incapacitated).

Glass Jaw (3 pts): Characters with this flaw are extremely easy to daze or render unconscious beyond what their durability would imply. The character is Dazed if he takes more than (Stamina/2) levels of damage (round up) in one round, and Unconscious if he takes more than (Stamina) levels of damage in a round.

Sickly (3 or 7 pts): A Sickly character is extremely fragile. At the 3 point level, the character halves his or her natural soak, rounding down. At the 7 point level, the character halves his or her natural soak and loses 1 of each health level besides the Incapacitated level (the character's normal health track is now 1 x -1/1 x -2/Incapacitated/Dead).

Chemicals

The variety of toxins and drugs available in the Nova age is an extensive litany of performance enhancers, recreational drugs, and toxic chemicals for help or harm. This system covers chemicals as well as diseases as both can be modeled in a similar fashion.

Rules

All chemicals, toxins, and diseases have several traits, listed below with their explanations.

Potency: A drug or disease's potency determines how hard it is to get rid of. A successful roll against a drug's potency reduces or eliminates its effect, as noted in Effect. This is only rolled when the drug is unwanted, or in cases where the character's immune system is overactive or other situations like that.
Onset: Not all diseases or drugs have immediate onset. This determines how long before symptoms/results appear.
Interval: A drug or sickness has a certain interval which shows how long it takes for a drug to wear off or for its effects to wane.
Addiction: The addiction rating of a drug is a number (corresponding to the difficulty of the Willpower roll to resist). A drug with an addiction of "-" has no addictive qualities.
Effect: What the drug does. This may be attribute or situational bonuses, damage, penalties, or just about anything.

Novas

Novas are heavily resistant to most drugs and diseases, halving their potency (round down) and being outright immune to any drugs or diseases with a base Potency lower than (Mega-Stamina + 1). The few which they are not immune to will note their effects on Novas, which are often reduced.

Toxins

Alcohol: Well, it's not really that much of a toxin, but it is a depressant.

Potency: +0
Onset: 1 minute
Interval: 1 scene
Addiction: +0
Effect: -1 to all dice pools, -2 to Willpower. Successive doses increase the dice pool and willpower penalties by 1 each.

Riot Agent: A standard anti-personnel riot agent. Causes burning pain, choking, and other nasty stuff.

Potency: +1
Onset: Immediate
Interval: 1 minute
Addiction: -
Effect: -(6 - Stamina) to all dice pools and 1 die of bashing damage. Success on a resistance roll halves the dice penalty.

Sweet Dreams: A more humane riot agent, designed to disable targets via a combination of euphoriant and soporific effects. Under investigation by the UN due to its potentially psychological addictive qualities.

Potency: +2
Onset: Immediate
Interval: 1 hour
Addiction: +1
Effect: -(6 - Willpower/2) to all dice pools (round penalty up), must succeed on a Willpower roll at +1 difficulty to take any hostile action.

Nerve Gas: Your normal everyday VX-alike nerve gas.

Potency: +4
Onset: Immediate
Interval: 1 round, a brief moment of exposure (~1 second) causes the toxin to last for 5 intervals.
Addiction: -
Effect: -(10 - Stamina) to all dice pools and 2 lethal health levels of damage per interval. Success on a resistance roll halves the dice pool penalty and reduces damage to bashing.
Novas halve damage and dice penalties before rolling to resist.

Eclipsidol: Anti-Nova biochemical weaponry.

Potency: N/A
Onset: Immediate
Interval: 30 minutes
Addiction: -
Effect: A Nova dosed with Eclipsidol loses all control of Quantum powers and wastes his or her Quantum Pool as quickly as possible (a Nova with Node 0 uses up 6 quantum/round, a Nova with Node 5 uses up 20, etc.). While dosed with Eclipsidol, all Mega-Attributes work at half effectiveness (round down) and no Powers or Enhancements work.

Drugs

Nootropics: Cognition-enhancing drugs are in their relative infancy but still effective.

Potency: +4
Onset: 1 minute
Interval: 1 scene
Addiction: +0
Effect: +1 to any one mental attribute (maximum 5) for 1 scene, -2 to all mental attributes (minimum 1) for an equal amount of time later.
Novas are unaffected.

Analgesics: This covers a variety of pain management drugs, from over-the-counter medications to addictive ones like morphine and opium.

Potency: +0 to +4
Onset: 1 minute
Interval: 1 day
Addiction: N/A to +1
Effect: Wound penalties are reduced by anything from -1 (aspirin and other over the counter pain medication) to -4 (things like PCP).
Novas gain half effect.

Red 7: Advanced designer combat drug, developed by French pharmaceutical companies for brief performance boosts. Psychological addiction rates are considered high but acceptable.

Potency: +4
Onset: 1 minute
Interval: 1 scene
Addiction: +0
Effect: +2 to all physical attributes (maximum 6) for 1 scene, -2 to all physical attributes (minimum 1) for an equal amount of time.
Novas gain full effect from Red 7.

Mite: Nova-harvested steroids.

Potency: +4
Onset: 1 hour
Interval: 1 scene/permanent
Addiction: +1
Effect: +1 Strength/Stamina (up to 6), Str/Sta 6 reduces appearance by 1 (min 1), grants Mega-Strength 1 after that (further reducing appearance by 1).
Novas do not gain any permanent effects from Mite and treat it as potency +0.

Adrenocilin: Designed to improve Nova control of quantum powers adrenocilin is also a pain deadener.

Potency: N/A/+2 for baselines
Onset: 1 minute
Interval: 1 scene/1 round for baselines
Addiction: +0 or N/A for baselines
Effect: +1 to all Quantum powers and -1 to all wound penalties. Baselines take (3 - Stamina/2, round damage up) dice of lethal damage per round for 10 rounds instead. Succeeding on the potency roll reduces that interval's damage to bashing.

Moxinoquantamine (Mox): Mox reduces a Nova's ability to use quantum powers.

Potency: N/A/+2 for baselines
Onset: 1 minute
Interval: 1 scene/1 round for baselines
Addiction: N/A
Effect: +2 difficulty for all Quantum power or Enhancement rolls, reduce all Mega-Attributes by 2 (min 0). Baselines take (3 - Stamina/2, round damage up) dice of lethal damage per round for 10 rounds instead. Succeeding on the potency roll reduces that interval's damage to bashing.

Diseases

Aberrant 2.0 Body Modifications

Body Modifications are "powers" which give capabilities via physical mutation, rather than channeling quantum forces. These powers are generally much less effective than Quantum powers but far cheaper. At chargen, a Nova may trade in 1 NP for 8 XP worth of body modifications. Furthermore, with superscience genetic or cybernetic engineering, baselines may acquire body modifications.

Some of these body modifications are equivalent to Merits and can be taken by baselines even without superscience. Generally these are minor body modifications like large or small or acute sense. In this case, each body modification costs 1 BP per 2 XP.

Attribute dots gained or lost from body modification do not increase the limits for a character's Mega-Attributes, but can decrease them.