M. Jared Swenson Productions

This blog chronicles my projects, developments, and all things related to tabletop gaming. I will try to avoid rants and reviews. Mostly games I'm developing, and progresses from my campaigns.
Showing posts with label stardrive. Show all posts
Showing posts with label stardrive. Show all posts

Tuesday, July 9, 2013

Star*Drive Extra Material

A reader of this blog emailed me and told me he had joined a d20 game where the GM was using the Star*Drive campaign setting. It was one of those "thought you'd like to know" things. It appeared to be a Concord centered campaign, as players were encouraged to be either Concord military or t'sa. Pretty cool.

He also informed me of a neat little note about the t'sa race that he invented for his character. I thought it sounded cool, so consider the following a little extra material tied to my entry on the t'sa:
T'sa Head Fins
While not quite like antlers or fingernails, the fin's sensitivity could best be described as having the sensitivity of a human's callous.  It looks as if the original purpose of the fin is to get rid of heat.  It also looks as if the fin might have provided natural camouflage from predators.  A t'sa would squat down, pull in arms and legs, leaving only head and fin visible and exposed to attacks from above.

Fin styling is a thriving business within T'sa space. Styles would vary by planet, clan, haut-society, political faction, and cliques.  T'sa entering military service would have to have the fin trimmed down to a minimum crest (like hair).
Things like this, along with weren hairstyling, could be ways players make their characters a little more personal.

Saturday, February 16, 2013

Star*Drive Saturday: Temporary Hiatus

I missed Star*Drive Saturday last week. I started a second job which has been taking up some time, and I am also in 2 different campaigns. The modern fantasy campaign, and the Wartech campaign. So I have been very busy.

The Star*Drive Saturday posts take a while to write because I summarize a lot of material, so I will put it on temporary hiatus for a bit, at least until I end one of my campaigns, which may be in a month or so. I have enjoyed writing them because it has been giving me some practice and teaches me to work with deadlines. I appreciate you all for reading and offering feedback, but this isn't a dead project.

So I will leave you with a couple pieces of awesome artwork from the Star*Drive universe for now.
Happy Valentines Day, Star*Drive style.

Saturday, February 2, 2013

Star*Drive Saturday: Heavy Armor

Last week we covered the lighter conventional armor, this week it is:

HEAVY ARMOR

Heavy armor is restrictive and bulky. Those without proper training find them awkward to use. The following armors have Restriction values. That number is subtracted by your character's Fighting score and the resulting number is the penalty you take to your Movement and Initiative while wearing the armor. Example: The attack armor has a restriction value of 3. A character with a +2 Fighting score would take a -1 penalty to his Movement and Initiative. However, a character with a -1 Fighting score would be severely hindered by the armor, taking a -4 penalty to his Movement and Initiative. If you have a high enough Fighting score, you cannot have your Movement or Initiative increased above their normal value. Example: A character with a +3 Fighting score wearing cerametal armor (restriction value 2) does not gain a +1 bonus to Movement and Initiative while wearing the armor.

(Fighting Score) - (Restriction Value) = Penalty to Initiative and Movement while wearing the armor [maximum 0]


Attack Armor
Cost: 1,200 cr
Protection: V
Restriction: 3
Earliest forms of true attack armor are improvements of typical assault gear. A breastplate and helmet of lightweight polymere guards the user's vital areas, while flexible CF weaves cover the limbs.
  • At a cost of 1,000 credits, you may have the following electronic equipment built-in to this armor:
  • Targeting system - Built-in binoculars reduces the long range penalty -1.
  • Image enhancement system - The binoculars include night-vision and infrared capability, removing the penalty to shooting in low-light conditions.
  • Communication suite - Allows communication over long distances with others that have sync'd comm gear.
  • Trauma pack - Two med-kits are attached at the thigh packets, and one at the small of the back.

Cerametal Armor
Cost: 1,500 cr
Protection: V
Restriction: 2
One of the latest developments of heavy unpowered armor. Cerametal technology combines lightweight ceramic weaves with more standard armor materials. The cerametal plates cover most of the body, including the head. The protection is fantastic by previous standards for the weight, and is less restrictive.
  • At a cost of 1,000 credits, you may have the electronic equipment listed, under attack armor above, built-in to this armor.

Body Tank
Cost: 9,000 cr
Protection: X
Restriction: 6
Special: Grants a +3 bonus to strength checks.
The invention of sturdy, small, and powerful servos makes the powered "body tank" armor possible. Most of the armor consists of neutronite alloy plating, with only a few awkward joints made of carbonate fiber. A body tank is just that - a heavy, full suit of armor turns the soldier wearing it into a mobile fortress. Systems included in the body tank are:
  • Targeting system - Built-in binoculars reduces the long range penalty -1.
  • Image enhancement system - The binoculars include night-vision and infrared capability, removing the penalty to shooting in low-light conditions.
  • Communication suite - Allows communication over long distances with others that have sync'd comm gear.
  • Trauma Pack type II - Contains two automatic med-kits that activate when the suit's occupant suffers damage.
  • Threat receiver - An electromagnetic/infrared sensor detects active fire control and rangefinding systems directed at the wearer. You gain a +1 bonus to awareness tests to detect such threats.
  • Smart display - Geomapping system provides a view of the surrounding area, granting the user a +1 bonus to tactics tests.
  • Laser designator - Helmet-mounted device allows the soldier to instantly relay requests for fire support and air strikes through his data uplink.
  • Built in shoulder mounted Bantam Launcher

Recon Body Tank
Cost: 10,000 cr
Protection: X
Restriction: 5
Special: Grants a +3 bonus to strength checks.
The recon body tank is lighter and more expensive than the regular version, but somewhat more common. It features the same on-board systems as the standard body tank.

Zero-G Body Tank
Cost: 12,000 cr
Protection: X
Restriction: 7
Special: Grants a +4 bonus to strength checks.
The heaviest armor available and is equipped with all the features of the standard body tank in a suit slightly larger than the normal body tank. It also includes the following additional features:
  • Air/space radar - A small but powerful radar system allows a soldier to keep an eye on enemy aircraft or spacecraft movements.
  • Oxygen supply - Fully sealed suit and has a supply of oxygen for up to 10 hours.
  • Instead of the bantam launcher, the purchaser of the zero-g body tank can include any one of the following on the shoulder mount:
    • Grenade launcher - With 2 loads of 6. They feed into the gun independently, so the wielder can choose which load to fire from.
    • Heavy charge machine gun - Double load.
    • Arc gun - Double load.
    • Mass cannon - Double load.
    • Plasma gun - Double load.
    • Quantum mini-gun - Double load.

Khe! Burund (Weren Mail)
Cost: 500 cr (the cost does not need to be increased for fitting a weren)
Protection: V
Restriction: 1 (for weren), 4 (for everyone else)
Normally chain mail doesn't stand up to modern weaponry, but it's different for weren. Their variation of chain mail is much thicker and tougher than any ancient human designs. Developed within the last hundred years on their homeworld to resist musket balls, the khe! burund is a hauberk of chain mail with stiff leather straps woven between the links, worn over a leather arming coat. The coat covers the wearer's arms to the elbow, the legs to the knee, and includes a hood. Favored by many weren mercenaries and expatriates because it's an element of weren technology that stands up to human weapons. Just like the flintlock pistol, it has become an emblem of weren tradition in the face of overwhelming change.
 
Had'niltas (Mechalus Armor)
Cost: 1,100 cr
Protection: V (for mechalus), L (for everyone else)
Restriction: 0 (for mechalus, 2 (for everyone else)
Special: Grants a +2 bonus to strength checks for mechalus. No bonus for everyone else.
An outstanding example of alien technology, the mechalus had'niltas is a superior suit of powered armor. Unlike the bulky plated suits developed by human armorers, the had'niltas is light and flexible. It consists of a full-body jumpsuit or wrap of advanced fabric. Inside the suit's fabric is layers of liquid metal containing millions of nanocircuits. These instantly respond to any attack, hardening the suit at the point of impact and dissipating heat or energy. The suit reacts to mechalus biocircuitry, so it's worn like second skin for a mechalus, but awkward and unresponsive to anyone else.

Saturday, January 26, 2013

Star*Drive Saturday: Conventional Armor

Last week I finished up the entries on weapons. This week we get into:

CONVENTIONAL ARMOR

Just as weapons improve over millenia, various types of armor emerge over time to protect the vulnerable hero from the deadly array of arms they might encounter. Armor isn't impervious, but it's better than nothing, and a complete suit can guard its wearer against all but the most well aimed blows.

Conventional is referred to as any of the basic non-powered armor. Some of it is meant to be easy to don and doesn't require any special training to use. They don't all offer full body protection, but give the wearer something to have without drawing too much attention. The Special line provides additional rules if any that apply while wearing the armor. Next week I will be getting into the much heavier armor.

Alien Armors
Most manufacturers make these armors for the common sizes and shapes for humans. Generally this means that fraal and mechalus don't have a hard time finding pieces that fit. The more exotic aliens, like t'sa and weren need theirs special made or special ordered. This generally increases the cost of the armor by about 25%. Same goes for sesheyan, but it is rare to find sesheyan wearing any armor at all.

Battle Vest
Cost: 220 cr
Protection: L
The vest uses strong ceramic alloy plates sandwiched in a weave of kevlar. It's meant to be pulled over anything worn and is very lightweight and cheap.

CF Longcoat/Shortcoat
Cost: 300 cr
Protection: M
Designed to resemble a well-made duster or jacket, the CF coat uses extensive weaves of resistant carbonate fibers to defeat slashing weapons and projectiles. The longcoat almost touches the ground, and it can pass for a duster or overcoat of some kind. The shortcoat comes down to the waist and can be worn as a simple jacket.

CF Softsuit
Cost: 500 cr
Protection: M
Special: Easily hidden underneath clothing.
Using the same materials of the CF coats, its woven tighter and thinner to make a body-tight undergarment that can be easily hidden under normal clothing.

Deflection Harness
Cost: 1,000 cr
Protection: --
Special: When active it grants the user a +1 to action checks vs. attacks, but only lasts 10 rounds before running out.
The deflection harness creates a powerful nondirectional gravitational field around the wearer. Physical objects are deflected away from the protected character, and even energy-based attacks may be bent enough to miss the user. The deflection harness is built in several different styles generally worn around the belt. Unfortunately due to its power usage it has a limited active time before the battery back needs replaced or recharged.

Ptokh K'se (T'sa Battle Vest)
Cost: 250 cr (the cost does not need to be increased for fitting a t'sa)
Protection: --
Special: When worn by a t'sa, it increases the t'sa's natural armor rating to M instead of L.
The t'sa version of a bulletproof vest or shortcoat. It consists of a dense weave of extruded alloy wire, woven into a heavy cloth and sandwiched between tough artificial weaves.

Bellweyn Sil (Fraal Longcoat)
Cost: 400 cr
Protection: M
A protective garment that embodies some of the elegance and aesthetics of the fraal species. It consists of a light arming of engineered molecular weave. Over this layers of stiffened molecular weave are fashioned into soft, overlapping bands that vaguely resemble ancient human armors. Richly adorned with embroidery and metallic finishes, the bellwyn sil is a spectacular garment suitable for many diplomatic or formal affairs. Fraal leaders, guards, and emissaries often wear this garment when dealing with less developed species. It just looks weird on anyone else though.

Riot Shield
Cost: 100 cr
Protection: --
Special: Grants a +1 to your armor roll when being attacked from the front while aware. Occupies at least 1 hand for use.
A lightweight full-body gripped shield that has a number of combat applications.

Particle Screen
Cost: 1,500 cr
Protection: --
Special: While active it degrades the attacks damage rating one step (V becomes M, M becomes L, etc.) before making an armor roll. Only lasts 10 rounds before running out.
Working differently than deflection harnesses, particle screens interpose a wall of subatomic matter contained within a magnetic field. Incoming attacks are scattered and absorbed by the particles, attenuating the attack. Like the deflection harness they have limited time of use before running out of power. Worn as a backpack unit.

Saturday, January 19, 2013

Star*Drive Saturday: Heavy Range Weapons

Last week I covered the lesser category of range weapons, Small Range Weapons, this week it is:

HEAVY RANGE WEAPONS

For destructive power, heavy weapons are unmatched. This category of weapons are generally military grade, and almost always illegal for civilian use (except maybe for within Austrin space). Their advantage is in the ability to penetrate armor and general stopping power, but they are heavy, cumbersome, expensive, and impossible to conceal on a person.

Heavy weapons cover indirect fire (like bantam and grenade launchers), and direct fire (like cannons and heavy version of the standard range.) These weapons cannot be concealed, they require 2 hands to use, and generally have limited load capacity. The load capacity is described in the Load line, and is how many shots the weapon can take before it needs to be reloaded. Generally players with this sort of firepower aren't going in with at least a few other loads strapped allover their body, and wont bother to hide it anyway. The Special line describes any rules unique to the weapon.

Flamethrower
Cost: 800 cr
Range: Short
Damage:V
Load: 10 (cannot reload, backpack needs replaced)
Special: Ignore up to 50% cover on targets of flamethrower attacks.
Commonly referred to as 'Flamers' in slang. It's fuel tank is worn as a backpack unit, and its high volume, high pressure discharge can ignite even the most flame-resistant objects and personal armor. While it doesn't have the range of many other heavy weapons, in close quarters there are few weapons that match the sheer terror and destructiveness.

Grenade Launcher
Cost: 800 cr
Range: Long
Damage: as grenade type
Load: 5
Grenades are small explosive or utility devices. They can either be thrown, or launched from a grenade launcher. The type of damage and effect of the round depends on the type of grenade loaded and what the character brought. It takes a full round to switch to a different grenade type. All grenade types below are not assumed to always be readily available on the launcher, as the player has to buy and load them separately. NOTE: The following grenades can be thrown by a character. They are activated on a 3 second timer by simply popping a cap and pressing a button.
  • Frag Grenade - Damage: X Special: Deals X damage to all within Short range of target. Cost: 30 cr for a load of 5
    • Designed to explode into lots of tiny deadly pieces of deadly shrapnel.
  • Concussion Grenade - Damage: V Special: The target and all within Short range of target get knocked down. Cost: 30 cr for a load of 5
    • It doesn't have any fragmentation pieces but its an explosive tightly wrapped, granting an explosion of concussive force.
  • Plasma Grenade - Damage: V Special: Everything within Short range of the target that can ignite on fire does. Cost: 50 cr for a load of 5
    • Contains a highly combustible chemical that ignites and throws shrapnel which continues to burn. 
  • Gas Grenade - Damage: -- Special: Fills an area around the target with a Short radius of toxic gas that incapacitates unshielded or unprotected targets. Cost: 40 cr for a load of 5
    • Considered a crowd control weapon, the gas grenade is filled with some sort of tear gas or irritant that has adverse effects to those not properly protected in sealed suits or masks.
  • Smoke Grenade - Damage: -- Special: Fills an area around the target with a Short radius of thick smoke, providing 75% cover. Cost: 30 cr for a load of 5
    •  A unique blend of chemicals ignite, not to deal damage, but provide a thick plume of smoke. Often used for quick cover or getaways.
  • Stun Grenade - Damage: X (non-lethal) Special: Deals X (non-lethal) damage to all within Short range of target. Cost: 40 cr for a load of 5
    • Releases a concussive wave of compressed air or special gas that has the capability of instantly knocking targets out without a lethal explosion.
  • Pulse Grenade - Damage: -- Special: All electronics within Short range of the target get knocked out unless they are properly shielded against electromagnetic pulses. Cost: 60 cr for a load of 5
    • Also known as an EMP grenade, it contains a powerful electromagnetic capacitor that releases a wave that's deadly to electronic equipment.
  • Tracer Grenade - Damage: V Special: +2 to attack roll and deals V damage to all within Short range of target. Cost: 80 cr for a load of 5
    • Known as a smart grenade. When launched it immediately seeks the nearest moving target and explodes like a frag grenade.

Bantam Launcher
Cost: 600 cr
Range: Extra Long
Damage: as load type
Load: 4
This portable launcher fires miniature bantam rockets. It is braced on the shoulder and is lightweight and easy to use. It contains 4 chambers to be loaded with any type of rocket, and the pistol grip contains 4 triggers. It can be loaded with a variety of different rockets, which need to be purchased separately. With a laser-guidance system, this weapon is accurate at long ranges.
  • Anti-Air - Damage: X vs vehicles and extra heavy armor, but fatal against personnel. Special: +2 to attack rolls vs aircraft. Cost: 70 cr per rocket
    • Contains additional lift and guidance systems to follow and attack low-flying aircraft. It can be either laser or heat guided.
  • Anti-Personnel - Damage: V to personnel, and ineffective against vehicles, aircraft, and structures. Special: Hits all creatures within a Medium radius of target. Cost: 80 cr per rocket
    • This rocket deals a low level radiation burst designed to inflict maximum damage on people while leaving buildings intact.
  • Anti-Vehicle - Damage: X vs vehicles and extra heavy armor, but fatal against personnel. Special: +2 to attack rolls vs vehicles and structures. Cost: 70 cr per rocket
    • Designed to destroy vehicles, but can also be used against bunkers and other hardened installations.

Heavy Charge Machine Gun
Cost: 700 cr
Range: Long
Damage: V
Load: 10
Special: -1 to attack rolls unless it is using the tripod mount.
Taking standard charge weapon technology and increasing its firing rate with a higher caliber shell makes this a deadly suppression weapon.

Arc Gun
Cost: 900 cr
Range: Medium
Damage: X
Load: 5
Special: Usable only in atmosphere. +2 to attack rolls against grounded targets.
This weapon is capable of delivering a powerful electrical shock in the form of a lightning bolt. It uses a built in low-power laser beam to ionize the air between the weapon and its target, creating a path for the electrical arc.

Stutter Cannon
Cost: 800 cr
Range: Medium
Damage: V (non-lethal)
Load: 5
Special: All within Short range of the target are also effected. +1 to attack rolls when it is using the tripod mount.
A heavy weapon designed to disperse or handle a crowd without the use of lethal force. It produces compressed sonic waves that deliver hammerlike blows against targets.

Mass Cannon
Cost: 1,000 cr
Range: Long
Damage: X
Load: 5
Special: Targets hit are stunned for a round. +1 to attack rolls when it is using the tripod mount.
A much larger version of the mass rifle. Has a longer range and more powerful shot.

Plasma Gun
Cost: 1,200 cr
Range: Long
Damage: X
Load: 5
Special: Ignites the target on fire regardless of any damage dealt. +1 to attack rolls when it is using the tripod mount.
Using a powerful electromagnetic accelerator, it throws blasts of superheated plasma generated by the delivery of an electric shock to a large electrochemical shell.

Quantum Mini-Gun
Cost: 2,000 cr
Range: Extra Long
Damage: X
Load: 5
Special: +1 to attack rolls when it is using the tripod mount.
Where most heavy weapons are larger versions of their counterparts, this is a miniature version of a ship mounted particle beam. It uses a small accelerator to fire subatomic particles at a target.

Saturday, January 12, 2013

Star*Drive Saturday: Small Range Weapons

Last week was Melee Weapons, continuing with weapons and technology, this week it is:

SMALL RANGE WEAPONS

Advancements in the firearm is one of those things that never slowed down in development and progress. Since ancient humans figured out they could kill from afar, conflict was changed forever. Laser and other energy weapons began making the scene around the time of earth's gravity age (the time since meeting the fraal.) But before that slug weapons made a dramatic shift around the fusion age (the time after the invention of the fusion reactor) into the charge weapon. The mechanical firing pin was replaced by a contact delivering a massive shock to the cartridge, and gunpowder was replaced by an electrochemical compound that upon firing changes into a white-hot plasma that expands more powerfully and smoothly than a chemical explosive. Thus charge weapons have more muzzle velocity and accuracy than earlier firearms. Charge weapons require a clip of shells like an older weapon, but in addition to that a battery is required. However thanks to advancements in superconductors in the gravity age, battery life is significantly higher and much more powerful than the old devices of the information age (modern time for us.) A player shouldn't have to worry about battery life when it comes to charge weapons, only the clip size, if the referee wishes to keep track of those things. Even with powerful lanthanide cells, energy weapons require much more power per shot so they can drain quickly. Again like melee weapons, the referee should choose a number of shots available to any weapon to keep track of things easier. 10 works great in this case, as in after 10 shots from any gun, the battery (for energy weapons) or clip (for charge weapons) needs to be replaced.

The following is a list of popular small range weapons you can find in the Verge. The Special line describes any rules unique to the weapon. The Hide line tells whether the weapon is concealable or not for purposes of hiding it. Only pistol weapons can be fired one-handed, all other weapons listed are assumed to be occupying both hands.

Charge Pistol
Cost: 200 cr
Range: Medium
Damage: M
Hide: Yes

Charge Rifle
Cost: 250 cr
Range: Long
Damage: M
Hide: Yes
Special: Has both semi-auto and fully auto settings.

Zero-g Charge Weapons
For an additional 50 credits, the charge weapons can be outfitted with a sophisticated anti-recoil system to neutralize the gun's movement. It allows the user to fire the weapon in weightless conditions without throwing himself into awkward tumbles and turns.

Autoflechette Shotgun
Cost: 300 cr
Range: Short
Damage: V(short), M(medium), L(long)
Hide: No
Special: At Medium range the damage is M, and at Long range the damage is L.
The autoflechette gun fires a 25mm round that contains a bundle of tiny, razor-sharp aerofoils. A single hit can carve an unarmored person to ribbons.

Sabot Pistol
Cost: 400 cr
Range: Medium
Damage: V
Hide: Yes
Special: Holds only 5 rounds, and knocks any un-anchored target down upon hit.
This small handheld electromagnetic accelerator hurls a special, discarding-rocket slug at hypersonic velocities. The round fired by this weapon is a miniature scramjet that ignites soon after leaving the muzzle and quickly accelerates to incredible speed. Due to its extremely high velocity, the rocket round is designed to splatter against any appreciable resistance to transfer as much kinetic energy as possible to the target.

Laser Pistol
Cost: 300 cr
Range: Medium
Damage: L
Hide: Yes

Laser Rifle
Cost: 500 cr
Range: Long
Damage: M
Hide: Yes
Special: Has both semi-auto and full auto settings.

Mass Pistol
Cost: 600 cr
Range: Short
Damage: V
Hide: Yes
Special: Fires 5 rounds per battery, and targets hit are stunned for a round.
Utilizing the gravity induction technology also employed in shipboard weapon systems, the mass pistol throws an artificial short lived mass singularity at its target. The gravity point causes horrible damage through tidal effects to both animate and inanimate objects, but it is short-ranged and consumes an enormous amount of energy.

Mass Rifle
Cost: 800 cr
Range: Medium
Damage: V
Hide: Yes
Special: Fires 5 rounds per battery, and targets hit are stunned for a round.
Same as a mass pistol, but the rifle version is heavier and has a longer range.

Stutter Pistol
Cost: 150 cr
Range: Medium
Damage: M (non-lethal)
Hide: Yes
Special: Does not perform in a vacuum.
This hand-held pistol uses sonic energy - audible as a loud, low-frequency rumble - to incapacitate a target. Since the stutter pistol delivers non-lethal firepower, it is favored by riot response teams and those who seek to pacify rather than terminate opponents.

Render Rifle
Cost: 1,000 cr
Range: Long
Damage: L starting
Hide: No
Special: First round fired on a target it does L damage, each subsequent round it is fired on the same target, the damage steps up to M, then V, then X for every round after that.
This weapon utilizes gravity induction technology to strobe through a lighting-quick cycle of attraction and repulsion against the target. This action causes matter to literally tear itself to pieces. A lucky target may escape with bad bruises, surface abrasions, and a thorough battering, but a well centered hit by the render creates massive body trauma.

Saturday, January 5, 2013

Star*Drive Saturday: Melee Weapons

Last week was the last of the player options, Mutations. Starting this week I will cover several different types of weapons and technology available in the Star*Drive setting. From here on, I will try to do shorter posts about smaller subjects. I've done plenty of LONG articles. Today it is:

MELEE WEAPONS

Through Earth's history as the firearm developed, research into melee weapons went to their all-time lowest. Mostly finding its use as utility or ceremony, rather than first choice for assault. But you could never deny the simple stealthy effectiveness of a hidden blade. As powered weapons appear in increasing variety and power, the personal melee weapon is reborn as more and more combat occurs between units and small groups, and confined spaces on starships where a stray bullet can mean danger for everyone. As technology advanced, many nations ramped up their ability to ban firearms, but find it increasingly difficult to discern combat knife from kitchen knife, so for illegal activity, the melee weapon became easier to smuggle.

Below are several examples of common melee weapons you can find for adventurers in the Verge. The Special line describes any rules unique to the weapon. The Hide line tells whether the weapon is concealable or not for purposes of hiding it. Powered weapons mean they have charge clips. To keep it simple, the referee should declare each clip has a set number of charges (usually about 10 charges), as in after 10 uses of the weapon the clip must be replaced or recharged, or the weapon loses its special rules and its damage is one grade less (i.e. a V weapon becomes a M weapon).

Pulse Baton
Cost: 80 cr
Damage: M (non-lethal)
Hide: Yes
Powered: Yes
Effective for incapacitating targets, it delivers a non-lethal electric shock on contact, which makes it extremely useful against unarmored targets.

Chainsword
Cost: 150 cr
Damage: V
Hide: No
Powered: Yes
It's heavy and unwieldy, but extremely effective against heavier armored targets. A chain with serrated microengineered teeth run along it and spin at really high speeds, providing amazing cutting action against almost any normal material.

Gravmace
Cost: 60 cr
Damage: M
Hide: No
Powered: Yes
Special: +1 bonus to use
Consisting of a meter long handle with a gravitonic capacitor inside a striking head. Powerful capacitors manipulate the weapon's mass, making it strike like a sledgehammer while being swung like a willow switch.

Power Cestus
Cost: 80 cr
Damage: M
Hide: Yes
Powered: Yes
Special: Wielded as though you are unarmed.
Consists of an elbow length gauntlet of carbonite fiber weave, ending in a heavy fighting glove that covers the user's hand. Gravity technology allows the wielder to strike blows of astonishing power with a gloved hand.

Tri-Staff
Cost: 1000 cr
Damage: V
Hide: No
Powered: Yes
Special: +1 to action tests vs. range and melee attacks
An impressive looking weapon that is the Concord Administrator's badge of office and an effective means of self defense. It consists of a massive 3-pronged blade at the end of a 2 meter long staff. When the device is activated, it is capable of dealing out large amounts of energy damage-and it exudes a force field that grants the wielder a +1 to action tests vs range and melee attacks.

Ion Blade
Cost: 100 cr
Damage: L
Hide: Yes
Powered: Yes
Special: On a successful hit, roll a die. On a roll of 5 or 6, the target electronics are disabled.
The ion blade delivers a charge of electromagnetic energy on contact. While it's moderately effective against unarmored targets, its primary purpose is to neutralize powered body armor, robots, and cybernetics.

Zero-G Axe
Cost: 110 cr
Damage: M
Hide: No
Powered: Yes
Special: In zero gravity or microgravity environments it deals V damage.
The zero-g axe is a powered weapon specialized for use in boarding actions and microgravity situations. At the bottom of its haft, a counterweight compensates perfectly for the variable mass of its deadly carbonite blade.

TN Blade
Cost: 60 cr
Damage: M
Hide: Yes
Powered: No
TN stands for tungsten-neutronite. It's the toughest conventional alloy known, capable of punching through cerametal or vanadium steel like an iron crowbar through tinfoil. It's a large combat knife but far denser and heavier than a conventional blade, keeping it a one-handed weapon.

Chuurkhna
Cost: 150 cr
Damage: M
Hide: No
Powered: No
Special: When wielded by a weren, it deals V damage.
An ancient weren design and still favored by members of that race. Its a glaive or halberd with a haft about a meter and a half long. Its large and heavy, intended for chopping rather than thrusting. A weren can wield it one or 2 handed, but most humans need to use it 2 handed. Weren have been known to drive chuurkhnas through the heaviest of body armors.

Dait'sya
Cost: 60 cr
Damage: L
Hide: Yes
Powered: No
Special: When a t'sa wields 2, can attack twice in a turn with no penalties.
The dait'sya is a traditional t'sa weapon, a double-bladed dagger held in the wielders closed fist. They're always used in pairs. Combined with the lightning speed of most t'sa, the dait'sya is especially dangerous in close-quarters combat.

Tong Fe
Cost: 50 cr
Damage: L
Hide: Yes
Powered: No
Special: +1 to action tests vs. melee attacks (+2 if dual wielded)
The tong fe is a martial arts weapon that has become the fighting stick of choice for many police and security forces. Designed specifically for parrying, experts often wield two of these weapons at once.