Value |
Colour |
Currency A generic currency in the Origins universe allows for trade, the general currency is the Credit ¥ or commonly referred to as cred/s. It is found in 3 forms either electronically and accessible on a cred-stick, through PDA or in the from a cred chips.
Cred chips are found in coloured denominations. Cred chips are 35mm x 15mm x 2mm carbon ceramic, coloured chips. Each chip contains enough Californium 252 to actually place a real value to the chips.
|
1
|
White |
|
5
|
Blue |
|
20
|
Red |
|
100
|
Green |
|
500
|
Black |
|
1000
|
Orange |
|
10,000
|
Yellow |
|
50,000
|
Purple |
|
1,000,000
|
Black |
Armour |
AR |
Modifiers |
Cost |
Lic |
Combat Armour
|
5D6 |
-6 Pro |
2500 |
R |
Cyborg Plating
|
1D6* |
-2 Pro per D6, +50kg per D6 to weight |
500/D |
R |
Drop Suit
|
*/4D6 |
-6 Pro |
10,000 |
R |
Duramesh Armour
|
2D6 |
|
250 |
|
Enviro Suit
|
4D6 |
-8 Pro |
5000 |
|
Hardened Space Suit
|
AR: 3D6 SP:60 |
-4 Pro |
3500 |
R |
Merc Outfit
|
3D6 |
-2 Pro |
250 |
|
Microweave Clothing
|
1D6 |
Concealable |
100 |
|
Portable Shield Generator
|
SP: 200 |
Cannot be moved once turned on. 6 hours per power cell. |
10,000 |
R |
Raider Armour
|
3D6 |
-4 Pro |
150 |
|
Ranger Battle Armour
|
6D6 |
-4 Pro, +10% small arms, +2 Bod |
4500 |
R |
Recon Armour
|
2D6+3 |
-4 Pro, +10% Stealth |
1000 |
R |
Security Armour
|
2D6+3 |
|
400 |
R |
Space Suit
|
AR: 2D6 SP: 30 |
-2 Pro |
2000 |
|
Microweave Clothing – Standard clothes made from high tech microweave fabrics, a little stiffer than normal cloth but hardly noticeable. Most space farers wear a microweave body sleeve. This does not stack with other armours.
Duramesh Armour – A triple layer microweave outfit, modified to better protect its owner in combat. While it has the name Duramesh armour, it appears as microweave with extra padding to protect vulnerable areas.
Security Armour – the military-grade Duramesh combat suit adds ceramic inserts into the chest, shoulders and groin of the wearer
Merc Outfit – The merc outfit comprises a long leather duramesh coat, worn over a t-shirt or a vest. The lower part of the armour consists of microweave combat fatigues and a pair of army boots.
Raider Armour – Worn by raiders, raider armour consists of recycled parts, a mix of leather, metal and ceramic plates.
Recon Armour – the recon armour is a vacuum-sealed duramesh jumpsuit covering the entire body it incorporates a sophisticated thermal shroud to better hide its wearer.
Combat Armour – the military-grade combat armour was designed to protect key sections of the human body from ballistic trauma with hard armoured plates made from complex polymers and ceramics, with a flexible body suit interwoven with thermal-dissipative membranes and bulletproof material.
Ranger Battle Armour – The Ranger battle armour is a variant of combat armour incorporating a light exoframe. The matching Ranger battle helmet also has Lowlight vision. It is not enviro sealed.
Enviro Suit – Anti corrosive, fireproof, pressure resistant, cold resistant and fully sealed environmental suit. Originally designed for hazardous environments it has found great use in exploration. The same suit it also the base layer of the Drop Suit. Each air canister last 10 hours, the suit also has rebreathers and an aqualung to conserve the tanks.
Cyborg Plating – armoured plates that directly fit to the chassis of the wearer, they come in a variety of colours and patterns. This can be fitted to synthetics as well as Cyborgs.
Drop Suit – designed as Orbital Insertion Low Opening (OILO) suit for Special Forces, it has also found a place as an emergency escape system on board space craft that do not have room for escape pods. An ablative reflective layer burns off during re-entry and the lifters are spent for a single drop. The base layer is a full Enviro Suit. Each air canister last 10 hours, the suit also has rebreathers and an aqualung to conserve the tanks.
Space Suit – a standard space suit that provides protection from the rigours of space and its hazards. Is has 10 hours of air but can be supplemented by additional canisters. Hardened Space Suits are designed for military use, but are often found in the hands of Belters.
Portable Shield Generator – it’s portable! If it’s a large unwieldy, heavy device then this is the armour for you. Weighing around 100kg this device once turned on generates an Integrity/repulsion shield. It can absorb 200 points of damaged before it fails. It will also prevent anything apart from non-harmful light passing through whilst it has power running through it. A power cell will keep it going for up to 6 hours.
Services
Services |
|||
Meals (per meal) |
|
Cost |
|
· Poor
|
Soylent |
2 |
|
· Common
|
Canned meat, tinned fruit, choco bar |
5 |
|
· Fresh Food
|
Beef, vegetables, fruit, pastries, bread |
15+ |
|
Lodging (per day)
|
|
|
|
· Poor
|
Basic room with bed, locker and shared facilities |
20 |
|
· Common
|
Secure room with basic facilities |
60 |
|
· Good
|
Luxury apt. |
150+ |
|
Medical Care
|
|
|
|
· Long term (per day)
|
Clinic |
200 |
|
· Medpac
|
Restores 50% of max health* |
100 |
|
Bar & Vending Services |
|
|
|
Drinks
|
|
|
|
· Soda
|
330ml can |
1 |
|
· Water
|
1 litre |
2 |
|
· Boost+
|
Restores 10% of max Resolve |
50 |
|
Beer
|
|
|
|
· Poor
|
Weak and barely fizzy |
2 |
|
· Common
|
Cold beer |
3 |
|
· Good
|
Premium brand |
5+ |
|
Wine
|
|
|
|
· Poor
|
Tart and vinegary |
3 |
|
· Common
|
Red or white? |
5 |
|
· Good
|
A good year |
10+ |
|
Liquors
|
|
|
|
· Poor
|
Rotgut, slam, vod, firewater |
2 |
|
· Common
|
Rye, vodka, rum |
3 |
|
· Good
|
Single malt, filtered vodka |
10+ |
|
|
|
|
|
Private services |
|
|
|
Pleasure Girl/Guy per hour
|
|
100 |
|
Pole Dancers
|
|
Free |
|
Private Dance
|
|
50* |
|
Escort/hour
|
|
250* |
|
*this is for an average service, this price can rise significantly.
|
|||
Standard Gear |
|
Cost |
Air canister
|
10 hours of air |
50 |
Backpack, large
|
80kg capacity |
100 |
Backpack, small
|
40kg capacity |
40 |
Binoculars
|
1 mile |
150 |
Breathe Mask
|
Filters out toxic gasses and particulate matter |
50 |
Burner
|
A simple disposable cell phone (Illegal) |
50 |
Camera
|
Takes 5000 digital images or 1 hour of video |
150 |
Canteen
|
1.5 litres |
10 |
Climbing Gear
|
+10% to Athletics test when climbing |
250 |
Cold weather outfit
|
Up to -50 degrees |
80 |
Compass
|
North is this way |
20 |
Data Pad
|
Hand held personal computer |
400 |
Desert Survival suit
|
Up to +50C degrees centigrade, recycles body fluid for water |
150 |
Drop Pack
|
A harness that generates a basic gravitic field to slows descent |
500 |
Exo Frame
|
A basic exoframe that enables a user to lift BOD X 100kg |
1500 |
Fake ID, advanced
|
A full artificial ID including bank details Citizen ID number, etc |
10,000+ |
Fake ID, basic
|
A simple ID that will not stand up to scrutiny. |
250 |
First Aid Kit
|
A basic kit with plasters, a triangular bandage, painkillers, etc |
15 |
Flare
|
Fires a coloured flare 200 meters in the air |
5 |
Flashlight
|
10 meter range, 5hrs per power cell |
15 |
Flex Screen
|
An ultra-thin display screen in 25sq cm interconnecting panels |
100/panel |
Glow Lamp
|
Creates a 30’ area light for up to 10 hours |
30 |
Glow Rod
|
Illuminates a 5m area for 6 hours |
10 |
Goggles
|
Protects eyes from particulate matter |
35 |
Grapple Gun
|
A grapple with a 60m line (1 ton) |
250 |
Hack Card
|
One use disposable +80% Computer * Skill (Illegal) |
75 |
Handcuffs
|
Basic wrist restraints, -80% to escape |
50 |
Medpac
|
Restores 50% of max Fatigue and Health |
100 |
Musical Instrument
|
Keyboard, percussion, stringed or wind |
100+ |
Null Collar
|
Nullifies an ESPers powers, worn around the neck |
2000 |
PDA
|
Radio 1km range, Basic personal computer unit |
250 |
Power Cell
|
Powers an electrical item |
20 |
Ration Pack
|
Self-heating 3500cals and all the nutrients for 24hrs |
10 |
Rope
|
20 meter length of coloured rope (1 ton) |
75 |
Security Kit
|
+10% on Security check to bypass sensors, locks, etc |
250 |
Sleeping bag
|
-30C to +20C comfort range |
50 |
Stealth shroud
|
+20% stealth when stationary |
500 |
Sunglasses
|
Basic UV protection in bright environment. |
5+ |
Survival tent
|
Comes in 2, 4, 6 and 8 man |
100/man |
Tactical Visor
|
Night vision, thermal and anti-flash face plate |
15,000 |
Tec Gauntlet
|
The most advanced tool kit available, +20% to related skills* |
20,000 |
Tool kit, Basic
|
+10% to repair checks |
200 |
Water Condenser
|
1ltr per day in temperate, 0.5 litre in arid conditions |
65 |
Clothing \Outfits |
Outfits usually include: undergarments, footwear, trousers or a skirt, t-shirt or shirt, sweater or a jacket. Microweave armour upgrade +100 |
|
Basic Enviro Suit
|
An all in one over suit that can even fit over a security suit, giving protection from radiation, low pressure, -120C to 1200c temperature, acid resistant and toxin proof, provides 10 hours of air until an air canister is replaced. |
1000 |
Body Sleeve
|
A full skin tight body suit worn mostly by habitat and ship crew |
50 |
Casual
|
For people who have no fashion sense, most people |
100+ |
Designer
|
The latest fashion |
300+ |
Fatigues
|
Full mili-spec combat clothing in appropriate colours |
150+ |
Smart
|
Formal business suit, tuxedo, dress |
150+ |
Sporting
|
Outfits by sport type. Don’t go dressed for skiing when golfing |
100+ |
Street
|
The urban look, practical but fashionable |
100+ |
Vend-IT
|
A very basic set of clothing found in Vend-IT machines |
20 |
Cowboy Hat
|
Wide brimmed hat for the frontiersman. |
50 |
Peak Hat
|
Keeps the sun out of your eyes and there’s always the logo. |
10 |
Formal Hat
|
Going to a wedding or need military dress uniform? |
X3 |
Fashion Hat
|
Flat caps, beanie hats, bandanas, etc. |
X2 |
For winter clothes X by 1.5 but stay warm when it’s frosty.
|
Weapon Accessories |
|
|
Holster - hip
|
Obvious and easily accessible |
30 |
Holster - ankle
|
Concealed only light pistols can be holstered |
30 |
Holster – back
|
Concealed in the small of the back can take both light and medium pistols |
30 |
Holster - underarm
|
Concealed Light and medium pistols |
80 |
Illuminator
|
A small weapon mounted LED flashlight |
20 |
Laser Sight
|
A weapon mounted red or green dot +10% within 30’ |
150 |
Scope
|
Increases range by 50% but only useable for single shot mode |
500 |
Speed Loader
|
Reload revolvers and Hand Cannons and Shotguns quickly |
30 |
Suppressor
|
Sound reducing, passive skill of Stealth 75% |
300 |
Transport |
|
|
Bus
|
3 credits +1 per mile |
|
Taxi
|
10 credits +5 per mile |
|
Mass Transit
|
20 credits + 5 per 10 miles (X2 business class, X3 1st class) |
|
International Flight
|
100 credits per 1000 miles (X2 business class, X3 1st class) |
|
Orbital transit
|
1000 credits (X2 business class, X3 1st class) |
|
Interplanetary
|
2500 inner zone, 10,000 outer zone (X2 business class, X3 1st class) |
|
Extrasolar cabin
|
20,000 per month per LY (X2 business class, X3 1st class) |
|
Extrasolar stasis
|
2000 per LY |
|
RipGate
|
10,000 credits per ship per use |
|
Chems
Chems are used in numerous ways but all the ones below are used for non-abuse use.
Chems |
Effect |
Cost |
AntiD
|
This powerful serum removes the effects of one type of disease from the body. |
1200 |
Chill
|
A mild sedative that causes a euphoric state, highly addictive. |
25 |
Medpac
|
A nanite infused serum that restores Health to the subject, 50% of max health restored. |
100 |
Re-An
|
This potent drug can restore life to a recently deceased subject, the subject has a number of minutes equal to half their Body or Spirit score whichever is the higher. |
10,000 |
Rev
|
Reduces fatigue by one level however the subject suffers a -20% penalty to all Mind and Aptitude tests per use. For 8 hours |
250 |
Sub
|
Makes the victim extremely susceptible to persuasion and interrogation tests, -20% penalty to concentration skills tests. For 1 hour. |
600 |
Torp
|
A very powerful anaesthetic that renders the subject completely unconscious. For 1 hour. |
500 |
Zoom
|
The subject gains a +20% perception skill boost, gains +2 to initiative and +10’ to movement, however suffers a -20% to all Mind and Aptitude tests. For 1 hour. |
250 |
MeatVat™
Utilising cloning technology and modifying bovine genes, scientists have
produced a self-growing, sealed meat producing technology. The meat is lean and
tasty and as long as the MeatVat is powered will continuously produce high
quality beef.
Hydroponics Recycling Life Support System (HRLSS)
With the difficulties of space and extreme environment an alternative system was developed to help provide, food, waste disposal, water recycling and breathable air in closed environments. This multistage system not only cleans carbon dioxide by filtering it through a hydroponics garden, it provides food in the form of vegetable matter, fish and shellfish as well as waste filtering. There is also a pleasant visual element to the fish storage areas. Talipa are the most commonly found fish as are prawn and mussels.
Autodoc™
This self-contained emergency medical gurney provides everything a patient needs to make a full recovery, it contains a basic medical droid, can repair almost any wound with its cloning MeatVat technology, it can even restore the recently deceased. The only thing it cannot do is repair inorganic material and install implants or replace limbs. However it can place a subject into stasis until further and better medical assistance can be made available.
Autodocs are also used for long term stasis on long distance space travel and can also be used as emergency lifepods.
Weapons
Arms Manufacturers
By default and the most common Earth weapons are manufactured by General Arms. However there are other manufacturers that offer alternatives. Whilst not dissimilar to GA they do have differences that are reflected in a cost multiplier.
Mercurial – high accuracy (+10% to hit), X2 cost multiplier.
Sixthsmith – increased magazine capacity (+25%), X1.5 cost multiplier.
Hammer Arms – increased damage (+1D6 damage), X3 cost multiplier.
Mane – the main competitor to GA.
A full clip of Ammo cost 10% of the cost of the base weapon.
Weapon Link adapter doubles the cost of the base weapon.
Type |
Damage |
Range |
Acc |
Clip |
ROF |
Wt |
Cost |
Revolver, Lt
|
3D6 |
30 |
+5% |
6 |
S |
0.5 |
350 |
Revolver, Md
|
4D6 |
40 |
0 |
6 |
S |
0.9 |
425 |
Revolver, Hvy
|
5D6 |
40 |
-5% |
5 |
S |
1.4 |
575 |
Hand Cannon
|
6D6 |
60 |
-10% |
4 |
S |
2 |
800 |
Auto Pistol, Lt
|
3D6 |
30 |
+5% |
16 |
S |
0.5 |
300 |
Auto Pistol, Md
|
4D6 |
40 |
0 |
12 |
S |
0.9 |
450 |
Auto Pistol, Hvy
|
5D6 |
40 |
-5% |
8 |
S |
1.4 |
600 |
Energy Pistol
|
6D6 |
100 |
+10% |
10 |
S |
1.6 |
1200 |
SMG, Lt
|
3D6/5D6 |
80 |
+10% |
30 |
S/B/A |
2 |
600 |
SMG, Hvy
|
4D6/6D6 |
80 |
+5% |
30 |
S/B/A |
3 |
900 |
Carbine
|
5D6 |
250 |
+5% |
10 |
S |
3 |
450 |
Shotgun
|
1D4+1X10 |
30 |
+15% |
6 |
S |
4.8 |
200 |
Rifle
|
1D4X10 |
400 |
+5% |
5 |
S |
4.2 |
600 |
Assault Rifle
|
6D6/1D4+1X10 |
400 |
+5% |
30 |
S/B/A |
3.5 |
1100 |
Sniper Rifle
|
1D4+2X10 |
800 |
+10% |
5 |
S |
10 |
1500 |
Energy Rifle
|
1D4X10 |
600 |
0 |
25 |
S |
6.5 |
2250 |
Gauss Rifle
|
5D6/1D4X10 |
400 |
+5% |
100 |
B*/A* |
4 |
2500 |
Linear Rifle
|
1D4X10/1D4+2X10 |
5/400 |
-5% |
15 |
S/B |
5.2 |
3250 |
Rail gun
|
1D4+1X10/1D6+1X10 |
600 |
0 |
300 |
B*/A* |
23 |
5000 |
Plasma Ejector
|
1D6+1X10 |
200 |
-10% |
3 |
S |
26 |
8000 |
Variable Laser
|
1D4+2X10 |
1000 |
+10% |
10 |
S |
10.5 |
3500 |
Tech Bow
|
* |
* |
+10% |
10 |
S |
4 |
1000 |
Composite Bow
|
* |
* |
0 |
* |
1 |
2 |
150 |
Crossbow
|
* |
* |
0 |
* |
1 |
3 |
150 |
Standard
|
5D6 |
60 |
0 |
1 |
- |
- |
3 |
HI-EX
|
1D4X10 |
50 |
-5% |
1 |
- |
- |
15 |
Grapple
|
4D6 |
60 |
-10% |
1 |
- |
- |
10 |
Flash
|
1D6 |
50 |
0 |
1 |
- |
- |
5 |
Type |
Damage |
Range |
Acc |
|
|
Wt |
Cost |
Stun Baton
|
4D6 Stun |
M |
0/-10% |
|
|
0.5 |
70 |
Knife
|
3D6 |
M |
0/-10% |
|
|
0.5 |
10 |
Vibroknife
|
4D6 |
M |
0/-10% |
|
|
0.5 |
110 |
Energy Blade*
|
5D6 |
M |
+5%/-10% |
|
|
0.8 |
2000 |
Vibro Axe
|
6D6 |
M |
-5%/-15% |
|
|
3.5 |
450 |
Vibro Sword
|
6D6 |
M |
0 |
|
|
2 |
300 |
Energy Sword*
|
1D4X10 |
M |
0 |
|
|
2.1 |
3500 |
*AP: halves AV
Ballistic Ammunition – is caseless solid propellant, ceramic alloy tipped rounds.
8mm Short, SMG Lt, Lt Pistol
10mm Short, Hvy SMG, Pistol Md
12mm Short, Pistol Hvy
22mm Short, Hand cannons
6mm Long, Carbine,
8mm Long, Rifle, Assault Rifle
12mm Long, Sniper Rifle
Gauss Rifle – A recoilless electromagnetic linear accelerator rifle hurls high velocity flechette rounds.
Rail Gun - A rapid fire electromagnetic projectile launcher comprising of a pair of parallel conduction rails.
Linear Rifle - Multistage linear motor rifle - 8mm fin stabilized armour piercing discarding sabot round. Chemically propelled, linear accelerated, cryo flushed weapon system. That can fire in a limited burst capacity or single shot. The distinctive electrical crackle and cryo flush along the linear accelerator give the weapon a very distinctive signature once fired. The rounds break apart into a burst covering a 3 metre area once past short range.
Plasma Ejector - A magnetically compressed gas ionizing superheated projector utilizing an ejectable gas cartridge system.
Hand Cannon – this massive calibre ballistic weapon finds popularity with Law Enforcement as well as the Merc fraternity, illegal in most places without a Licence. It fires a 22mm round and has a very distinctive “bark” when fired.
Variable Laser - A charged coherent beam weapon utilizing variable focus targeting. Utilizing a targeting laser to focus on a target, the beam is then fired delivering a brief but intense burst of light.
Tech Bow – This is a mechanised self drawing inline verticle crossbow with target assist. Made from ultra light composites, it is almost totally silent. As the trigger is depressed the string is drawn and held until ready to fire.
Energy Pistol/Rifle – the most advanced weaponry in humanities arsenal, a Power Cell gives the weapon 10 shots before being depleted. The weapon fires a stream of charged particles that creates a visible bloom as it travels to its target. Two Power Cells are required to power an Energy Rifle.
Heavy Weapons
Type |
Damage |
Range |
Acc |
Clip |
ROF |
Wt |
Cost |
MachineGun
|
6D6/1D4+2X10 |
800 |
0 |
200 |
B*/A* |
10kg |
2100 |
Minigun
|
1D4+2X10 |
400 |
0 |
500 |
50 |
40kg |
2250 |
Impact Rifle*
|
1D6+2X10 |
1000 |
+10% |
6 |
1 |
15kg |
5000 |
Grenade Launcher
|
See grenades |
600 |
-5% |
4 |
1 |
7kg |
1200 |
Rocket Launcher
|
2D4+1X10 |
400 |
-55 |
4 |
1 |
7kg |
1500 |
Mortar
|
2D+16X10 |
1000 |
-10% |
1 |
1 |
12kg |
2500 |
Missile Launcher
|
3D6+1X10 |
2000 |
+20% |
1 |
1 |
11kg |
5000 |
Hvy Plasma Ejector
|
2D6+1X10 |
100 |
-10% |
3 |
1 |
25kg |
16000 |
Sentry Turret**
|
1D6+2X10 |
500 |
80% |
2000 |
10/30 |
200kg |
30000 |
* Armour Piercing halves AR
** An immobile turret fitted with a Type I cyberbrain.
Grenades
Type |
Damage |
AOE |
Wt |
Cost |
EMP
|
3D6+1D6+1X10*** |
10 |
0.2 |
100 |
Flechette
|
1D4+1X10* |
5/15 |
0.2 |
50 |
HIEX Airburst
|
1D4+1X10 |
10 |
0.2 |
80 |
AP
|
6D6** |
5/10 |
0.2 |
80 |
Sonic Non-lethal
|
6D6 Stun |
10 |
0.2 |
30 |
Singularity
|
2D6+1X10 |
10 |
0.2 |
100,000 (Illegal) |
* AR is doubled
|
||||
** AR is halved
|
||||
*** +2D6 damage to non-organic systems
|
Helion Republic Gear
Type |
Damage |
Range |
Acc |
Clip |
ROF |
Wt |
Cost |
Rocket Pistol*
|
1D4+1X10 |
200 |
-10%/+10% |
4 |
1/0.5 |
1.9kg |
900 |
Bolt Pistol
|
5D6 |
40 |
+10% |
6 |
1 |
1.4kg |
550 |
Plasma Pistol
|
6D6 |
50 |
0% |
8 |
1 |
1.6kg |
1000 |
Plasma Rifle
|
1D4+1X10 |
500 |
0% |
20 |
1 |
7kg |
1400 |
HMG
|
1D6+1X10 |
500 |
0% |
100 |
10 |
40Kg |
2300 |
Swarm Launcher
|
4D6X10** |
400 |
+20% |
4* |
1 |
10.2kg |
6000 |
* Rocket Pistols has 2 modes of fire Dumb which has a -10% to hit and Smart +10% to hit but slower ROF due to targeting.
** 1D6X10 per missile can either be fired singularly or in 4’s.
Armour |
AR |
Modifiers |
Cost |
Officers Coat
|
2D6 |
- |
300 |
Tac Armour
|
3D6 |
-2 Pro, IR Goggles, Breath Mask |
200 |
Combat Armour
|
5D6 |
-6 Pro, IR Goggles, Breath Mask |
700 |
Battle Suit
|
6D6 |
-4 Pro, +10% hvy weapons, +2 Bod |
1800 |
Rocket Pistol – A heavy weight sidearm that fires micro missiles at its target. The missiles can be fired in 1 of 2 modes.
Bolt Pistol – A heavy sidearm that is adapted from an industrial grade tool, it fires 5mm x 25mm titanium carbide alloy bolts. It uses compressed air which is built into the magazine and is very quiet and considered suppressed.
Plasma Pistol – firing a super-hot steam of plasma at its target this weapon leaves horrific burns on its target. Ammo is a canister of liquid Sulphur Hexafluoride SF6 that when released is charged by the weapons ignition chamber and creates the distinctive white blue colour of the plasma. The sound of the discharge is loud and creates a lot of light.
Plasma Rifle – this is a heavy rifle version of the pistol.
Heavy Machine Gun – an underslung weapon with 4 barrels that spin creating a distinctive whirr, firing a small ballistic round the HMG has become the iconic weapon of HR Shock Troopers.
Swarm Launcher – a shoulder mounted weapon firing a heavier type of missiles found in the rocket pistol the
swarm launcher can fire a barrage of micro missiles at its target.
Cerulean
Gear
Cerulean weapons and armour are made of advanced poly carbonates with
ceramic alloy components, making them extremely durable. The armour can also be
worn by human females.
Type |
Damage |
Range |
Acc |
Clip |
ROF |
Wt |
Cost |
Volt Pistol “Stinger” |
4D6 |
50 |
+10% |
20 |
1 |
1kg |
1000 |
Volt SMG |
4D6/6D6 |
100 |
+10% |
60 |
1/3/10 |
2Kg |
2000 |
Volt Rifle |
6D6/1D4X10 |
500 |
+10% |
60 |
1/3/10 |
3kg |
4000 |
Volt weapons fire lethal electrostatically charged pellets using similar technology to a linear rifle with virtually no recoil.
Cerulean Armour is a multi-stage layering affair; the base is always a Body Sleeve with the appropriate modular upgrade added on depending on the role required.
Armour |
AR |
Modifiers |
Cost |
Body Sleeve Armour
|
2D6 |
Concealable |
300 |
Combat Plating
|
+3D6 |
-6 Pro |
+500 |
HEV Shell
|
+2D6 |
-8 Pro |
+700 |
Exo Frame
|
+4D6 |
-4 Pro, +10% small arms, +2 Bod |
+1500 |
Vacc
|
- |
-2 Pro |
+1000 |
Stealth
|
+3 |
-4 Pro, +10% Stealth |
+1000 |
Oopon Gear
Oopon Weapons are some of the most advanced energy weapons known; they are awkward for other races to use and unless you are Oopon a -10% penalty to using occurs.
Type |
Damage |
Range |
Acc |
Clip |
ROF |
Wt |
Cost |
Energy Pistol
|
5D6+1 |
100 |
+10% |
15 |
S |
1.6 |
1200 |
Energy Rifle
|
1d4x10/1D4X10+1 |
600 |
0 |
35 |
S/B |
6.5 |
2250 |
Energy Blade*
|
5D6+1 |
M |
+5%/-10% |
- |
- |
0.8 |
2000 |
Energy Sword*
|
1D4X10+1 |
M |
0/0 |
- |
- |
2.1 |
3500 |
Plasma Ejector
|
1D6+1X10 |
200 |
-10% |
5 |
1 |
26 |
8000 |
Hvy Plasma Ejector
|
2D6+1X10 |
100 |
-10% |
5 |
1 |
25kg |
16000 |
Oopon Armour tends to be a distinctive white with coloured panels denoting role and rank. It cannot be worn by non-oopon
Armour |
AR |
Modifiers |
Cost |
Security Armour
|
2D6+3 |
- |
300 |
Combat Armour
|
5D6 |
-6 Pro |
600 |
Enviro Armour
|
4D6 |
-8 Pro |
700 |
Vacc Suit
|
AR: 2D6 SP: 30 |
-2 Pro |
1000 |
Sobek Gear
The Sobek favour Union weaponry, GA makes oversized grips to fit any union weaponry to make it more comfortable for prolonged use.
Sobek armour is also just an adaptation of Union spec equipment designed to fit the bulky form of a Sobek and protect its extremities.
Sobek tend to prefer heavy weaponry and Vibro Axes.
Sanguine Gear
The Sanguine have Union analogues but it has a very distinctive gothic style and is usually muted and dark in colour.