Difference between revisions of "Aberrant 2.0 Trinity Gear"

From Sphere
Jump to navigation Jump to search
Line 520: Line 520:
 
*'''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
 
*'''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.
 
: 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)
+
: '''Particle Cannon''': Accuracy +1, Range 1,000, Damage 15L [15], AP(5), Rate 1, Magazine (inf)
 
: '''Missile Pod''': Accuracy +0, Range 2,000, Damage 20L [15], AP(4), Rate 10, Magazine 10
 
: '''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)
 
: '''Plasma Cannon''': Accuracy +0, Dmg 15L [12], Range 30, Rate 5/1, Magazine 50, Burst (5)

Revision as of 08:47, 23 February 2011

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.

  • Revolver (Stavros Cowboy): Acc +0, Dmg 6L, Range 50, RoF (Dexterity), Magazine 8, Conceal P, Mass 1, Min Str. 1
  • Revolver (Banji Annabelle): Acc +2, Dmg 7L, Range 50, RoF (Dexterity), Magazine 6, Conceal J, Mass 1.5, Min Str. 2
  • 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 P, Mass 1, Min Str. 1
  • Autopistol (Stavros Protector): Acc -1, Dmg 5L, Range 40, RoF 15, Magazine 15, Conceal P, Mass 1, Min Str. 1
  • Machine Pistol (Stavros TEC-21): Acc -1, Dmg 6L, Range 40, RoF 40, Magazine 40, Conceal J, Mass 2, Min Str. 3
  • 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
  • Heavy Revolver (L-K Professional): Acc +2, Dmg 8L, Range 50, RoF (Dexterity/2), Magazine 6, Conceal J, Mass 2, Min Str. 2
  • Very Heavy Revolver (Ares Peacebringer): Acc +1, Dmg 10L, Range 60, RoF (Dexterity/2), Magazine 5, Conceal O, Mass 2.5, Min Str. 4
  • 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)

Vertigo Weapons are experimental, and deal no damage (ignoring all soak). Instead, a successful attack with these weapons adds +2 to the difficulty of any actions, an effect which lasts one turn for each "damage" success. These weapons are still experimental and use a combination of sound waves and lights intended to cause seizures to create their effect. A Nova may resist with Sensory Shield, each dot of that power "soaking" 2 dice of vertigo "damage".

  • Vertigo Pistol (Orgotek VP-2): Acc + 0, Damage 4 (Vertigo), Range 15, RoF 1, Magazine 10, Conceal J, Mass 1.5
  • Vertigo Carbine (Orgotek VC-4): Acc + 1, Damage 6 (Vergito), Range 25, RoF 1, Magazine 20, Conceal O, Mass 2.5

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 (Stavros Diplomat): Acc -1, Dmg 7L, Range 80, RoF 50, Magazine 50, Conceal O, Mass 3, Min Str. 3
  • 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
  • Voss 93T High-Threat Combat Rifle: Acc + 4 (ECS Linked), Dmg 8L[3] (coilgun), Range 200, RoF 50, Magazine 100, AP (1), Conceal N, Mass 8, Min Str. 3
Screamer: Damage 10B/L (ignores armor, soak via Stamina only), Range 25, RoF 1, Magazine 40
Plasma: Damage 10L [5], Range 25, RoF 1, Magazine 8

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
  • Automatic Shotgun (L-K Sentinel 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, RoF 2, Magazine 12, Bio, Tolerance 1, Conceal J, Mass 2, Min Str. 1
  • Gauntlet (Orgotek Pulse-L): Accuracy +3, Dmg 10L, Rng 200, RoF 2, Magazine 35, Bio, Tolerance 1, Conceal J, Mass 2, Min Str. 1
  • Pistol (Alchemy 2117-A): Accuracy +2, Dmg 8L, Rng 200, RoF 2, Magazine 25, Bio, Tolerance 1, Conceal J, Mass 1, Min Str. 1
  • Pistol (L-K Personal Protector): Accuracy +2, Dmg 8L, Rng 250, RoF 2, Magazine 25, Conceal P, Mass 1, Min Str. 1
  • Carbine (Alchemy 2118-D): Accuracy +2, Dmg 12L, Rng 300, RoF 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, RoF 15, Magazine 45, AP (1), Conceal O, Mass 3, Min Str. 1
  • Carbine (Orgotek Hornet VI Pulse Laser): Accuracy +3, Dmg 12L, Rng 350, RoF 20, Magazine 60, Bio, Tolerance 2, Conceal O, Mass 3, Min Str. 1
  • Sniper Rifle (L-K Intervention): Accuracy +0/3 (undeployed/deployed), Dmg 10L [4], Rng 1,000, RoF 1, Magazine 5, AP (2), Conceal N, Mass 12, Min Str. 3/1 (undeployed/deployed)

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, RoF 60, Magazine 60, uses 5/10/20 shots, Bio, Tolerance 1, Conceal J, Mass 1, Min Str. 1
  • Pistol (Ares Suresting): Accuracy +1, Dmg 6/8/10L, Rng 30, RoF 60, Magazine 60, uses 5/10/20 shots, Conceal J, Mass 1, Min Str. 1
  • Small Pistol (Orgotek Stinger): Accuracy +1, Dmg 4/7/9L, Rng 30, RoF 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, RoF 120, Magazine 120, uses 6/12/24 shots, Bio, Tolerance 2, Mass 2.5, Min Str. 2
  • Shredder Rifle (Ares Mauler): Accuracy +2, Dmg 9/12/15L, Rng 50, RoF 200, Magazine 200, uses 10/20/40 shots

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 [10], 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 15L [15], Range 500, Rate 1/4, Magazine (inf), AP (3), 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 5, Magazine 50 (recharges)
    • 30mm Slugs: Damage 7L[5] (or grenade), Range 300, Rate 2, Magazine 12, 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

Certain VARGs may mount modular weapons. Weapons given here are those weapons, which can be installed in the corresponding hardpoint. Weapons may come in Light, Medium, Heavy, or Support variants.

Light Weapons

Antipersonnel Mount: Mounts an infantry-scale weapon (typically heavy coilgun) and fires automatically with a dice pool of 5d + sensor bonus.
Light Autolaser: Accuracy +2, Range 500, Damage 10L [5], AP(1), Rate 40, Magazine (inf)
Light Laser Cannon: Accuracy +2, Damage 10L [8], Range 750, Rate 5, Magazine 1000, AP (3)
Rocket Pod: Accuracy +2, Dmg 10L [8], Range 500, Rate 20/2, Magazine 20, AP(2), AV (1), Exp (3), Burst (10)
Coilgun MG: Accuracy +1, Dmg 10L [7], Range 600, Rate 80/10, Magazine 1200, Burst (8), AP (2)
AAA Missile Rack: Accuracy +2, Dmg 12L [6], Range 2,500, Rate 1, Magazine 20, AA, Exp(3), Guided
Small Missile Pod: Accuracy +0, Range 2,000, Damage 20L [15], AP(4), Rate 4, Magazine 4
Small Plasma Cannon: Accuracy +0, Dmg 15L [12], Range 30, Rate 5/1, Magazine 50, Burst (5)
60mm Grenade Launcher: Accuracy +0, Dmg 10L [7] or as grenade, Range 100, Rate 15, Magazine 100, Exp(1)
Flechette/Buckshot: Dmg 12L, Rng 50, hits everything in an arc
HEAP: Dmg 12L [6], AP(3)
Incendiary: Dmg 12L, 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)
Ion Whip: Accuracy +0, Damage Strength + 5L (+5d EMP)

Heavy Weapons

Particle Cannon: Accuracy +1, Range 1,000, Damage 15L [15], AP(5), Rate 1, Magazine (inf)
Missile Pod: Accuracy +0, Range 2,000, Damage 20L [15], AP(4), Rate 15, Magazine 15
H-K Missiles: Accuracy +0, Dmg 24L [16], Range 5,000, Rate 2, Magazine 2, AP(6), AA, Guided
Light Autolaser: Accuracy +2, Damage 10L [8], Range 750, Rate 20, Magazine 2000, AP (3)
Medium Autolaser: Accuracy +2, Damage 12L [10], Range 1,000, Rate 20, Magazine (inf), AP (3)
90mm Mortar: Accuracy -2, Damage 15L [12] or as shell, Range 1,000, Rate 2, Magazine 30, Exp(5)
Flechette/Buckshot: Dmg 13L [3], Rng 80, hits everything in an arc
HEAP: Dmg 20L [10], AP(5)
Incendiary: Dmg 13L [2], Area(20), Incendiary (successful attack sets target on fire, doing 7L/turn until put out)
Chemical: Dmg None, Area (20), Gas Payload

Support Weapons

Heavy Plasma Cannon: Accuracy +0, Range 800, Damage 25L [16], AP(6), Rate 1 (per gun), Magazine (inf)
Large Missile Pod: Accuracy +0, Range 2,000, Damage 20L [15], AP(4), Rate 25, Magazine 25
Heavy Tactical Laser: Accuracy +3, Dmg 16L [12], Range 8,000, Rate 2, Magazine 50, AP(3)
140mm Howitzer: Accuracy -2, Damage 20L [15] or as shell, Range 8,000, Rate 1, Magazine 15, Exp(5)
Flechette/Buckshot: Dmg 15L [5], Rng 100, hits everything in an arc
HEAP: Dmg 25L [16], AP(7)
Incendiary: Dmg 15L [5], Area(30), Incendiary (successful attack sets target on fire, doing 10L/turn until put out)
Chemical: Dmg None, Area (30), Gas Payload

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. The ECS also adds an additional +3 to awareness rolls when used to scan an area.
  • 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: +3 damage, AP (+3)
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, AP (+1)
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-piercing explosive rounds are the successors to ammunition designs such as the "Raufoss" round, combining hardened penetrators with explosive cores.
  • Gel: Bashing Damage, double armor/power soak, toxin payload (may be absorbed via skin)
Gel rounds have soft gel heads and low velocities, and are commonly used with soporifics for riot control. Occasionally, gel rounds are paired with chemical agents such as Eclipsidol or Moxoquintaine to neutralize Aberrants with relatively quiet ammunition.

Aberrant-Era Ammunition

All ammunition from the Aberrant era exists (save Hypercore), and are listed below.

  • Armor Piercing Ammo: AP(+3), Dmg(-1L)
  • Beanbag/Rubber Bullet: Doubles armor/power-granted lethal soak, deals bashing damage past 5 meters.
  • Buckshot/Multiplex: Accuracy +3, loses -2L damage per range increment
  • 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(+1L), Weapon breaks if more 1s are rolled than successes.
  • Match: Accuracy +1, Rng +25% if aiming.
  • JHP/JSP: Dmg(+3L), double armor/power-granted lethal soak
  • Subsonic: Dmg(-1L) or (-2L) 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).

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 50
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.
  • Kami Class Light VARG: Soak 12B/10L, +6 -0 HLs, Strength + 3[5]/Dexterity + 2/Perception + 4, Mass 300, Destruction 45
The Japanese equivalent to the Chameleon, the Kami is has a superior sensors suite but lacks the durability, speed, or stealth camouflage abilities of the Chameleon, nor does it retain the ability to mount a light VARG weapon. Instead, it mounts an inbuilt multi-threat rifle, comparable to the Voss 93 in ability, and a 30mm grenade launcher with a box magazine.
Multi-Rifle: Acc + 4, Dmg 8L[4] (coilgun), Range 300, RoF 50, Magazine 400, AP (1), Conceal N, Mass 8, Min Str. 3
Screamer: Damage 12B/L (ignores armor, soak via Stamina only), Range 25, RoF 1, Magazine (inf)
Plasma: Damage 12L [6], Range 25, RoF 1, Magazine 40
30mm Grenade Launcher: Accuracy +0, Dmg 8L [5] or as grenade, Range 100, Rate 20, Magazine 20, Exp(1)
Flechette/Buckshot: Dmg 10L, Rng 50, hits everything in an arc
HEAP: Dmg 10L [5], AP(2)
Incendiary: Dmg 12L, Incendiary (successful attack sets target on fire, doing 6L/turn until put out)

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.
  • EES (Militarized): Soak 2B/3L, Penalty -0, Mass 6, Tolerance 4, Destruction 15
The Electrokinetic Enhancement Suit (Militarized) is a prototype psi enhancement suit given to Orgotek field operatives, adding +4 to Psi for power duration and effect. It also incorporates a biocomputer inside, which can be used as any other computer. Somewhat fragile and extremely expensive, only Orgotek field operatives have been spotted wearing such a system. A nonmilitarized version lacks the redundant backups and the armoring, but is only Tolerance 3. Whenever hit by any weapon, the nonmilitarized version loses 1 dot of Enhancement, and must be repaired at a high-end biotech facility when all bonuses are lost.
  • Inside-Out: Soak 5B/5L, Penalty -0, Mass 10, Tolerance 3, Destruction 20
The Inside-Out is a enhancement suit used by biokinetics which provides great benefits, resembling a human skeleton woven on a skintight fiber-weave suit. The bones are ceramic-reinforced, and the weave is carbon nanotube over vat-grown musculature interwoven with ballistic resistant fibers. A Psion formatted to the suit gains +2 to Psi rolls for powers, and adds +2 to Adaptation, Psychomorphing, and Transmogrification (this does not unlock new powers, but does increase passive benefits). However, the suit does not change shape, adding +2 to the difficulty of all Transmogrification rolls while wearing it.
  • 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

  • Vacuum Capability: A combination of self-sealing systems, an integrated oxygen recycler, and smart materials capable of functioning as a mechanical counterpressure suit, this modification provides its wearer with an armor suit that can survive vacuum. Armored clothing may accept this accessory, but it restricts the styles available to full-body clothing choices and requires an integrated hood.
  • 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, and increases its mass by 50%. On the other hand, Olaminium greatly improves protection, adding +3B/2L to the armor's soak and +6 to its destruction rating. For the Vacuum Assault Suit, olaminium hardening removes its +1 dexterity bonus and grants it a -1 penalty, and the Kami loses its dexterity bonus. 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 half the armor's original lethal soak rating, rounded down. Olaminium-hardened armor costs 2 dots more than normal.
  • Pure Olaminium: Another hardtech-only option, pure-olaminium armor is even more durable, but much more massive. Pure-olaminium armor (not actually pure, but using significant amounts of it rather than just lacing the armor) masses 150% more than any equivalent armor, and doubles an armor's penalty (or increases it by -2, whichever is greater). A pure-olaminium VAS has an effective dexterity penalty of -3, and a pure-olaminium Kami has an effective dexterity penalty of -2. Pure-olaminium armor has an additional +5B/5L soak, +15 to the destruction rating, and has an aggravated soak equal to the armor's original lethal soak rating.
Example: A pure-olaminium suit of combat armor (+8B/7L base soak) now has a soak of (+13B/12L/7A), a mass of 50 kg, and a penalty of -4.
  • 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 speed, simultaneously reducing the armor's penalty by -1 (min 0), but increases expense (+1 to cost, min cost 3). 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. There are also standalone sensor systems with any (or all) of these capabilities.
Thermal: Thermal imaging allows the user to see heat, adding a bonus success to detect 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.

Xenotech

Note that due to appendage differences any use of Coalition and Chromatic weapons inflicts a +2 difficulty on their use without a conversion to human ergonomics, and without sufficient experience with them characters will suffer an additional +1 difficulty due to unfamiliarity.

Coalition

Coalition Gamma Rifle: A high-powered directed radiation weapon beyond all known human technology, these weapons use hard radiation to cause gross tissue damage and cell death. Only extremely heavy armor is viable protection against these weapons. More unfortunately, these are standard issue small arms to Coalition warriors, produced in extremely large numbers. Gamma rifles ignore Stamina-provided soak but can be soaked by any armor that soaks lethal damage. However, non-Impervious defensive powers or non-olaminium laced personal armor halves its soak (round up)-Vehicle armor is unaffected. Further note that baseline humans hit by a Gamma Rifle pulse that successfully rolls even a single damage level must roll Stamina + Resistance at the end of the scene. Failure means an extended agonizing death from radiation poisoning. Psions and Novas are immune to that little side effect, and merely have to deal with the aggravated damage.

Accuracy +0, Damage 10A, Range 250, RoF 2, Magazine 30, Mass 10, Conceal N, Min Str. 3

Coalition Gamma Support Weapon: A heavier, higher-rate of fire variant of the gamma rifle. Designed for Spinal use, only the fittest soldiers in power armor can handle one of these weapons. They are soaked in the same fashion gamma rifles are.

Accuracy +0, Damage 8A [4], Range 350, RoF 60, Magazine 300, Mass 25, Conceal N, Min Str. 8

Coalition Pulse Missile Launcher: Pulse missiles use a miniature plasma charge to create horrific damage. The infantry-sized missile launcher can have its blast pattern adjusted for either horrific single-target damage or devastating area effect. The launcher is a massive, ugly four-shot box launcher which can be reloaded.

Accuracy +2, Range 2,000, RoF 2, Magazine 4, Mass 20, Conceal N, AAA, Guided, Min Str. 8
Single-Target: Damage 15L [10], AP (3)
Area: Damage 12L [6], Exp (1)
Standoff: If attack fails by a MoF of less than 2, the target is hit by a 10L [5] attack anyhow from standoff detonation.

Coalition Plasma Grenades: Basically a pulse missile warhead with no engine on it. Pulse grenades can be set to shaped-charge or area detonation and have the ability to self-orient themselves on targets.

Accuracy +0, Range (Thrown)
Single-Target: Damage 15L [10], AP (3)
Area: Damage 12L [6], Exp (1)

Coalition Vehicles

  • Coalition Fighter: Safe Speed 3000 (2400), Max Speed 20000 (16000), Acceleration 12G, Maneuver +5, Passengers 0, Armor 20B/15L/5A (+10B/10L/5A), HLs -0 x 5, -1 x 5, -2 x 5, -4 x 2, -5 x 2, Eject!
The Coalition fighter uses unknown propulsive systems to provide itself incredible acceleration and staying power. Heavily armed and quite well-armored for a fighter, using Spinal pilots with extreme G-tolerance and exceptional reaction speed, and armed with a pair of heavy grasers and vehicle-sized pulse missiles, Coalition fightercraft are more than a match for anything. Vehicular Direct Neural Interface provides +4 to all awareness rolls and +2 to attack accuracy, while multitasking systems reduce multiple action penalties by 1.
Twin Tactical Grasers: Accuracy +3, Dmg 12A [10], Range 10,000, Rate 2, Magazine 50, AP(3)
Soaked by non-impervious, non-olaminium vehicle armor at half effectiveness. Considered full-on aggravated damage against personnel.
Pulse Missiles: Accuracy +0, Dmg 25L [20], Range 30,000, Rate 8, Magazine 8, AP(8), AA, Guided
Point Defense Grasers: Accuracy +2, Dmg 8A [4], Range 400, Rate 150, Magazine (inf), PD (can "parry" attacks)
  • Coalition Battlesuit: Strength 10 [10], Handling +3, Max Speed 80 (~100 km/h), Soak 20B/20L/5A, HLs -0 x 5/-1 x 6/-2 x 6/-4 x 3/-5 x 4/Disabled
Roughly 2.5 meters tall, the battlesuit may be the size of a scout VARG, but has armament befitting a tactical VARG. Hypercarbon armor, a self-healing endosteel frame, and a powerful combination of weapons makes the Coalition battlesuit extremely deadly. Advanced sensors add +4 to all awareness rolls and +2 to attack accuracy, and multitask systems reduce multiple action penalties by 1. Battlesuits are designed for Spinal use and cannot accept a humanoid pilot.
Heavy Graser: Accuracy +0, Damage 12A [6], Range 500, RoF 100, Magazine (inf)
Soaked in the same way as the gamma support weapon.
Missile Pod: Accuracy +2, Range 2,000, Rate 10, Magazine 10
Single-Target: Damage 20L [15], AP (5)
Area: Damage 14L [8], Exp (1)
Standoff: If attack fails by a MoF of less than 2, the target is hit by a 12L [6] attack anyhow from standoff detonation.
Anti-Personnel Mount: Mounts a gamma rifle and fires automatically with a dice pool of 10d including sensor bonus.

Chromatic

Chromatic Laser Carbine: A fairly standard laser weapon equivalent to human-built biotech lasers, the laser carbine becomes much more powerful in the hands of the Chromatics, who are universally skilled with Photokinesis.

Accuracy +2, Dmg 12L, Rng 300, Rate 20, Magazine 60, Bio, Tolerance 2, Conceal O, Mass 3, Min Str. 1

Chromatic Laser Pistol: Similarly, the Chromatics user laser pistols roughly equivalent to modern ones with slightly inferior across-the-board performance made up by universal skill in the photokinetic mode.

Accuracy +2, Dmg 7L, Rng 150, Rate 2, Magazine 25, Bio, Tolerance 1, Conceal J, Mass 1, Min Str. 1

Chromatic Amplifier Staff: The amplifier staff is a biotech two-handed weapon used by certain high-ranking Chromatics, a combination of psi-amplifier and polearm. With heavy enamel blades and the ability to amplify all Photokinesis modes, these are some of the most lethal actual weapons available to the Chromatics.

Damage Strength + 7L, Tolerance 3
+1 Psi, +2 to Photokinesis

Chromatic Vacuum Suit: Chromatic gear seems to be universally biotechnological in origin and their vacuum gear is no exception. A combination of body armor, mobility enhancer, and vacuum gear, it is roughly equivalent to biotech based space survival suits. Fortunately, the armor seems to be relatively lightweight compared to a VAS and can be penetrated by most military-grade firearms.

+2B/5L soak, +1 Strength/Stamina, Penalty -0, Destruction 20, Tolerance 1.

Qin

Human-Typed Biotoxin Flechettes: These biotech flechettes are compatible with all Qin Bodyguard and Warrior weapons and specifically designed to counter Aberrants.

If a human or nova takes any damage from these flechettes, the victim should roll Quantum or Psi, difficulty +3, and takes 1 level of unsoakable lethal damage per margin of failure. A successful roll reduces additional damage to 1 die of unsoakable lethal damage instead.

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.

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.

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 weapon and a laser weapon, one in each arm, as well as a pair of retractable high-frequency blades. All weapons count as Formatted.
HF Blades: Damage Str + 3L, AP (3)
Laser: Accuracy +3, Damage 12L, Range 350, Rate 40, Magazine (inf), AP (2)
Flechette: Accuracy +2, Damage 9/12/15L, Range 50, Rate 180, uses 9/18/36 shots.

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, as shown below. 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.
Lightning Gun: Accuracy + 2, Damage 12L [8] + 8d EMP, Range 1,000, Rate 1, Magazine (inf), AP (2)
Biomissile Launcher: Accuracy +2, Dmg 12L [6], Range 2,500, Rate 1, Magazine 4, AA, Exp(3), Guided
Flechette: Accuracy +2, Damage 9/12/15L, Range 50, Rate 180, uses 9/18/36 shots.

Computers

Hardware

Trinity computer hardware has three attributes: Storage, which is the total amount of "stuff" they can hold (i.e. programs above and beyond the OS and what it's bundled with), Speed, which adds or subtracts dice from the functioning of the Agent being run (in the year 2150, programs capable of great amounts of scaling have become in-vogue), and Failsafe, which adds dice to any attempts to counteract data intrusion, representing hardwired (and hardened) security systems. Due to the OpNet crash and the Aberrant Scare, most Fail-safe programs are isolated in Klot-hardened "data fortresses", allowing them to even counteract cyberkinetic and electrokinetic powers (to some extent). Non-military failsafe programs halve their resistance pool when attempting to counter Psi/Quantum powers, while military ones do not.

PDAs

Datapad (DataWarp Palm): A Datapad is a extremely small and low-end computer, massing less than .5 kg and easily carried with one hand. There are billions of models roughly identical in performance.

Storage 3, Speed -1, Failsafe 1d, Expansions 2

Military PDA (Steinhardt M8-CC): A hardened version of the datapad with slightly more mass used for hardening, and a more sophisticated E-alpha fortress which nevertheless reduces space available for processing. Soak 3B/3L, 3 health levels.

Storage 3, Speed -2, Failsafe 4d (M), Expansions 2

Minicomps

Personal Computer (Wazukana 300E): A basic computing system, equipped with multiple terabytes of storage, an efficient and cost-effective processor, and a holoprojector. Comes in a popular ovoid design and available in just about any desired color. Mass 1 kg

Storage 10, Speed +0, Failsafe 3d, Expansions 4

Budget Personal Computer (Steinhardt VirtuX): A cheaper and more affordable alternative, with weaker security and storage.

Storage 8, Speed +0, Failsafe 2d, Expansions 4

Hardened Personal Computer (Lenovo DX70): A ruggedized, more secure version for soldiers, law enforcement, and anyone else who might need something that can take a pounding. With 4B/4L soak and 4 health levels the DX70 certainly can take a fairly harsh beating and remain functional. Mass 1.5 kg

Storage 8, Speed +0, Failsafe 5d, Expansions 3

High-Performance Personal Computer (Wazukana 400T): More performance and more storage, for power users. Mass 1.5 kg.

Storage 12, Speed +1, Failsafe 3d, Expansions 6

Militarized (Steinhardt M1-CC): A hardened and militarized version of your normal minicomp. Mass 2.5 kg, Soak 6B/6L, 5 HLs.

Storage 10, Speed +1, Failsafe 5d (M), Expansions 4

Special Ops (Steinhardt M1-SF): A top of the line computer used by SIGINT ninjas, diplomats, and other people whose occupation runs a high risk. Often bought by wannabe script kiddies with more money than sense as well. High-speed, extremely secure, and hardened. Uses a lightweight carbon-polymer armor case to gain Soak 6B/6L and 5 HLs with only 2 kg mass.

Storage 15, Speed +2, Failsafe 7d (M), Expansions 4

Larger Computers

Workstation (Steinhardt K-Series): Used for scientific and other high-performance number crunching, workstations have enormous storage and speed but are not very portable (mass 8kg or more with no integrated battery).

Storage 25, Speed +3, Failsafe 5d, Expansions 10

Server (Wazukana 2120S): Servers are truly massive systems massing 20-30 kg or more, with extreme amounts of data storage and often running multiple agents at the same time. Servers often have fully-dedicated security agents and military-grade hardening to prevent another OpNet crash from destroying their data. Note that the storage given is ready-use per agent in cache. Once per action, an Agent can reflexively switch up to (Performance) dots of programs out for other programs.

Storage 20 (per agent), Speed +5 (per agent, runs 20-30 at once), Failsafe 8d (M), Expansions 10

Hardware Options

Most systems have a number of multipurpose high-bandwidth expansion ports (as opposed to low-bandwidth external interface ports) that allow the slotting in of additional computing power, memory storage, or other components. These expansion cartridges are generally standardized.

Logic Coprocessor: An additional block of 3-D circuitry provides additional speed and performance. This expansion adds +1 Speed to the system in question.

Additional Memory: A mass of 3D optical memory adds +2 to the computer's Storage for every slot taken up by one of these. It also adds more room for documents, videos, and other files, but as those don't have any game mechanics relevance assume you have enough storage for those whenever you need to.

Uninterruptible Power Supply: These backup batteries are bulky but generally are designed with flexible plugs so they can plug into an expansion port. These expansions are generally sized appropriately for the computer in question and can run it for up to (4 - Speed) hours, minimum 15 minutes. This is, of course, per battery.

External Media Reader: All Minicomps have external media readers by default, but PDAs rarely do, owing to space.

Hacking Kit: A universal interface plug is connected to the expansion port, along with some dedicated interface-spoofing software. This allows the computer to be interfaced with various systems, from card readers to alarm systems.

Hardware Key: Some programs or high-risk data are so heavily secured that one needs actual hardware to attempt to read them. These hardware keys carry critical information and program components. Consider them single-purpose dedicated systems whose only job is to Decrypt the appropriate program or data stored on a computer.

Failsafe Expansion: Additional solid-state read-only failsafe computing, secured in the quantum/noetic-inactive material Klot save for the bare necessities (i.e. I/O), and heavily designed to protect from intrusion, these expansions add +1d to failsafe rating.

Fail-Deadly: Fail-deadly expansions have a small directed explosive inside them which is activated should certain events be met, or by user override. There are two variants. The "standard" version which can be removed with the proper authorization code, or the "paranoid" version which detonates upon removal, destroying the computer itself.

Quantum Entanglement Device: The QED is used only for quantum encryption (look for Quantum Entanglement Encryption) below. Without the QEE program, a QE device can still be entangled with another such system, allowing for communications that literally cannot be eavesdropped on.

Dedicated Systems

Some computers are dedicated single-purpose systems. These lack your standard ratings but rather only have a dice pool in their relevant (narrow) specialty.

Personal Translator: Extremely light-weight dedicated translation systems. "Plain" versions (or earpiece + glasses variants) are generally used by men, while versions disguised as jewelry are more popular with women.

5d Linguistics.

Survival Guide: A hardened computer system intended to give you survival tips. Popular with FSA survivalist enclaves. Has a hardened shell (3B/3L soak, 3 HLs) and a chemical sniffer.

5d Chemistry, 5d Survival

Unconventional Warfare: "The Dummy's Guide to Terrorism", as it's been christened, was intended originally for unconventional warfare specialists to distribute to oppressed peoples. Now, their primary use is for helping come up with more brilliant improvisations at Karroo and in the hands of criminals fighting the police.

4d Tactics (6d Terrorism), 4d Engineering (Explosives), Restricted.

Software

Trinity Computers are generally not continuously networked, and oftentimes standard search methods are difficult with the scattered state of the OpNet. Instead, they use "Agents", which are semi-intelligent AI programs, to do much of the user's dirty work. Agents have a base Performance rating, and can install Programs for further performance. Agents are the common name for these systems, part AI companion, part personal secretary, part computer OS. Agents may have preinstalled programs as well.

Agents

Alpha Software "Chris": A popular high-end agent on the open market, "Chris" adapts to the user quickly and can project an avatar of either gender. Comes with a lot of bundled software.

Performance 4, Programs: Business 1, Intent 1, Linguistics 2, Mathematics 3, Research 1.

Apoderado Estelle "Evita": Modeled after a famous celebrity this female agent is cheap and useful for everyday tasks.

Performance 3, Programs: Intent 1, Linguistics 1, Mathematics 3, Research 1

Datawarp "Friday": An agent tailored for government and administrative use.

Performance 5, Programs: Diplomacy 1, Geography 1, Intent 2, Linguistics 3, Mathematics 3

Datawarp "Patton": An agent tailored for military use.

Performance 4, Programs: Administration 1, Linguistics 1, Mathematics 3, Warfare 1

Wazukana "Personal Assistant": A extremely low-end, non-adaptive Agent.

Performance 2, Programs: Mathematics 3

Programs

Programs improve the functioning of an Agent in a certain area. Program dice pools are generally (Performance + Program). Below are examples of programs and what abilities they'd roughly cover. Remember that each +1d a program gives costs 1 block of storage.

Administration: Covers Biz (running a business), Command
Business: Covers Biz, Academics (Economics, Advertisement)
Culture: Covers Academics (Culture, Sociology, etc.), Etiquette (formal only), Linguistics (for rolls only)
Diplomacy: Covers Etiquette, Rapport, Subterfuge
Fashion: Covers Style, Art (Fashion), and other similar areas.
Geography: Covers Academics (Geography) and Streetwise
Intent: Covers Rapport rolls, understanding fragmentary or vague orders.
Linguistics: Covers translating between any two languages (rolled once/scene per language). 1 success creates competent but dry mechanical translations, 2+ successes start to create nuance, failure means your hovercraft is probably full of eels, botching means it's giving you competent, grammatically correct translations that nevertheless are subtly wrong enough to get you into trouble.
Research: Covers any ability (while researching)
Science (Field): Covers any science field.
Security: Covers Computers (for hacking only), Tactics (against intrusion)
Technology (Field): Covers Science or Engineering related to that field.
Warfare: Covers Strategy, Tactics, Academics (Military Science)

Special Programs

There are a few special programs which do not directly correspond to Abilities. These programs are listed below.

Decrypt (SSE/DSE): The Decrypt program is required to read encrypted files of the same type. DSE decrypt can also decrypt SSE files, while SSE decrypt cannot. This is a legitimate decryption utility, rather than an illegal hacking utility, and of itself provides no hacking ability. Paired with other tools, though, it can do so.
Dump: The Dump program is designed to cut off compromised access to a system. Dump is added to a system's failsafe when it attempts to expel a hacker.
Encrypt (SSE): Standard Security Engrams are used for relatively low-risk files and most businesses, as they create an excellent compromise between security, performance, and file size.
Encrypt (DSE): Defense Security Engrams are high-end, extremely high-level encryption systems designed to be resistant to algorithmic and key attacks. Involving padding files with whitespace, incomplete compression, and truly random key generation, DSE is extremely difficult to break, but also bloated, inefficient, and extremely inconvenient. Decrypting any DSE file, even with the key, takes (30/(Speed + 3) minutes per level of DSE encryption, minimum 1 minute per level. Encrypting it takes triple that amount of time.
Encrypt (QEE): Quantum Entanglement Encryption is an extremely high-end encryption program which requires an aftermarket QE add on (Cost *****) and is extremely large and complex past that (Cost ***** for the program, takes up 8 storage). Quantum Encryption cannot be broken, save for certain extremely esoteric methods such as using Clairsentience to gaze into the past before the information was encrypted or during windows where the information was decrypted, or exotic Aberrant powers such as the documented "Information Manipulation" ability.
Reroute: Reroute software allows a hacker to attack through a circuitous route by finding non-monitored alternate routes to the server in question. Reroute subtracts from Track in an effort to target the hacker.
Track: Track software is used to track hackers and their real-world locations such that an intervention team (generally armed and not willing to take any shit) is dispatched to their location.

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: 2 Light/Heavy 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 [15], AP(5), 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 [15], AP(5), 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: 6 Heavy/Light Weapons, or 1 Support weapon and 2 Heavy/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 or Light weapons.

Vehicles

Wheeled and Tracked

Civilian

  • Personal Transit (Segway Personal Transporter): Safe Speed 10 (8), Max Speed 20 (16), Maneuver +3, Passengers 0, Armor 4B/2L (+0B/0L), HLs -0 x 1, -1 x 2, -4 x 1, Wrecked
Still illegal in Britain. Personal transit systems like this carry one person at a moderate speed, whether standing or sitting, and are usable indoors. With their light mass and compactness, they can also be easily carried. Unfortunately, they provide very little protection against bullets.
  • 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

Customization

Some people customize and hot-rod their vehicles, boosting their performance beyond a "stock" variant of such a unit. Some enhancements are listed below. A vehicle so enhanced is a Device (in Trinity terms), gaining 2 points of enhancement per dot in the background.

  • Additional Armor: The vehicle gains 3B/2L armor per point of this enhancement. A vehicle may not more than double its initial soak, or for civilian vehicles, may not increase it by more than +12B/8L.
  • Reinforced Internal Structure: The vehicle gains 2 x -0 HLs and 2 x -1 HLs. A vehicle may not more than double its total Health Levels in such a fashion. So, a motorcycle, with 7 HLs, may only purchase Reinforced IS once while an assault transport with 30 HLs could purchase this option as many as 7 times.
  • Additional Speed (Ground): The vehicle gains +4 (~5 km/h) to safe speed and +8 (~10 km/h) to max speed. Vehicles may not more than double their speed.
  • Additional Strength (VARG): A VARG gains +2[1] strength. A VARG may not gain more than +10[5] strength in this way, or double its strength/strength add, whichever is lower. Note that VARG strength ignores any automatic successes for accuracy when attacking in melee, so a VARG with 12[10] strength rolls 12d + Brawl for brawl attacks, for example.
  • Improved Sensors: A vehicle gives its crew +1d to Awareness rolls. This may not be bought more than twice.
  • Improved Targeting: A vehicle's weapons all gain +1 accuracy. This can be bought no more than twice.
  • Improved Handling: The vehicle gains +1 handling. A vehicle may not more than double its initial handling rating, or reduce its handling penalty to 0.
  • Weapons Hardpoint: The vehicle may mount 1 additional light weapon. This may not be bought more than twice.

Chemicals

The year of 2150 has brought a lot of physiopharmaceutical enhancement methods to the table, and just as many methods of causing harm. Trinity-era drugs use the rules for Chemicals but are generally more targeted.

Toxins

Drugs

Berserker: An illegal combat drug, Berserker is PCP on steroids. It provides a fierce high, removes the person's ability to feel pain or incapacitation, removing limiters on their strength and speed, and also drives them into a fierce, unrelenting rage.

Potency: +5
Onset: 1 round
Interval: 1 scene
Addiction: +2
Effect: +2 to all physical attributes, no wound penalties (doesn't even notice Incapacitation). A Willpower roll (+2 difficulty) is required to not fly into a berserker rage in any stressful situation. Berserking means you are incapable of doing anything which requires significant thought, like trigger discipline or power usage.

Reaper: A drug designed to block fear and pain while keeping the person in question fully mentally capable, Reaper deadens emotions, blocks pain, and has few side effects save for the complete dispassionate mindset which can make it easier for a user to commit atrocities or kill.

Potency: +4
Onset: 1 minute
Interval: 1 scene
Addiction: +0
Effect: +3 Willpower, Iron Will, no wound penalties, 2 bonus successes on any roll to resist emotional manipulation, no Virtue or Vice (no way to gain or lose WP for the duration). A character on Reaper has a highly dispassionate (some would say sociopathic) mindset and may do things they would not normally be willing to do to accomplish a goal.

Nebula: A social drug that increases everyone else's perceived attractiveness and one's own via pheromonal and other cues.

Potency: +3
Onset: 1 minute
Interval: 1 scene
Addiction: +0
Effect: Lusty flaw, +1 Appearance, +2 to all Sway rolls playing on lust or sexual attractiveness.

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 10/15/25/30/35 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. As body modifications, Enhancements cost (point rating x 2) XP and additionally require the background.

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 45/50/55/65/70 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 (2 pts)
Subdermal Armor: +2B/4L soak (4 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). (3 pts)
Weapon Link: -1 difficulty and +1d to attack rolls (with linked weapon). (3 pts)
Machine Link: -1 difficulty and +1d to actions (with linked machine). (3 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 (5/10 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)