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Gear

Astrabound is a setting of frontier worlds, corporate strongholds, Commonwealth patrols, drifting stations, alien ruins, and deep-space survival. In this chapter are a galaxy-full of devices, tools, and weapons heroes can use to explore and survive the spaceways.

Prices are listed as a practical galactic average. The Game Master should adjust them based on legality, scarcity, local industry, faction control, war zones, embargoes, or politics that disrupt trade.

For most Astrabound campaigns, characters should begin with $1,000 instead of the usual $500.

Example: Astrid might start a campaign as a trained Commonwealth operative with a solid loadout and practical field gear, while Flynn begins with scavenged civilian tech and a few precious survival tools. Zayko, depending on his background, might start with specialized Astra-related equipment that is harder to replace but invaluable in the field.

Development Levels

Savage Worlds divides equipment into broad eras such as Ancient, Medieval, Modern, and Futuristic. In Astrabound, futuristic gear covers a very wide range of advancement, so it is further divided into Development Levels, or Dev Levels.

Dev II and Dev III items are marked with stars in their entries.

Dev I

Technology at this level usually consists of advanced versions of things that already exist, or believable near-future innovations.

This includes early laser and blaster weapons, walkers, hover vehicles, advanced sensors, and other impressive equipment, but such items usually still suffer from limitations like bulk, energy demands, heat buildup, or narrow use cases.

Dev II

At this level, technology begins to overcome many of the limits that constrain current engineering. Power systems are more efficient, gravity can be manipulated, and highly speculative devices become practical.

This is the level where anti-gravity, advanced force systems, and compact high-performance equipment become much more common.

Dev III

This is ultra-tech. At Dev III, devices can manipulate time, reorganize matter, produce nearly impenetrable defenses, and accomplish feats that feel indistinguishable from Astra to most people.

Dev III does not merely improve older technology. It changes the assumptions of the setting.

Example: Flynn may know how to jury-rig a Dev I jump pack and keep it running with spare parts. Astrid may be issued a Dev II military system that is compact, stable, and reliable. Zayko might encounter a Dev III relic whose function seems impossible even to trained scientists, yet still follows the rules of advanced technology.

Variability

Development Levels do not always advance evenly across all fields.

A civilization may be Dev I overall but Dev II in cybernetics, medicine, Astra dampening, or communications. Another society might have excellent biotech and starship drives but almost no personal computing. A ruined precursor site may contain a few isolated Dev III artifacts surrounded by far more common equipment.

If a higher Dev Level exists in a campaign, lower-level gear is generally still available as well, including equipment from older eras. Prices often remain similar because lower-tech goods may be cheaper to produce but less desired.

The Game Master decides whether an item is available at base price, at an inflated price, or not available at all.

Acquiring Expensive Equipment

Some gear in Astrabound is extremely expensive, including heavy lasers, power armor, advanced vehicles, and starships. How the heroes gain access to such items depends on the campaign.

The Equipment Belongs to Someone Else

The heroes may be assigned expensive gear by a patron, faction, or institution. That might include a government, military unit, exploration guild, salvage company, corporate sponsor, rebel movement, Astra order, criminal syndicate, or scientific directorate.

The advantage is access.

The downside is obligation.

The heroes may be expected to follow orders, report in, protect the asset, or return it after the mission. If they damage or lose it, that debt may become a story all its own.

Example: Astrid and Flynn might be issued a survey shuttle by a Commonwealth exploration office. It gives them mobility and authority, but every dent in the hull belongs to somebody with paperwork and questions.

They Own the Equipment

The party may own their gear directly. They might have inherited it, salvaged it, won it, stolen it, or bought it on credit.

Owning major equipment creates freedom, but it also creates responsibility. Repairs, upgrades, fuel, docking fees, and creditors all become part of the campaign.

A starship, walker, or armored vehicle should feel like a prize worth maintaining and improving over time.

Example: Zayko may possess an aging vessel with an Astra-sensitive guidance core. It is temperamental, expensive to maintain, and absolutely vital to the crew’s survival.

Adventure Awaits

Whether the heroes serve aboard a powerful vessel or scrape by in a patched freighter, expensive technology should create adventure, not accounting.

A patrol ship means missions, new worlds, and political complications.

A stolen smuggler craft means debts, bounty hunters, and risky jobs.

A half-functional relic means mystery, danger, and factions willing to kill to possess it.

Example: Flynn might see a battered ship as a way out. Astrid might see it as a mission platform. Zayko might insist it is something more, because the ship seems to react to Astra in ways no ordinary machine should.

Biotech

Biotech is an advanced form of science that uses genetic engineering, targeted mutation, and selective breeding to shape living organisms into forms that replicate technology.

Civilizations skilled in biotech can grow living weapons, armor, tools, sensors, survival gear, and even vehicles. These creations may integrate more naturally with their users and can reduce the environmental impact of conventional manufacturing.

Biotech gear functions like normal equipment, but the item itself is alive and possesses biological systems such as organs, tissues, instincts, and some degree of cognition.

A biotech flechette gun might be a living insect that launches hardened spines.

A biotech rebreather might resemble a mollusk that filters air for the wearer.

A biotech lockpick set might be a cluster of tiny arachnoid organisms that enter a lock, manipulate the tumblers, and return on command.

Even spacecraft may be biotech, grown from immense engineered organisms with chambers for crew, living systems for repair, and propulsion organs that mimic conventional drives.

Biotech Property

To convert any gear to biotech, add the following property. Cost, weight, Range, Hardness, and all other listed statistics remain the same.

Biotech

Biotech items are living creatures. They must eat, they must breathe in some fashion, and they may be Shaken or killed.

Assume a base Toughness of 4 for most biotech gear, and roll damage whenever the item is directly targeted or whenever the Game Master decides an area effect might reasonably harm it.

Energy requirements are replaced by food or nutrient intake, but otherwise function the same. A battery pack might become a nutrient pod, enzyme canister, or feeding sac. Ranged biotech weapons regenerate spines, acids, plasma-like secretions, or whatever else suits their design.

In play, biotech is mostly a trapping of normal gear and should be treated as mechanically equivalent unless it becomes interesting or important to the story.

Example: Zayko carries a biotech rebreather grown for his people’s physiology. Mechanically it works like a normal rebreather, but in the fiction it flexes and pulses softly as it filters toxins from the air.

Common Gear

The variety of gear available in a science-fiction campaign is immense. Futuristic versions of older tools may be lighter, more compact, more efficient, or simply more reliable, but their baseline function is usually the same.

Adventuring Gear

TypeWeightCost
3D Printer10$500
Adhesive Patches0.25$20
Battery, Universal0.5$50
Binoculars2$250
Biolink1$100
Command Suite20$10K
Commlink$50
Cutting Torch1$200
Directional Microphone1$250
Drone, Combat10$10K
Drone, Commercial2$200
Emergency Beacon5$250
Energy Sheet1$100
Energy Tent2$200
Exoskeleton5$10K
Generator50$500
Gravity Trap ★5$1K
Language Translator1$250
Line Projector ★3$100
Manacles1$200
Matter Cutter6$400
Matter Disintegrator ★10$4K
Matter Replicator ★20$100K
Mineral Detector4$100
Motion Detector2$200
Omnitool ★6$600
Penetrating Visor ★2$1K
Projected-Light Device ★4$1K
Astra Block ★1$5K
Rebreather1$250
Repair Patch ★10$1K
Stun Collar1$500
Time Dilator ★1$50K
Time Regulator ★1$25K
Wall Walker ★4$2.5K

Adventuring Gear Notes

3D Printer: Can manufacture any other common gear up to 10 pounds in weight with a blueprint and the materials, usually at the same total cost as the completed item. Items are printed in about one minute per pound.

Adhesive Patches: Each patch repairs a sealed suit. Applying a patch requires an action and a Repair roll with a +2 bonus. Failure ruins the patch.

Battery, Universal: A universal battery pack for most electronic items. They are easily charged in civilized areas, or self-charging at Dev III. A Critical Failure when using the powered device means the battery is dead and must be replaced.

Binoculars: 100× magnification and light-enhancing optics negate up to 4 points of Illumination penalties and add +2 to the user’s Notice roll when used as an action. These may be worn as goggles at twice the price, allowing the user to activate or deactivate them by voice command or button press as a free action.

Biolink: Small sensor systems used by security and military commanders to monitor personnel. They function as secure commlinks, cameras, and vital monitors when paired to an authorized command suite. At Dev I they are obvious and weigh one pound. At Dev II and above they weigh only a few ounces and may be easily hidden, imposing a Notice penalty of −2, or −4 at Dev III.

Command Suite: A portable display tablet and HUD software package that securely connects the user to up to 100 team members equipped with biolinks, power armor, or walkers. Range is the same as commlinks, usually 20 miles, or farther through networks. The commander may see and hear through linked biolinks, monitor vitals, and extend Command Range to all those in contact.

Commlink: A voice-activated, hands-free, two-way communications suite that connects to other receivers within 20 miles. It may be worn over the ear, around the throat, or configured as a handheld device, watch, wristband, or similar format.

Cutting Torch: Damage 3d6 (II), AP 10, HW. May be used as an Improvised Weapon.

Directional Microphone: A small microphone and earpiece that can detect whispers up to 200 yards away, granting +2 to hearing-based Notice rolls.

Drone, Combat: See your drone rules or entry.

Drone, Commercial: A Size −2 commercial drone with a high-resolution camera and microphone. It has Toughness 3, Pace 12, and is controlled through an app and the Piloting skill.

Emergency Beacon: Sends an FTL distress signal including the beacon’s location. One battery charge can last for weeks.

Energy Sheet: Provides bedding and environmental protection from about 150°F down to −50°F for one person for 72 hours.

Energy Tent: Shelter for two with the same temperature range and duration as the energy sheet.

Exoskeleton: Enhances Strength by two die types. Requires a battery. May be worn over normal clothing and armor. Strength gained this way does not count for Advancement.

Generator: Uses microfusion or similar advanced power sources to run structures, vehicles, heavy weapons, or to recharge universal batteries. It averages a month of heavy use for $10,000 in materials, usually rare or radioactive substances, or may itself be recharged from industrial generators.

Gravity Trap ★: A small black disc about one foot wide connected to a standard battery good for one use. Setting the trap takes about one minute and it cannot be thrown or used as a weapon. It creates a trap the size of a Large Blast Template. When a target enters the template, it triggers a gravity well that traps everything above it in that area. The AI has d10 Smarts and can be assigned activation protocols. Targets of Size 7 or higher automatically break free but move as if in Difficult Ground. All other targets are automatically Bound and get one chance to break free at −6 or remain trapped until the device is deactivated or loses power one hour later. Detecting the trap is a Notice roll at −4 if competently concealed.

Language Translator: Translates all known sentient languages at d10 for common tongues and d6 for languages with limited databases.

Line Projector ★: A wrist-mounted device that creates a tether of nanotech, hard light, or similar material. It may be spooled out and used like a rope. A line can hold 1,000 lbs and reach 500 feet.

Manacles: High-tech restraints made from resilient material, possibly hard light or nanotech. They have Hardness 16 and attempts to escape suffer −6.

Matter Cutter: A tool used to cut hard matter such as starship hulls. It is clumsy as a weapon, counting as a medium improvised weapon with Parry −2, Min Str d6, but deals 2d4+8 damage (II), AP 8, HW, and has Cauterize.

Matter Disintegrator ★: Damage 3d10, AP 20, Minimum Str d10. Vaporizes up to one cubic foot of material each round. May be used as an Improvised Weapon.

Matter Replicator ★: Rearranges up to 500 lbs of matter into an object of the same mass. It can duplicate the structure of a living being, but the result is dead and mindless.

Mineral Detector: Detects minerals within a Large Blast Template up to six feet deep and removes penalties for detecting mines or similar hazards.

Motion Detector: Shows the position of anything that is not absolutely still within 25" (50 yards). Only blocked by energy or dense solids.

Omnitool ★: A personal data device worn as a light bracelet that projects a hard-light interface on command. It provides a keyboard, display, and user interface, and can replicate any small handheld tool. It generally lasts a month before recharge, though repeated power-tool use shortens this dramatically.

Penetrating Visor ★: Cancels up to 4 points of Illumination or Range penalties and may see through up to 6" (12 yards) of anything except energy or dense solid matter.

Projected-Light Device ★: A holographic projector that generates 3D images filling up to a Small Blast Template, centered on the device. At the Game Master’s discretion, the images may cause a Fear check or make an attacker Distracted.

Astra Block ★: A headband that grants +4 to resistance rolls or Armor versus Astra attacks. It stacks with the Arcane Resistance Edge mechanically, though in Astrabound this should be understood as resistance to Astra-based effects.

Rebreather: Provides 12 hours of breathable air and grants +2 to resist harmful gases or atmospheres. If the local atmosphere already contains the species’ required gases, it can run indefinitely.

Repair Patch ★: A sheet of nano-repair bots welds breaches and restores known systems to their default state. The nanobots have Repair d10+2 and halve repair time, or reduce it to one-quarter on a raise.

Stun Collar: Once placed around a target’s neck or similar vulnerable anatomy, it may be triggered by commlink as a free action. The target must make a Vigor roll at −4 or be Stunned. Multiply cost and weight by Size if the target is larger than Size 1.

Time Dilator ★: Usually worn on the wrist. Activating it is a limited free action. For five rounds, time warps around the user, doubling Pace and allowing her to ignore 2 points of Multi-Action penalties. It then requires one hour to recharge.

Time Regulator ★: While wearing this self-powered device, the character remains fully aware of timeline changes and is immune to time-based effects such as time grenades or time stop. If a character using a time dilator comes within 5" (10 yards) of a time regulator, the dilator immediately ends.

Wall Walker ★: An exoskeletal frame that allows the user to move along smooth horizontal and vertical surfaces at half Pace and not run. At Dev III, the user moves at full Pace, may run, and can generally cross any surface.

Example: Astrid uses a biolink and command suite to coordinate a boarding team through a failing station. Flynn relies on a line projector and motion detector to cross maintenance shafts and spot movement in the dark. Zayko carries an Astra Block when dealing with hostile Astra adepts and unstable relic sites.

Animals

TypeWeightCost
Cyber Dog$500
Ghevok$500
Monkey$1K
Override Collar ★2$1K
Quatha$500
Stryder$900

Animal Notes

Override Collar ★: When placed on the neck or head of a creature with Animal Smarts, it becomes loyal to whoever controls the paired commlink. It obeys simple commands within its understanding, but will not knowingly sacrifice itself. Multiply cost and weight by Size if the target is larger than Size 1.

Example: Flynn might use an override collar on a cargo beast to keep it calm during a firefight, while Astrid would consider such gear tightly controlled or outright illegal in Commonwealth space.

Clothing

TypeWeightCost
Alter Wear1$100
Camouflage Suit2$2.5K
Environment Wear3$450
Gravity Harness ★4$500
Magnetic Boots4$100
Nano Wear ★4$500

Clothing Notes

Alter Wear: A shirt that changes color and can display user-defined patterns, insignia, icons, or messages.

Camouflage Suit: A full-body suit that shifts color and shadow to match its surroundings, granting +2 to Stealth. At Dev II, double the cost to grant the suit the invisibility power while switched on, with one hour of power, or one day at Dev III.

Environment Wear: Reduces penalties to Vigor rolls made to resist Fatigue in temperatures from 150°F to −50°F by 2 points. With an optional battery, the suit provides heating or cooling and negates the roll entirely, or reduces penalties for more extreme environments at the Game Master’s discretion.

Gravity Harness ★: Lets the user set personal gravity to Low, Normal, or Heavy.

Magnetic Boots: Allow movement on metal surfaces at half Pace. The wearer may not run.

Nano Wear ★: Fabric that changes shape, color, and texture to imitate many forms of clothing, from formalwear to survival gear. It cannot form armor or sealed suits.

Example: Zayko wears nano wear to pass through upper-station social circles unnoticed, then switches to environment wear before descending into a frozen mining ruin.

Electronics

TypeWeightCost
Augmented-Reality Glasses1$300
Cyberdeck ★2$500
Electronic Lockpick2$500
Navigation Beacon ★25$5K
Personal Data Device1$500
Scanner1$500
Sensor Array20$25K
Virtual Reality Set1$200

Electronics Notes

Augmented-Reality Glasses: Display live environmental information, granting +1 to Notice and Research rolls in appropriate situations.

Cyberdeck ★: Allows hackers to connect directly to virtual reality environments.

Electronic Lockpick: May be attached to an electronic lock. After one minute it makes an Electronics d10 roll. Success opens the lock without alarms. Failure allows another attempt. A Critical Failure means it cannot open that particular lock. At Dev III, nanobots can also open physical locks.

Navigation Beacon ★: A heavy, self-powered beacon placed in deep space as a marker for travelers, especially those using FTL travel. It transmits 3D coordinates and may include data, audiovisual messages, warnings, or navigational notes.

Personal Data Device: An advanced mobile communicator with a month-long charge and planetary range when connected to public networks. It grants a free reroll on Common Knowledge when used to gather information. At Dev III, use an omnitool instead.

Scanner: Detects and identifies matter or energy even when not directly visible, though some substances or fields may interfere. Handheld scanners have a range of 50 yards. Backpack models have a range of 500 yards.

Sensor Array: An expandable dish and console that can scan heat, light, gravity, electromagnetic radiation, radio signals, and other known matter or energy sources out to one light year in space or line of sight planetside. If its mini-satellite is launched, or if it can access other satellites, it may scan an entire planetary hemisphere.

Virtual Reality Set: A headset for entering virtual environments. For an additional 3 pounds and $1K, it includes a full-immersion suit that relays physical sensations across the user’s body.

Example: Astrid uses AR glasses and a scanner to sweep a corridor for hidden threats. Flynn uses a cyberdeck to break into a sealed port authority archive. Zayko treats old navigation beacons with caution, because some still carry fragmented Astra harmonics from vanished civilizations.

Firearms Accessories

TypeWeightCost
Heavy Weapon Harness5$150
Scope, Advanced1$1K
Tractor Glove & Grip ★0.5$100
Weapon Lock$200

Firearms Accessory Notes

Heavy Weapon Harness: A back, shoulder, and belt harness built to offset the weight and recoil of slugthrowing machine guns. It negates Recoil and Snapfire penalties and reduces Minimum Strength by two die types. It also imposes −2 to Pace, Parry, Fighting, and Athletics. The weapon may be shelved on the user’s back when not in use, but the penalties remain. It cannot be used effectively in vehicles or tight spaces unless the user has room to extend the weapon. At Dev III, the harness has no effect on Pace.

Scope, Advanced: Ignores Illumination penalties and 4 points of Range or Scale penalties when Aiming or when using it to Notice distant objects.

Tractor Glove & Grip ★: Allows the wearer to draw a weapon fitted with a matching grip tag from up to 5" (10 yards) away as a limited free action. The weapon may weigh no more than 5 pounds. Additional grip tags cost $50 installed.

Weapon Lock: Prevents the weapon from firing unless held by its paired user. At Dev I this is usually biometric. At Dev II and above it reads the user’s biorhythms.

Food

TypeWeightCost
Exotic Alien Liquor$100
Feed, Animal3$2
Meal, Cheap$10
Meal, Average$20
Meal, Fine$50
Nutribar12/1 lbs$5
Water, 120 oz. Container8$1
Water Purification Filter1$50

Food Notes

Exotic Alien Liquor: The drinker must make a Vigor roll. On success, they gain +2 on Spirit and Spirit-based skills. On failure, they suffer −2 to Smarts, Agility, and related skills for one hour. On a Critical Failure, they also suffer Fatigue.

Nutribar: Provides a full day’s nutrition and energy for a typical humanoid-sized being.

Water Purification Filter: Removes all toxins and impurities from 12 ounces of water per minute and may be used about 100 times before failure.

Example: Flynn lives on nutribars and recycled water while working a salvage claim. Astrid complains, then eats the same thing anyway. Zayko insists that certain alien liquors are not beverages so much as chemical challenges.

Lifestyle

Game Masters may wish to charge daily lifestyle expenses between expeditions or during Downtime. These prices represent average daily costs for food, drink, lodging, subscriptions, and occasional entertainment, and should be adjusted based on local conditions.

Cheaper lifestyles increase the chance of theft, harassment, poor conditions, or other complications. More expensive lifestyles usually include security and privacy.

TypeWeightCost
Destitute$0
Meager$30
Fair$80
Comfortable$125
Prosperous$250
Lavish$500
Opulent$1,000

Locomotion

TypeWeightCost
Glide Suit8$15K
Jump Pack20$5K
Power Loader20$5K
Rocket Pack30$25K
Teleporter Belt ★1$25K
Thruster Unit, EVA12$500

Locomotion Notes

Glide Suit: A winged body suit that allows gliding at Pace 48 (120 MPH) for distances roughly 10 times the launch height. Piloting is used for maneuvering and landing. A failed landing causes 3d6 damage. A Critical Failure or high-speed collision causes 5d6 damage.

Jump Pack: At Dev I, a noisy and heavy backpack that doubles jumping distance and allows characters to automatically move their full die type when running, ignoring most low-level terrain in between. It also ignores 2 points of Evasion penalties while active. At Dev II, it becomes a silent anti-gravity band weighing only 5 pounds.

Power Loader: A large industrial exoskeleton designed to move cargo and heavy gear. It provides no Armor but has built-in Strength d12+4.

Rocket Pack: A noisy backpack rocket that allows flight up to 25 MPH (Speed 4) with a maximum range of 100 miles, using Piloting. At Dev II, it becomes quieter and reaches 250 MPH (Speed 12). At Dev III, it weighs half as much and can reach 800 MPH (Speed 15).

Teleporter Belt ★: When activated as a free action, the wearer instantly disappears and reappears at a linked teleporter aboard a base or starship. If paired to multiple teleporters, the user may choose the destination. The wearer may also teleport up to 12" (24 yards) and line of sight as a limited action, in addition to normal movement.

Thruster Unit, EVA: A handheld unit allowing flight at Pace 6 in zero gravity. Contains fuel and energy for 24 hours of use.

Example: Astrid uses a jump pack to cross reactor gantries during a hull breach. Flynn prefers a power loader when brute force is the sensible answer. Zayko distrusts teleporters but uses them anyway when the alternative is vacuum.

Lodging

Lodging prices generally include two beds per room. Suites that house up to six are typically available for double the listed price.

TypeCost
Apartment, Cheap$1,000/month
Apartment, Standard$1,500/month
Apartment, Luxury$3,000+/month
Hotel, Capsule$25/night
Hotel, Common$100/night
Hotel, Excellent$200/night
Hotel, Luxury$500+/night
Stabling for Mounts$5/night

Lodging Notes

Hotel, Capsule: Accommodates one individual of Size 1 or smaller.

Medical

TypeWeightCost
Medi-Gel ★1$50
Medi-Scanner ★2$500
Regeneration Gel ★0.5$1K
Revival Kit ★10$50K

Medical Notes

Medi-Gel ★: A dose grants +2 to Healing rolls within the Golden Hour or to stabilize someone who is Bleeding Out.

Medi-Scanner ★: Allows one free Healing reroll.

Regeneration Gel ★: A dose takes one action to apply and automatically heals one Wound, regardless of the Golden Hour. It also heals a Permanent Injury if used on someone with no Wounds.

Revival Kit ★: If used on a mostly intact corpse with an intact brain, the dead character returns to life fully healed after a one-hour regeneration period.

Example: Flynn swears by medi-gel because it is cheap and fast. Astrid trusts a medi-scanner and trained hands. Zayko has seen revival technology work exactly once, and has never been completely comfortable with the result.

Packs

These packs bundle common equipment for specific environments and provide a slight discount in cost and weight.

TypeWeightCost
Basic Spacer’s Pack20$600
Deep Space Pack25$700
Desert Worlder’s Pack10$600
Ice Worlder’s Pack25$700
Jungle Worlder’s Pack25$600

Pack Notes

Basic Spacer’s Pack: Adhesive patches ×4, backpack, flashlight, goggles, nutribar ×10, spacesuit, water container.

Deep Space Pack: Adhesive patches ×4, backpack, emergency beacon, flashlight, line projector, nutribar ×30, spacesuit, universal battery ×2, water container.

Desert Worlder’s Pack: Backpack, bedroll, energy sheet, environment wear, goggles, nutribar ×10, shovel, universal battery, water containers ×2.

Ice Worlder’s Pack: Backpack, bedroll, energy tent, environment wear, goggles, grappling hook, line projector, nutribar ×10, shovel, universal battery, water container.

Jungle Worlder’s Pack: Backpack, energy tent, environment wear, flashlight, nutribar ×10, universal battery, water container, water purification filter.

Personal Defense

TypeWeightCost
Force Dome Generator ★30$50K
Force Field ★0.25$10K

Personal Defense Notes

Force Dome Generator ★: Creates a force field around a Large Blast Template with Hardness 16. The dome cannot be moved while active and lasts one hour on a standard battery. If broken, it burns out and cannot be restored without a Repair roll that takes ten minutes. Multiple domes may overlap and automatically connect, removing internal barriers.

Force Field ★: See below under armor

Example: Astrid drops a force dome generator to hold a corridor while civilians evacuate. Flynn uses one to buy time during a salvage dispute that turned into a firefight. Zayko dislikes being sealed inside any barrier he did not build himself.

Services

Services are usually paid by the hour or day, though contracts vary. Hirelings who travel with their employer must be provided food, water, shelter, and any equipment they do not already possess.

Hirelings are loyal, but not suicidal. They will not knowingly act against their ethics or throw their lives away without reason.

Hirelings are Extras. Wild Card hirelings cost three times the listed price.

TypeCost
Astra Adept (Chaplain, Shifter, etc.)$30/hour
Assassin$500+/target
Bodyguard (Thug)$50/day
Bounty Hunter$1000+/target
Diplomat$100/day
Explorer$50/day
Hacker$70/hour
Local Guide (Citizen)$30/day
Miner$50/day
Personal Assistant (Citizen)$50/day
Repairs$50/hour
Scientist$100/day
Security Guard (Law Enforcement)$20/hour
Smuggler$200/day
Space Cowboy$70/day
Spy$500+/day
Starship Captain$300/day
Starship Crew$60/day
Starship Engineer$120/day
Starship Gunner$80/day
Starship Medical Officer$200/day
Starship Pilot/Navigator$150/day

Travel

Travel costs are per passenger and include suitable accommodations where appropriate, plus trained crew or staff. They do not include meals, water, entertainment, or extra services.

TypeCost
Animal$3/day
Caravan$5/day
Cargo (one ton)$500/day
Hover Cab$3/mile
Starship, Common Berth$50/day
Starship, Cabin$100/day
Starship, Luxury Cabin$500/day

Example: Flynn books a common berth because it is all he can afford. Astrid takes the cabin because she needs real sleep before deployment. Zayko spends half the trip walking the ship’s corridors, listening for the hum of systems that should not know his name.

Astrabound Usage Notes

When placing gear in Astrabound, think about who made it, who controls it, and what that says about the setting.

Common frontier worlds may have cheap industrial tools, patched environment wear, and surplus firearms.

Corporate enclaves may have polished Dev II systems, biometric weapon locks, and restricted command tech.

Relic sites may contain biotech, Astra-reactive devices, or isolated Dev III artifacts with no surviving documentation.

Example: A matter disintegrator in Flynn’s hands is dangerous salvage. In Astrid’s hands it is restricted military contraband. In Zayko’s hands it may be mistaken for an Astra relic, even when it is not.

Armor

Across Astrabound, older armor never truly disappears. Kevlar vests, leather coats, synth-mesh, sealed voidsuits, and even ceremonial or practical chain still see use on backwater worlds, frontier colonies, salvage stations, and among groups that cannot afford or access newer protection. In more advanced regions, these older armors are often replaced or layered with superior materials, field systems, or projected defenses.

Armor Rules

Toughness

Some armors provide Toughness (Tough) in addition to or instead of an Armor value. This Toughness stacks with Toughness from other sources, but not with other armor that provides Toughness.

Example: Astrid wears a suit that grants Toughness rather than conventional Armor plating. That Toughness stacks with her normal durability, but if she swaps to another suit that also grants Toughness, only one armor-based Toughness bonus applies.

Ballistic Protection

Armor marked with an asterisk (*) reduces the damage from bullets fired by slugthrowers by 4.

Example: Flynn is wearing a ballistic vest marked with * when a pirate opens up with a slugthrower. The armor reduces that incoming bullet damage by 4 before the rest of the attack is resolved.

Cloaking Skin

Starting at Dev II, any armor may install projectors that distort the light around the wearer. Treat this as a normal activation of the invisibility power when switched on.

A battery powers the field for one hour at Dev II, or for one day of constant operation at Dev III.

Increase the armor’s cost by $5K.

Example: Zayko’s infiltration armor uses a cloaking skin projector that bends light around him. Mechanically it functions just like invisibility, but in the fiction it appears as a faint shimmer vanishing into the station’s shadows.

Energy Skin

Any armor listed below may be treated with a shiny, diffusive layer that reduces damage from lasers by 4.

Increase the cost by 50%. Stealth rolls against vision suffer a −2 penalty.

Example: Astrid upgrades her battle suit with an energy skin before a mission against laser-armed security drones. It performs well under directed fire, but the reflective finish makes sneaking harder.

Sealed

Body armor and the infantry battle suit can be sealed for twice the price of the suit, providing protection against toxins, radiation, and extreme heat or cold from about 150°F down to −50°F.

If the wearer suffers a Wound without Soaking, the suit loses integrity without an adhesive patch.

Example: Flynn’s sealed suit keeps him alive in a toxic refinery breach, but once he takes a Wound the suit’s seal is compromised and must be patched before he can trust it again.

Armored Suits

ItemArmorToughMin StrWeightCost
Body Armor+4*d44$200
Containment Suit ★+2d45$5K
Infantry Battle Helmet+6*d62$100
Infantry Battle Suit+6*d612$800
Smart Sleeve+1d42$900
Synth-Mesh Suit+21$100

Armored Suit Notes

Body Armor: Covers torso, arms, and legs. Light armored clothing made from complex polymers.

Containment Suit ★: Containment suits allow energy beings to use weapons and equipment normally. The suit is not airtight, and minor breaches cause no short-term issues, but every time the wearer takes Wounds, roll a d6 and add the number of Wounds caused by that attack. If the result is 7 or higher, the suit no longer functions.

Infantry Battle Helmet: Covers head and face.

Infantry Battle Suit: Covers torso, arms, and legs. A full suit of articulated body armor.

Smart Sleeve: Covers torso, arms, and legs. Grants a free reroll of Vigor against Bleeding Out. Can be worn under other armor; use normal armor stacking rules.

Synth-Mesh Suit: Covers torso, arms, and legs. Protective clothing made from synthetic materials.

Example: Zayko may wear a smart sleeve beneath heavier armor during boarding operations. It does not turn him into a tank, but it gives him one more chance to stay alive if a fight goes bad.

Energy Armor

Projected defenses are common in high-end military, corporate, and specialist gear across Astrabound. Unlike conventional armor, these systems do not always stop a hit with mass or plating. Instead, they disperse force, bleed off incoming energy, or harden a protective field around the user.

Energy Armor Table

ItemArmorToughMin StrWeightCost
Force Field, Personal ★+40.25$10K

Energy Armor Notes

Force Field, Personal ★: Usually projected from a belt or watch and built to surround a being of Size 2 or less. It stacks with worn armor and can be activated or deactivated as a limited free action. If the user takes three or more Wounds from one hit, the battery is expended and must be recharged.

Example: Astrid’s personal force field turns a lethal burst into something survivable, but a massive hit can overload the system and leave her exposed for the rest of the fight.

Spacesuits

In Astrabound, void exposure is one of the great equalizers. It does not matter whether a character is noble, marine, smuggler, or relic hunter. Without a proper suit, vacuum wins.

Spacesuit Table

ItemArmorToughMin StrWeightCost
Spacesuit+118$500
Spacesuit, Armored+4*d626$2.5K
Spacesuit, Combat+4*+2d620$5K

Spacesuit Notes

Spacesuit: Sealed, full body. Protects against the vacuum of space and provides 12 hours of air.

Spacesuit, Armored: Sealed, full body. Protects against the vacuum of space and provides 24 hours of air. If the wearer suffers a Wound without Soaking, the suit loses integrity without an adhesive patch.

Spacesuit, Combat: Sealed, full body. Protects against the vacuum of space and provides 48 hours of air. It self-seals any ruptures from Wounds without losing integrity.

Example: Flynn trusts an armored spacesuit because it is affordable and common on salvage jobs. Astrid prefers a combat suit because it keeps working even after taking damage. Zayko treats any void suit as sacred equipment, because in deep space a suit failure is often the same thing as a death sentence.

Shields

A shield protects against half its wielder’s opponents if attacked by multiple foes on the same Action Card.

Polymer shields have Hardness 10 and provide +4 Armor if someone attempts to shoot through them.

Shield Rules

Energy Skin

Any shield listed below may be treated with a shiny, diffusive layer that reduces damage from lasers by 4.

Increase the cost by 50%. Stealth rolls against vision suffer a −2 penalty.

Example: Astrid equips a polymer shield with an energy skin before storming a corridor defended by laser carbines. It gives her a better chance to cross the kill zone, but it is not subtle gear.

Shield Table

ItemParryCoverMin StrWeightCost
Polymer Shield, Small+1d42$200
Polymer Shield, Medium+2−2d44$300
Polymer Shield, Large+3−4d66$400
Smart Shield Drone ★+2−22$2K

Shield Notes

Smart Shield Drone ★: Activated as a limited free action, after which it hovers and protects the wielder as though he were carrying a shield personally. Multiple drones may be used. Their effects do not stack, but having more than one drone protects from all attacks on a single Action Card rather than only half.

Example: Zayko activates two smart shield drones before entering a crossfire. He does not gain extra Parry or Cover, but he is protected against every incoming attacker on that Action Card instead of only half of them.

Weapon Notes

The following weapons are found across the innumerable worlds of Astrabound, from frontier holdouts and Commonwealth armories to corporate security vaults and precursor relic caches. The traits below are repeated here so that the chapter remains easy to reference during play.

Armor Piercing (AP)

The weapon or round ignores this many points of a target’s Armor.

Example: Flynn fires an AP round into a security trooper’s plated vest. The AP does not make the shot stronger, it simply ignores part of the target’s Armor.

Beam Weapon

A raise when firing a beam weapon causes +2d6 damage instead of +d6.

Catastrophic

The weapon causes massive and widespread damage. It ignores Wound limits imposed by Setting Rules or the Unstoppable ability.

Cauterize

The weapon sears organic material, causing little bleeding. Anyone Incapacitated by a weapon with this trait adds +2 to Vigor rolls to keep from Bleeding Out.

Example: Astrid is dropped by a cauterizing weapon. The wound is horrific, but the seared tissue gives her a slightly better chance to avoid bleeding to death.

Chain Blade

Bladed melee weapons such as axes or swords can be fitted with rotating blades to cause 2d6+4 damage. Such weapons are very dangerous, however. A Critical Failure hits the user instead.

Damage

Damage is listed in dice. Projectile weapons usually have fixed damage, such as 2d6.

Melee weapons usually deal damage based on the wielder’s Strength plus another die or bonus.

For Heavy Weapons, the Class is also listed in parentheses for use with Heavy Metal.

Electromagnetic (EMP)

Electromagnetic weapons are designed to disable electronics with minimal collateral or lethal damage.

When a target is hit by an EMP attack, resolve damage as normal. If the damage equals or exceeds the target’s Toughness, all carried, worn, or attached electronics are knocked out as well.

Small devices are usually fried and must be replaced, at the Game Master’s discretion. Cyberware, vehicles, power armor, robots, and heavy-duty combat or hazard gear continue to function, but at a −4 penalty to linked rolls. They may be reset or rebooted with a Repair roll at −4 and a limited action.

Example: Flynn tags a drone handler with an EMP baton. The guard stays standing, but his tactical visor, commlink, and smart weapon all go dead at once.

Energy Weapon

Some melee weapons are made of or encased in pure energy, whether through focused power, hard light, Astra harmonics, or psionic projection now treated in Astrabound as Astra-based force.

Increase the weapon’s damage by one die type, increase AP by +4, and make it a Heavy Weapon.

Energy weapons are dangerous to wield. A Critical Failure when fighting with one causes damage to the user.

Fixed

The weapon is not mounted in a turret or pintle and can only fire in a 45° arc in one direction. This matters in Chases and Clashes and reduces the Mod cost of the weapon by half, rounded up.

Guided Weapon

Guided weapons are fired using Electronics instead of Shooting.

They ignore 2 points of Range or Cover penalties but otherwise follow normal ranged attack rules. If they hit, aware targets get an Evasion roll to avoid them. Vehicles make maneuvering rolls at −2 instead.

Heavy Weapon (HW)

The weapon can affect vehicles or other devices with Heavy Armor.

Incendiary

Incendiary weapons may set individual beings on fire as normal under Hazard rules.

For vehicles, whenever a vessel takes a Wound from an incendiary weapon, roll a d6. On a 6, or 5–6 for plasma weapons, a fire breaks out somewhere onboard, causing an additional Critical Hit. Vehicle fires are then extinguished, either by systems or crew response.

Tracers

Incendiary slugthrower rounds are often called tracers because they visibly mark their trajectory. When fired from a weapon with RoF 2 or more, add +1 to Shooting rolls.

Example: Astrid orders tracer rounds loaded into the squad support gun so her team can walk their fire onto a target corridor more accurately.

Linked Weapons

Weapons of the exact same type may be dual-linked or quad-linked and fired as one.

  • Dual-linked: +1 to hit, +2 damage
  • Quad-linked: +2 to hit, +4 damage
  • Treat triple-linked as dual-linked

Each additional linked weapon costs +1 Mod, even for very large weapons.

Minimum Size

Vehicle weapons have a Minimum Size required for a stable firing platform. If mounted on something smaller, firing the weapon gives it the Snapfire property and causes the platform to automatically become Shaken if it is a character, or Out of Control if it is a vehicle.

Minimum Strength

Certain items require a Minimum Strength to use without penalty.

Armor and Worn Gear

Each die type difference between the character’s Strength and the item’s Minimum Strength inflicts a −1 penalty to Pace, minimum 1, Agility, and Agility-linked skills.

Melee and Thrown Weapons

A thrown or melee weapon’s damage die is limited by the user’s Strength die.

If the user’s Strength is lower than the weapon’s Minimum Strength, they do not gain any of its positive abilities such as Reach or Parry bonuses, though they still suffer any penalties.

Ranged Weapons

The user suffers a −1 attack penalty for each die step difference between their Strength and the weapon’s minimum.

Example: Flynn can technically fire a weapon that is too heavy for him, but every missing Strength step makes the attack harder and less reliable.

Molecular Blade

Advanced manufacturing allows a melee blade to be sharpened to an extremely fine edge. This adds +2 damage and increases AP by half the weapon’s damage die type.

Examples:

  • d4 damage die: +2 AP
  • d8 damage die: +4 AP

Mounted Weapon

Personal ranged weapons weighing 20 lbs or more can be mounted on a vehicle, bipod, or tripod. This grants virtually unlimited Shots if attached to an energy source, and ignores Minimum Strength, Recoil, and Snapfire penalties.

If a weapon with RoF 3 or higher is mounted on a vehicle, it also gains Point Defense and Reaction Fire.

No Recoil

Some weapons, especially lasers, ignore Recoil penalties even when firing above Rate of Fire 1.

Overcharge

Some weapons may be overcharged by spending two Shots instead of one to deal an extra +d6 damage.

A Critical Failure when overcharging means the gun explodes for its overcharge damage in a Small Blast Template.

Parry

The weapon adds the listed bonus to the character’s Parry.

If a character uses a weapon in each hand, penalties to Parry stack, but bonuses do not unless an ability says otherwise.

Plasma Weapon

At Dev II, some civilizations have learned to weaponize plasma, the fourth state of matter.

Plasma weapons are Incendiary, and a raise on the attack causes +2d6 damage instead of +1d6.

Point Defense

Point Defense weapons fire huge volumes of matter or energy to destroy incoming missiles, torpedoes, or ramming craft.

Crew must be on Hold to use Point Defense manually. Automated systems attack automatically.

Either way, the weapon gets one shot at Short Range against each incoming projectile, with the following penalties:

  • −6 vs missiles
  • −4 vs torpedoes
  • −2 vs a ramming vessel if its Top Speed is faster

Missiles and torpedoes are Hardness 12 (2).

The ship may still attempt to Evade any projectiles that survive the barrage.

Power

The weapon releases a violent burst of energy on impact, or in melee massively enhances the user’s momentum.

Add +d6 damage, and +d10 with a raise on the attack roll.

All power weapons are Heavy Weapons.

Astra

Weapons with this trait can be charged with Astra energy.

A user with an appropriate Astra-capable Arcane Background may spend 1 to 3 Power Points before firing to increase damage by +2 per point.

Example: Zayko channels Astra into a psi blade equivalent weapon, spending extra Power Points before the strike to make the hit more devastating.

Range

Range is listed as Short / Medium / Long.

Extreme Range is up to 4× Long Range.

Ranges are given in inches for tabletop play. If not using miniatures, treat 1 inch as 2 yards.

For rough real-world distance, multiply each range bracket by 2.5.

Rate of Fire

Rate of Fire is the number of shots the weapon may fire in a single action. Each shot gets its own skill die, usually Shooting.

Reach

Weapons with Reach can make Fighting attacks at the listed range.

A weapon with Reach 1 can strike 1 inch away. A weapon with Reach 2 can strike 2 inches away.

Weapons without Reach strike only adjacent targets.

Reaction Fire

Weapons with this quality pour out enough matter or energy to respond quickly to enemies darting into attack range.

In a Clash or Chase, Reaction Fire weapons may fire once per round at −2 when their craft is attacked by foes from Short Range, after the enemy’s attack is resolved.

Reload

Some weapons take longer to reload than standard firearms.

If a weapon lists Reload X, that is how many actions of reloading must be spent before it can fire again.

Rending

The weapon tears, shreds, or otherwise mutilates tissue on impact.

Victims Shaken or Wounded by a rending attack are bleeding and must make a Vigor roll as a free action at the start of their next turn.

  • Failure: suffer a Wound and roll again next turn
  • Success: no Wound, but roll again next turn
  • Raise: bleeding stops

A successful Healing roll also stops the bleeding.

Repulse

The weapon uses force, shock, or gravity to push its target.

A hit that causes at least a Shaken or Wounded result knocks the defender back d4 − Size inches, or d6 − Size inches with a raise.

Snapfire

If a character moves in the same round they fire a Snapfire weapon, they suffer −2 to Shooting.

Stun

The weapon delivers a powerful but nonlethal burst of energy that disrupts the nervous system or otherwise overloads the target.

After resolving damage, the target must make a Vigor check, at −2 with a raise on the attack, or be Stunned.

Three-Round Burst

A few military weapons can fire three rounds in rapid succession.

In this mode, the weapon has RoF 1, fires three bullets at once, and adds +1 to Shooting and damage rolls.

Time

These devices distort time around their targets, making them Distracted, Vulnerable, and reducing their speed by half until the end of their next turn.

Two Hands

A two-handed weapon may be used one-handed at −4.

The character still counts full Strength for damage but loses all other advantages such as Reach or Parry bonuses.

Vibro

The blade vibrates rapidly, shredding targets for +d6 damage and AP +2.

Vibro weapons are extremely loud when active.

Warheads

Grenades, gyrojets, rockets, missiles, torpedoes, and similar projectiles often use standard explosive loads, but many alternate warheads exist for specialized effects.

Some warheads behave differently under Heavy Metal rules.

Warhead Table

ItemWeightCost
Armor Piercing
EMP×2×5
High Explosive
Incendiary
Nuclear×3×100
Phase ★×2×10
Plasma ★×5×5
Smoke
Stun×2×2
Time ★×2×50

Warhead Notes

Armor Piercing: Increase the weapon’s AP by 8 but reduce damage one die type.

EMP: The target’s electronics are knocked out if the attack equals or exceeds its Toughness, but any actual Wounds are reduced by one.

High Explosive: Increase the blast radius one size, but reduce damage one die type. If a vehicle takes one or more Wounds from a high-explosive warhead, it suffers an additional Critical Hit.

Incendiary: Targets may catch fire.

Nuclear: Bombs, heavy missiles, or torpedoes only. Catastrophic, Heavy Weapon. Tactical nuclear weapons have a half-mile radius and deal 100 damage. On land, all but hardened structures are usually flattened and the area remains dangerously radioactive for centuries. Use of nuclear weapons is regarded as criminal or monstrous by most civilized powers.

Phase ★: These warheads teleport or phase through vehicular armor into the interior. If rolling damage, ignore the target’s Armor. Energy shields interfere with the effect, so the defender adds +4 to shield Soak rolls.

Plasma ★: Targets may catch fire. A raise on the attack causes +2d6 damage instead of +1d6.

Smoke: Creates a Large Blast Template of smoke that blocks vision as Dark Illumination. At twice the price, the smoke includes reflective particles that impose −4 to Electronics or Shooting for guided weapons and lasers passing through it.

Stun: Has no effect on vehicles, but unprotected beings caught in the area must roll Vigor at −2, or −4 with a raise, or become Stunned.

Time ★: These munitions distort local time on impact. Targets hit or caught in the blast are automatically Distracted, Vulnerable, and have their movement halved until the end of their next turn.

Example: Astrid loads smoke warheads to cover an extraction. Flynn favors EMP when he expects drones or security systems. Zayko is deeply uneasy around time warheads and refuses to treat them like ordinary ammunition.

Melee Weapons

Below are iconic melee weapons of the near and far future used across Astrabound, from boarding sabers and industrial cutters to Astra-charged relic blades.

Melee Weapon Table

TypeDamageAPMin StrWeightCost
Chain Weapons
Ripper Bayonet2d6+4d64$200
Ripper Sword2d6+4d48$300
Ripper Halberd2d6+4d810$450
EMP Weapons
EMP Baton ★Str+d4d61$510
EMP Staff ★Str+d6d64$510
Energy Weapons
Energy Sword ★Str+d6 (I)4d42$900
Energy Pike ★Str+d10 (I)4d818$1,150
Molecular Weapons
Molecular Axe, GreatStr+d10+27d107$900
Molecular KnifeStr+d4+22d40.5$550
Molecular SwordStr+d8+24d82$600
Molecular SpearStr+d6+23d62$600
Molecular WhipStr+d4+22d42$600
Power Weapons
Power GauntletStr+2d6 (I)d63$600
Power MaceStr+2d6 (I)d65$600
Power WhipStr+d4+d6 (I)d64$600
Astra Weapons
Psi Blade ★Str+d8 (I)4d41$1,350
Repulsor Weapons
Gravity Gauntlets ★Str+2d6 (I)d43$1,100
Gravity Hammer ★Str+d10+d6 (I)2d1010$1,500
Stun Weapons
Stun BatonStr+d4d42$260
Stun PikeStr+d6d66$650
Vibro Weapons
Vibro Blade ★Str+d6+d42d41$525
Vibro Sword ★Str+d8+d62d63$600

Melee Weapon Notes

Ripper Bayonet: Chain Blade, must be attached to a rifle, Two Hands.

Ripper Sword: Chain Blade.

Ripper Halberd: Chain Blade, Reach 1, Two Hands.

EMP Baton ★: EMP.

EMP Staff ★: EMP, Parry +1 when used with Two Hands, Reach 1.

Energy Sword ★: Cauterize, Heavy Weapon, Parry +1. This is the Astrabound setting’s equivalent of an iconic energy blade.

Energy Pike ★: Cauterize, Heavy Weapon, Reach 2.

Molecular Axe, Great: Parry −1, Two Hands.

Molecular Spear: Parry +1 if used two-handed, Reach 1.

Molecular Whip: Parry −1, Reach 2, ignores shield bonus. Unlike a normal whip, with a raise the attacker may either deal bonus damage or Entangle the target.

Power Gauntlet: Heavy Weapon, Power, does not count as a weapon for Unarmed Defender.

Power Mace: Heavy Weapon, Power.

Power Whip: Heavy Weapon, Parry −1, Reach 2, ignores shield bonus. With a raise, the attacker may either Entangle the target or deal +d10 bonus damage.

Psi Blade ★: Astra, Cauterize, Heavy Weapon.

Gravity Gauntlets ★: Heavy Weapon, Power, Repulse. Does not count as a weapon for Unarmed Defender.

Gravity Hammer ★: Power, Repulse.

Stun Baton: Nonlethal, Stun.

Stun Pike: Nonlethal, Reach 2, Stun.

Example: Astrid favors an energy sword when she expects armored targets. Flynn prefers a stun baton when the job calls for living prisoners. Zayko’s psi blade is not just a weapon, but a focus for Astra, making it as much an extension of will as steel or light.

Custom Melee Weapons

The weapons listed above are refined and reliable examples, but nearly any hand weapon can be modified with the qualities below.

Up to three qualities may be added to a weapon. Each quality after the first makes it more unwieldy, imposing −1 to the user’s Parry and Fighting rolls.

The added qualities must make sense together. A blade cannot logically both cauterize and repulse if the setting’s technology or Astra principles do not support both effects in one stable frame.

A campaign, civilization, or legendary inventor may create more stable versions without these drawbacks.

Powered Weapons

All qualities below except molecular blade and Astra require an attached battery at Dev I or II.

This adds $50 to cost and 1 pound to weight.

In addition to all other effects, a Critical Failure means the battery is drained after damage is resolved and the weapon becomes a normal weapon of its type.

Custom Melee Upgrade Table

UpgradeSummaryCost
Chain BladeConvert base damage to 2d6+4. Critical Failure hits the user.$200
EMP ★Roll damage normally. If damage equals or exceeds Toughness, electronics are knocked out.$500
Energy ★Increase damage a die type, AP +4, Heavy Weapon, automatically gains Cauterize.$750
IncendiaryTarget may catch fire.$250
Molecular Blade+2 damage, AP increases by half the weapon’s damage die type.$500
Plasma ★Incendiary, +2d6 damage with a raise instead of +1d6.$500
Power+d6 damage, +d10 bonus damage with a raise, Heavy Weapon.$500
Astra ★Increase damage by +2 per Power Point spent before damage, max +6.$500
RendingShaken or Wounded targets must roll Vigor or gain another Wound.$250
Repulse ★Shaken or Wounded foes are knocked back d4", or d6" with a raise.$500
StunTarget must make a Vigor check, at −2 with a raise, or be Stunned.$250
Time ★Targets hit are Distracted, Vulnerable, and move at half speed until end of next turn.$750
Vibro Blade ★+d6 damage, AP +2.$500

Ranged Weapons

Blasters

Properly known as particle acceleration weapons, blasters use electromagnetic systems to propel tiny particles at tremendous speed. They often hit harder than slugthrowers and carry generous ammunition loads because the projectiles are so small.

All blasters use particle packs.

Blaster Ammo

AmmoWeightCost
Particle Pack0.25$20

Blaster Table

TypeRangeDamageAPRoFShotsMin StrWgtCost
Pistol ★12/24/482d6+22150d41$200
Pistol, Heavy ★10/20/403d62140d63$300
SMG ★12/24/482d6+22350d44$350
Rifle ★25/50/1003d6+22130d66$600
Rifle, Heavy ★25/50/1003d6+4 (I)4120d89$800
Gatling ★25/50/1003d6+22480d820$1500

Blaster Notes

Heavy Rifle: Snapfire, Heavy Weapon.

Gatling: Snapfire unless mounted. Holds up to four particle packs at once.

Example: Flynn likes blasters because the ammo is compact and reliable. Astrid likes them because they hit harder than most sidearms in the same size class.

Disintegrators

Disintegrators are feared, restricted, and often illegal weapons that fire beams designed to disrupt matter itself. Their wounds inflict Gritty Damage even when that Setting Rule is not otherwise in use. Extras Incapacitated by them are usually killed.

They use power packs.

Disintegrator Ammo

AmmoWeightCost
Power Pack1$50

Disintegrator Table

TypeRangeDamageAPRoFShotsMin StrWgtCost
Pistol ★3/6/123d10110d45$600
Rifle ★5/10/203d1015d612$1K

Example: Astrid would classify a disintegrator as controlled military contraband. Flynn would classify it as the kind of salvage you sell fast and never test indoors.

Flak Guns

Flak guns hurl explosive shot that bursts into dense fragments on impact. They are designed to devastate unarmored or lightly protected targets and are far less effective against hard armor.

They use flak packs.

Flak Ammo

AmmoWeightCost
Flak Pack1$40

Flak Gun Table

TypeRangeDamageAPRoFShotsMin StrWgtCost
Flak Gun12/24/483d6+216d615$800

Flak Gun Notes

Flak Gun: LBT, Rending.

Flame Weapons

Flamers project burning fuel to incinerate targets and may be Evaded.

They use fuel pods.

At Dev II, they may instead be loaded with plasma fuel for double ammo cost. A raise then causes +2d6 damage instead of +d6.

Flame Ammo

AmmoWeightCost
Fuel Pod5$100

Flame Weapon Table

TypeRangeDamageAPRoFShotsMin StrWgtCost
Hand Flamer ★Cone3d6 (I)120d45$500
Heavy Flamer ★Cone4d6 (I)110d615$1K

Flame Weapon Notes

Hand Flamer: Cauterize, Heavy Weapon, Incendiary, may fire as an MBT up to 18" instead of a Cone.

Heavy Flamer: Cauterize, Heavy Weapon, Incendiary, may fire as an MBT up to 18" instead of a Cone.

Flechette Guns

Flechette guns fire tiny darts or slivers of hard material, ideal for use in fragile environments such as spacecraft interiors. They are dangerous to soft targets but ineffective against armor.

They use flechette packs.

Flechette Ammo

AmmoWeightCost
Flechette Pack0.5$30

Flechette Table

TypeRangeDamageAPRoFShotsMin StrWgtCost
Flechette SMG12/24/482d4+1390d44$150

Grenades

High-tech grenades are compact spheres and may be Evaded unless fired from a launcher.

Grenade Launchers

A launcher may be carried as a standalone weapon or attached to another weapon of equal or greater weight.

LauncherRangeShotsMin StrWeightCost
Grenade Launcher24/48/966d65$300

As an attachment, increase the other weapon’s Minimum Strength by one step.

The launcher has an electronic selector that lets the user choose which round fires from the magazine as a limited free action.

Grenade Ammo

AmmoWeightCost
Individual Grenade0.5$50

Grenade Notes

Beehive Rounds: A grenade launcher may fire a shell filled with shrapnel that attacks in a Cone Template.

Warheads: Standard grenades may be upgraded with EMP, High Explosive, Incendiary, Phase, Plasma, Smoke, Stun, and Time warheads.

Grenade Table

TypeRangeDamageAPRoFShotsMin StrWgtCost
Frag (Thrown)5/10/203d6 (I)11d40.5$50

Grenade Notes

Frag (Thrown): Heavy Weapon, MBT.

Example: Flynn throws a frag into a pirate firing nest. Astrid uses a launcher instead because she likes range, precision, and not exposing herself when explosives are involved.

Gyrojets

Gyrojet launchers fire micro-rockets in either dumb-fire or smart-fire mode.

In dumb-fire mode, use Shooting as usual.

In smart-fire mode, the gyrojet becomes a Guided Weapon and uses Electronics.

Gyrojet Ammo

AmmoWeightCost
Individual Gyrojet0.25$50

A selector switch allows the user to choose which round loads next as a limited free action.

Standard gyrojets may be fitted with EMP, High Explosive, Incendiary, Phase, Plasma, Smoke, Stun, and Time warheads.

Gyrojet Table

TypeRangeDamageAPRoFShotsMin StrWgtCost
Pistol12/24/483d6 (I)110d43$400
Rifle24/48/963d6 (I)130d66$600

Gyrojet Notes

Both listed weapons are Heavy Weapons.

Lasers

Lasers fire tightly focused bursts of light that penetrate and burn rather than tear or smash.

They use power packs.

Laser Ammo

AmmoWeightCost
Power Pack1$50

Laser Table

TypeRangeDamageAPRoFShotsMin StrWgtCost
Pistol ★15/30/602d62150d42$250
SMG ★15/30/602d62450d44$500
Rifle ★30/60/1203d62330d68$700
Rifle, Sniper ★100/300/4003d62120d615$1K
Gatling Laser ★50/100/2003d6+4 (I)4480d820$3K

Laser Notes

Pistol: Cauterize, Overcharge.

SMG: Cauterize, No Recoil, Overcharge.

Rifle: Cauterize, No Recoil, Overcharge.

Rifle, Sniper: Cauterize, Overcharge, Snapfire.

Gatling Laser: Cauterize, Heavy Weapon, No Recoil, Overcharge, Snapfire. May be mounted.

Missile Launchers

Portable missile launchers let infantry threaten installations, vehicles, aircraft, and walkers.

Missile Launcher

LauncherWeightCostMin StrSpecial
Portable Missile Launcher5$1Kd8Guided Weapon

The launcher can hold one missile type at a time.

Missile Ammo Notes

Cost and weight are for a full reload of the listed Shots value.

Reloading lets the user change available missile types or warheads as a limited free action when fired.

Warheads use one shot per RoF.

Standard missiles may be fitted with EMP, High Explosive, Incendiary, Nuclear (heavy only), Phase, Plasma, Smoke, Stun, and Time warheads.

Portable Missile Table

TypeRangeDamageAPRoFShotsMin StrWgtCost
Micro25/50/1003d6 (I)112$1K
Light100/200/4006d6 (III)16448$4K
Medium150/300/6007d6 (IV)24228$10K
Heavy200/400/8008d6 (V)32118$20K

Portable Missile Notes

Micro: Pod of micro-missiles fired as a single swarm. If the attacker takes an aimed shot, they may choose which targets in the template are affected. Guided Weapon, Heavy Weapon, LBT, ignores Point Defense.

Light: Guided Weapon, Heavy Weapon, No Recoil, SBT.

Medium: Guided Weapon, Heavy Weapon, No Recoil, MBT.

Heavy: Guided Weapon, Heavy Weapon, No Recoil, LBT.

Plasma Guns

Plasma guns fire bolts of superheated matter that disperse quickly but hit with terrible force.

They use power packs.

Plasma Ammo

AmmoWeightCost
Power Pack1$50

Plasma Table

TypeRangeDamageAPRoFShotsMin StrWgtCost
Pistol ★5/10/202d10 (I)110d68$800
Rifle ★10/20/402d10 (I)110d812$1K
Shotgun ★Cone2d10 (I)15d816$2K

Plasma Notes

All listed plasma weapons have Cauterize, Heavy Weapon, Plasma.

Astra Weapons

These weapons amplify and project Astra through a built device or focus medium. They are rare, valuable, and often restricted to those with the training or innate capacity to use them properly.

They are recharged with 1 Power Point and have no weight or cost for ammunition.

Astra Weapon Table

TypeRangeDamageAPRoFShotsMin StrWgtCost
Pistol ★5/10/202d6124d41$250
SMG ★10/20/402d8320d42$350
Rifle ★20/40/802d10116d66$350

Astra Weapon Notes

All listed Astra weapons have the Astra quality.

Example: Zayko uses an Astra rifle as both weapon and focusing instrument. In his hands it is devastating. In Flynn’s hands it is just expensive equipment with a very limited battery life.

Pulse Weapons

Pulse weapons fire dense packets of energy.

They use power packs.

Pulse Ammo

AmmoWeightCost
Power Pack1$50

Pulse Weapon Table

TypeRangeDamageAPRoFShotsMin StrWgtCost
Pistol ★10/20/402d62112d42$300
SMG ★10/20/402d62325d64$500
Rifle ★20/40/803d64112d66$1K
Rifle, Assault ★15/30/603d64330d68$1K
Rifle, Sniper ★40/80/1604d6416d66$1K
Gatling ★20/40/803d64350d812$2K

Pulse Notes

All listed pulse weapons have Overcharge.

Gatling: Snapfire. May be mounted.

Rocket Launchers

Rockets have shorter range than missiles but cannot be jammed.

Rocket Launcher

LauncherWeightCostMin StrSpecial
Portable Rocket Launcher3$500d8Snapfire

The launcher can hold one rocket type at a time.

Rocket Ammo Notes

Cost and weight are for a full reload of the listed Shots value.

Reloading lets the user change rocket types or warheads as a limited free action.

Standard rockets may be fitted with EMP, High Explosive, Incendiary, Phase, Plasma, Smoke, Stun, and Time warheads.

Portable Rocket Table

TypeRangeDamageAPRoFShotsMin StrWgtCost
Micro20/40/803d6 (I)112$500
Light20/40/806d6 (III)16448$2K
Medium20/40/807d6 (IV)24228$6K
Heavy20/40/808d6 (V)32118$15K

Portable Rocket Notes

Micro: Swarm pod. Heavy Weapon, LBT, ignores Point Defense.

Light: Heavy Weapon, SBT, No Recoil.

Medium: Heavy Weapon, MBT, No Recoil.

Heavy: Heavy Weapon, LBT.

Slugthrowers

Traditional firearms remain common throughout Astrabound. Even in advanced societies, many fighters still trust chemically propelled rounds for reliability, price, legality, or sheer stopping power.

The versions below are high-tech descendants of modern firearms and are often lighter, smarter, and more efficient.

Slugthrower Ammo Options

Additional ammunition types may be bought at no extra cost:

  • Armor Piercing: Damage −2, AP +4
  • Incendiary: Cauterize. Small flammable targets may catch fire. For Size 4+ targets, bonus damage is +d8 instead of +d6. Add +1 to Shooting when firing at RoF 2 or more
  • Hollowpoints: −2 AP, +2 damage only if the target has no Armor at all
  • Slugs: Shotguns only. No +2 to hit, friendly fire is normal, damage becomes 2d10 at any range

Pistols

TypeRangeDamageAPRoFShotsMin StrWgtCost
Machine Pistol5/10/202d62425d44$300
Light10/20/402d61210d41$200
Medium12/24/482d6+12110d42$250
Heavy12/24/482d10416d64$400

Machine Pistol: 3RB. Ammo is 1 lb, $10 per box of 50. Light: Ammo is 1 lb, $10 per box of 50. Medium: Ammo is 2 lbs, $20 per box of 50. Heavy: Ammo is 4 lbs, $30 per box of 50.

Submachine Guns

TypeRangeDamageAPRoFShotsMin StrWgtCost
Medium12/24/482d6+12330d66$500
Heavy12/24/482d104325d88$600

Medium: 3RB. Ammo is 2 lbs, $20 per box of 50. Heavy: 3RB. Ammo is 4 lbs, $30 per box of 50.

Rifles

TypeRangeDamageAPRoFShotsMin StrWgtCost
Carbine20/40/802d82124d46$400
Hunting24/48/962d104112d68$500
Assault24/48/962d104330d610$600
Sniper50/100/2002d12 (I)416d625$1K

Carbine: Ammo is 4 lbs, $40 per box of 50. Hunting: Ammo is 6 lbs, $60 per box of 50. Assault: 3RB. Ammo is 6 lbs, $60 per box of 50. Sniper: Heavy Weapon, Snapfire. Ammo is 6 lbs, $100 per box of 50.

Shotguns

TypeRangeDamageAPRoFShotsMin StrWgtCost
Automatic12/24/481–3d6112d610$250
Full-Auto12/24/481–3d6332d816$400

Ammo is 6 lbs, $100 per box of 50.

Machine Guns

TypeRangeDamageAPRoFShotsMin StrWgtCost
Light30/60/1202d823200d620$700
Medium30/60/1202d8+123100d830$1K
Heavy50/100/2002d10 (I)4350d1040$2K
Minigun50/100/2002d8+1252000d1040$10K

Light: Gains Point Defense and Reaction Fire when mounted. Ammo is $100 and half the weapon’s weight per 200-round drum. Medium: Gains Point Defense and Reaction Fire when mounted. Ammo is $100 and half the weapon’s weight per 100-round drum. Heavy: Heavy Weapon, Snapfire unless mounted. Gains Point Defense and Reaction Fire when mounted. Ammo is $100 and half the weapon’s weight per 50-round drum. Minigun: Minimum RoF 3. Ignores Recoil and gains Point Defense and Reaction Fire when mounted. Ammo is carried in a backpack or bin costing $1K and weighing half the gun’s weight.

Stun Guns

Stun guns use electricity, focused sound, nervous-system overload, or other nonlethal energy forms to incapacitate rather than kill.

The Game Master decides whether they affect constructs, energy beings, undead analogues, or other nonstandard life forms in the campaign.

They use power packs.

Stun Gun Ammo

AmmoWeightCost
Power Pack1$50

Stun Gun Table

TypeRangeDamageAPRoFShotsMin StrWgtCost
Stun Gun Attachment6/12/24161$300
Stun Gun12/24/481121$300

Stun Gun Notes

Both weapons force the target to roll Vigor at −2, or −4 with a raise, or become Stunned.

Attachment: May be mounted to another weapon of the same weight or greater.

Example: Astrid uses a stun gun when command wants prisoners. Flynn uses one when command is not present but he still wants options.

Vehicular Weapons

Vehicular weapons must be mounted to a vehicle and connected to ammunition, power, and fire control systems.

All vehicular weapons are Heavy Weapons unless noted otherwise.

Autocannons

Autocannons fire explosive-tipped metal rounds effective against light and medium vehicles and ships.

Autocannon Notes

  • A full reload of Shots costs $1K × Mod value
  • A full reload takes one Mod slot
  • All autocannons have a minimum RoF of 2

Autocannon Table

TypeRangeDamageAPRoFShotsMin SizeModsCost
Light50/100/2003d8 (I)4410021$10K
Medium50/100/2004d8 (II)648082$20K
Heavy75/150/3005d8 (III)8460123$50K

Light: Point Defense, Reaction Fire.

Bombs

Bombs are dropped from atmosphere craft or launched from orbit using the lower of Shooting or Piloting.

Weather, altitude, and similar conditions may impose penalties.

Bomb Notes

  • Bomb Rack: Min Size 4, Mods 1, Cost $50K
  • Holds one bomb type and includes space for that type’s Shots value
  • A full reload takes one Mod slot
  • Reloading is automated and switching bomb types or warheads is a limited free action
  • Standard bombs may use EMP, High Explosive, Incendiary, Nuclear, Phase, Plasma, Smoke, Stun, and Time warheads

Bomb Table

TypeRangeDamageAPRoFShotsMin SizeModsCost
Micro (Bomblets)25/50/1003d6 (I)412$500
Light6d10 (III)548$1K
Medium8d10 (V)1024$4K
Heavy10d10 (VI)1012$10K

Micro: Pod of bomblets, LBT. Light: LBT. Medium: 10" radius. Heavy: 25" radius.

Cannons

Cannons fire heavy armor-piercing or high-explosive rounds and are commonly mounted on APCs, tanks, or fixed fortifications.

Cannon Notes

  • A full reload of Shots costs $1K × Mod value
  • A full reload takes one Mod slot
  • Cannons fire either the listed AP round or an HE round listed in the notes
  • If both are loaded, the gunner chooses which to fire as a free action

Cannon Table

TypeRangeDamageAPRoFShotsMin SizeModsCost
Light50/100/2003d10 (II)518011$15K
Medium75/150/3004d10 (III)1016023$30K
Heavy100/200/4005d10 (IV)2014045$60K
Super150/300/6006d10 (VI)30120106$100K
Super Heavy150/300/6008d10 (VII)40110168$500K

Light: Reaction Fire, SBT. HE is 3d8 (I), LBT, AP 0. Medium: SBT. HE is 4d8 (II), LBT, AP 5. Heavy: SBT. HE is 5d8 (III), LBT, AP 10. Super: MBT. HE is 6d8 (IV), LBT, AP 15. Super Heavy: MBT. HE is 8d8 (V), LBT, AP 20.

Vehicular Lasers

Large-scale lasers are efficient and terrifying if the vehicle has power to spare.

Vehicular Laser Notes

Lasers are usually wired directly into the vehicle’s power systems and need no ammunition. If disconnected from such systems, they may use large batteries weighing 100 lbs × Mod value and costing $1000 × Mod value.

Vehicular Laser Table

TypeRangeDamageAPRoFShotsMin SizeModsCost
Gatling ★50/100/2003d6+4 (I)448011$3K
Light ★150/300/6002d10 (II)1038021$20K
Medium ★150/300/6003d10 (III)2026043$50K
Heavy ★150/300/6004d10 (V)3014085$200K
Super ★150/300/6005d10 (V)30120128$300K
Super Heavy ★150/300/6006d10 (VII)401102012$1M
Mega ★150/300/6008d10 (VII)40112816$2M

Gatling: Cauterize, Overcharge, Point Defense, Reaction Fire. Light: Cauterize, Overcharge, Reaction Fire. Medium: Cauterize, Overcharge. Heavy: Cauterize, Overcharge. Super: Cauterize, Overcharge. Super Heavy: Cauterize, Overcharge. Mega: Cauterize, may not be Linked or Overcharged, takes one minute to recharge after firing.

Mass Drivers

Mass drivers, often called rail guns, magnetically launch heavy projectiles at incredible speed.

Mass Driver Notes

Most suitable ammunition can be mined from asteroids or planetary bodies. Most asteroids yield 1d10 × 10 Shots per hour, divided by the number of d12s rolled for damage.

Mass Driver Table

TypeRangeDamageAPRoFShotsMin SizeModsCost
Light100/200/4002d12+2 (I)5310022$10K
Medium100/200/4003d12+3 (II)528043$20K
Heavy100/200/4004d12+4 (III)516084$40K
Super100/200/4006d12+6 (IV)5140128$80K
Super Heavy100/200/4008d12+8 (VI)51102012$400K
Mega100/200/40010d12+10 (VII)5112816$1M

Light: Point Defense, Reaction Fire, SBT. Medium: MBT. Heavy: LBT. Super: 10" radius. Super Heavy: 25" radius. Mega: 50" radius.

Mines

Vehicular mines may be buried, floated, magnetically anchored, or hidden by AI-triggered protocols.

They may be launched using grenade launcher statistics at half listed Range.

Mine Notes

  • Ammo: Individual mines weigh 5 lbs and cost $1,000
  • Standard mines may be fitted with Armor Piercing, EMP, High Explosive, Incendiary, Phase, Plasma, Smoke, Stun, and Time warheads

Mine Table

TypeRangeDamageAPRoFShotsMin SizeModsCost
MineLBT4d6 (II)101111/10$1K

Vehicular Missiles

Missiles let even small vehicles threaten targets much larger than themselves.

Vehicular Missile Notes

  • Launcher Rack: Min Size 2, Mods 1, Cost $1K
  • Guided Weapon
  • Reloading is automated and switching missile types or warheads is a limited free action
  • Standard missiles may use EMP, High Explosive, Incendiary, Nuclear (heavy only), Phase, Plasma, Smoke, Stun, and Time warheads

Vehicular Missile Table

TypeRangeDamageAPRoFShotsMin SizeModsCost
Micro25/50/1003d6 (I)12$1K
Light100/200/4006d6 (III)1648$4K
Medium150/300/6007d6 (IV)2424$10K
Heavy200/400/8008d6 (V)3212$20K

Micro: Swarm pod, Guided Weapon, LBT, ignores Point Defense. Light: Guided Weapon, SBT. Medium: Guided Weapon, MBT. Heavy: Guided Weapon, LBT.

Particle Beams

Particle beams fire a sustained stream of charged particles and require huge energy systems but almost no physical ammunition.

Particle Beam Notes

If not wired into a vehicle power core, they may use large batteries weighing 100 lbs × Mod value and costing $1000 × Mod value.

Particle Beam Table

TypeRangeDamageAPRoFShotsMin SizeModsCost
Light ★75/150/3005d8 (IV)2424043$150K
Medium ★75/150/3007d8 (VI)3222084$750K
Heavy ★75/150/3009d8 (VII)4022205$3M

Light: Beam Weapon, Reaction Fire. Medium: Beam Weapon. Heavy: Beam Weapon.

Particle Cannons

Particle cannons accelerate tiny amounts of matter into plasma-like bolts and project them at violent speed.

Particle Cannon Notes

If not wired into vehicle power, they may use large batteries weighing 100 lbs × Mod value and costing $1000 × Mod value.

Particle Cannon Table

TypeRangeDamageAPRoFShotsMin SizeModsCost
Light ★100/200/4004d6+4 (II)539022$25K
Medium ★100/200/4006d6+6 (III)1036084$50K
Heavy ★100/200/4008d6+8 (V)20330126$250K

Light: Point Defense, Reaction Fire.

Vehicular Rocket Launchers

Vehicular rockets are harder to jam than missiles, though Point Defense can still shoot them down.

Vehicular Rocket Notes

  • Launcher Rack: Min Size 2, Mods 1, Cost $1K
  • Reloading is automated and switching rocket types or warheads is a limited free action
  • Standard rockets may use EMP, High Explosive, Incendiary, Phase, Plasma, Smoke, Stun, and Time warheads

Vehicular Rocket Table

TypeRangeDamageAPRoFShotsMin SizeModsCost
Micro20/40/803d6 (I)12$500
Light20/40/806d6 (III)1648$2K
Medium20/40/807d6 (IV)2424$6K
Heavy20/40/808d6 (V)3212$15K

Micro: Swarm pod, LBT, ignores Point Defense. Light: SBT, No Recoil. Medium: MBT, No Recoil. Heavy: LBT, No Recoil.

Vehicular Slugthrowers

Mounted slugthrowers are mainly used for anti-infantry suppression, point defense, and light-target engagement.

When mounted, they gain Point Defense and Reaction Fire.

Vehicular Slugthrower Ammo Options

  • Armor Piercing: Damage −2, AP +4
  • Incendiary: Cauterize, may set small flammable targets on fire, Size 4+ targets take +d8 bonus damage instead of +d6, and gain +1 Shooting at RoF 2 or more
  • Hollowpoints: −2 AP, +2 damage only if target has no Armor

Vehicular Slugthrower Table

TypeRangeDamageAPRoFShotsMin SizeModsCost
Light30/60/1202d82320011$700
Medium30/60/1202d8+12310021$1K
Heavy50/100/2002d10 (I)435031$2K
Minigun50/100/2002d8+1 (I)25200031$10K

Light: Point Defense, Reaction Fire, not a Heavy Weapon. Ammo is $100 per 200-round drum. Medium: Point Defense, Reaction Fire, not a Heavy Weapon. Ammo is $100 per 100-round drum. Heavy: Point Defense, Reaction Fire. Ammo is $100 per 50-round drum. Minigun: Minimum RoF 3. Point Defense, Reaction Fire. Ammo is $1K per 2000-round bin.

Vehicular Stun Weapons

Vehicular stun systems use sound, microwaves, or other disruptive emissions to disperse crowds or drive off dangerous creatures with minimal lethality.

They have no effect on vehicles, robots, or creatures without nervous systems.

Vehicular Stun Notes

These weapons are usually connected to power centers. If not, they may use large batteries weighing 100 lbs × Mod value and costing $1000 × Mod value.

With a successful hit, the target must check Vigor at −4, or −6 with a raise, or become Stunned.

Vehicular Stun Table

TypeRangeDamageAPRoFShotsMin SizeModsCost
Ray50/100/20016011$5K
Projector25/50/10013021$10K

Projector: Cone Template.

Torpedoes

Torpedoes are enormous guided warheads designed to destroy stations, major warships, and similarly hardened targets. They may only be fired in space or liquid environments.

Torpedo Notes

  • Launcher Rack: Min Size 12, Mods 2, Cost $500K
  • Guided Weapon
  • Reloading is automated and switching torpedo types or warheads is a limited free action
  • Standard torpedoes may use EMP, High Explosive, Incendiary, Nuclear (heavy only), Phase, Plasma, Smoke, Stun, and Time warheads

Torpedo Table

TypeRangeDamageAPRoFShotsMin SizeModsCost
Light300/600/12006d10 (V)2022$200K
Medium300/600/12007d10 (VI)3011$300K
Heavy300/600/12008d12 (VII)4011$400K

All listed torpedoes are Guided, LBT.

Example: Astrid thinks of torpedoes as strategic assets. Flynn thinks of them as things he wants very far away from his ship. Zayko thinks any captain willing to use them casually is not someone to trust.

Tractor Beams

Tractor beams lock onto a target and prevent it from escaping, pulling attacker and target together.

The beam ignores shields and sloped armor. If it hits, the target may no longer move farther away from the attacker. Either ship may reduce the distance between them, making ramming or boarding possible when the range closes to zero.

If the captive ship is larger, any locked ships automatically move with it.

The captive ship may attempt to break free with an action and a maneuvering roll at −4 on its captain’s turn.

Tractor Beam Notes

These systems are usually linked directly to power centers. If not, they may use large batteries weighing 100 lbs × Mod value and costing $1000 × Mod value.

Tractor Beam Table

TypeRangeDamageAPRoFShotsMin SizeModsCost
Light ★50/100/200120102$100K
Medium ★100/200/400110204$300K
Heavy ★100/200/40011308$500K

Tractor Beam Notes

Light: May affect up to Size 11 vehicles. Medium: May affect up to Size 28 vehicles. Heavy: May affect up to Size 44 vehicles.

Example: Astrid uses a tractor beam to pin a smuggler ship in place for boarding. Flynn calls that “a terrible day.” Zayko calls it “the moment negotiations become very honest.”