Spacemaster Setting

SciFi setting med inspiration fra Dune, Star Wars og Kulthea mythos

Moderator: JT

Post Reply
JT
Veteran Nerd
Posts: 751
Joined: Fri 20 Sep 2002, 13:51:21

Spacemaster Setting

Post by JT » Fri 11 Oct 2002, 6:37:15

Hyperion System:

Inhabitable Planet: Hyperion IX
Circumference: 1,05 x 10^5 km
Natural Satellites: 1
Mean Orbit: 6,97 x 10^4 LS
Day: 23,4 Standard Sol Hours
Production Emphasis: Self sustaining agriculture, no exports
Province: Devon
Status: Independent World
Population: Hyperians: Unknown, Spheranxe: >1.000 M
Productivity: 0% of Devon Prov.

Enviroment:
Hyperion IX (often called Hyperion) is an ocean world with two major continental land masses and a myriads of sub continental island archipelago. The atmospheric components fall within the tolerance levels of most hominoid races, and the climate is temperate and moderated. The indigenous life forms are marine in nature, but are incompatible with Terran physiologies. That is, the natural life forms may not be consumed by any Terran stock, and most hominoids in general. The land plant life has been introduced through the colonization process, but few species are compatible with the chemical make-up of the eco-sphere. Gravity is weak but not totally alien to Terrans.

History:
Hyperion was settled during the infancy of trans-light exploration. In Pre-Imperial Time 1174 the first colony ships owned and operated by a now long-forgotten religious cult began arriving to settle this newly discovered world. The Spheranxe were escaping religious persecution, and subsequently became secretive and xenophobic. During the Integration Period, the Spheranxe were able to maintain their independance through tenuous bribes and threatened assassinations. Since that time the Spheranxe leaders have instituted a sinister plot to avoid outside control. By decree, all new Spheranxe citizens are cybernized with a neural stimulation device implanted at the base of the spine. Ultimately, manipulation of the device is quite capable of killing the subject. With such control, the Spheranxe leaders now threaten to commit mass genocide if an outside governing body should ever move to administer Spheranxe territory. The Devonians, unable to justify the possible loss of life with the headache of controlling such a hard-line group, have never bothered to usurp the Spheranxe leaders.

The Spheranxe only hold sway over one land mass, and calling their government totalitarian would be an understatement. All travel (never off-world), production, consumption, recreation, and procreation are controlled by massive computer centres located in the major settlements. These facilities are administered by the old line of cult priests who lead exemplary, ascetic lifestyles. They also run the county's policing forces. Citizens are often found trying to escape across the seas to "free" lands, but precious few make it. Those that have managed to escape Spherinx have adopted pastoral lives, content with the knowledge that they may now live out their lives in "freedom". A few of the refugee settlements have sprouted up into sizable towns, but the technology level is invariably low as the inhabitants continue to shun the ways of outsiders.

Hyperion is still an independent world to this day, and thus has attracted a sizable criminal off-world population (who know better than to interfere with the Spheranxe). Surprisingly the Devonians are overjoyed with this, because the Hyperians are an exellent source of classified interprovincial information. The Devonians have also discovered that the Hyperians will do anything for the right price, and are disposed towards secrecy when inter-provincial missions are involved.

Operations:
The independent lands of Hyperion are generally recognized as being controlled by five powerful organized crime rings (they tend to front as free traders). The privateers (as they like to be called) are rarely in conflict with one another, and even cooperate in joint ventures. They all have vast intelligence networks and caches of military equipment, but often buy the services of other powers to move them from planet to planet. Needless to say, these crime lords deal mostly in information, although the traditional realms of illicit drugs, prostitution, racketeering, and slavery are not below them.

The criminals and mercenaries which constitute the Hyperian population have adopted the refugee Spheranxe lifestyles, living in relative quiet communities until a challenging assignment comes along. It has been agreed that each of the Privateers has access to the manpower resources of a give number of these isolated communities. Local rosters are kept of the talent available at any given time.
“I have not failed. I’ve just found 10,000 ways that won’t work.”

JT
Veteran Nerd
Posts: 751
Joined: Fri 20 Sep 2002, 13:51:21

Post by JT » Tue 15 Oct 2002, 8:36:33

Character Creation:
Alle starter med 6 Background Points. Man er som udgangspunkt Off-Worlder (Hyperian), medmindre BP's bruges på anden race. Hyperians er anderledes end almindelige Homo Sapiens, fordi de i lange perioder er udsat for lav gravitation. Alle PC'ere bør overveje skills, der er anvendelige på rumskibe og bør kunne forsvare sig selv.

Off-Worlder:
St 0, Qu 5, Pr 0, In 0, Em 0, Co -5, Ag 5, SD 0, Me 0, Re 5, SoulDep 12, TypeHD D8, MaxHP 120, Ess -25, Chan -25, Poison 5, Dis 0, Men/Tel 0. Kan ikke være telepaths.

For 1 BP kan man vælge at være af Terran stock.

Terran (Neo-Human):
St 5, Qu 5, Pr 5, In 5, Em 5, Co 5, Ag 5, SD 5, Me 5, Re 5, SoulDep 12, TypeHD D8, MaxHP 130, Ess -25, Chan -25, Poison 0, Dis 5, Men/Tel 0.

For 2 BP kan man vælge at være Transhuman (genetisk manipuleret).

Transhuman I (Fighter):
St 20, Qu -5, Pr 10, In 0, Em -10, Co 20, Ag -5, SD 5, Me -5, Re -5, SoulDep 10, TypeHD D10+2, MaxHP 180, Ess -50, Chan -50, Poison 15, Dis 15 Men/Tel -20.

Transhuman II (Tech/Pilot):
St 0, Qu 10, Pr -5, In 15, Em -5, Co 0, Ag 15, SD 0, Me 10, Re 5, SoulDep 10, TypeHD D8, MaxHP 130, Ess -50, Chan -50, Poison 5, Dis 5, Men/Tel -20.

Transhuman III (Scholar):
St 0, Qu 0, Pr 0, In 5, Em 0, Co 0, Ag 0, SD 10, Me 15, Re 15, SoulDep 10, TypeHD D8, MaxHP 130, Ess -50, Chan -50, Poison 0, Dis 0, Men/Tel -10. Memory Mode Special kan købes for 1 BP.
“I have not failed. I’ve just found 10,000 ways that won’t work.”

JT
Veteran Nerd
Posts: 751
Joined: Fri 20 Sep 2002, 13:51:21

Post by JT » Sat 19 Oct 2002, 7:56:11

Available proffessions:

Astronauts:
Armsman (St/Ag): +1 Athl, +2 Body, +3 Comb, +1 Dead, +2 Gene, +2 surv.
Pilot (In/Ag): +1 Acad, +3 Astr, +1 Body, +1 Comb, +1 Engi, +2 Perc, +1 Surv, +1 Tech.
Explorer (Qu/Ag): +2 Astr, +1 Athl, +1 Body, +2 Comb, +1 Gene, +1 Ling, +1 Outd, +1 Soci, +2 Surv.

Technicians:
Systems Tech (Me/Ag): +1 Acad, +2 Engi, +1 Eval, +2 Gene, +1 Perc, +1 Soci, +3 Tech.
Electrical Tech (Me/Re): +1 Acad, +2 Engi, +1 Eval, +2 Gene, +1 Scie, +1 Soci, +3 Tech.
Arms Tech (Me/Ag): +1 Acad, +1 Comb, +1 Body, +1 Engi, +1 Eval, +2 Gene, +1 Scie, +3 Tech.


Research Scientists:
Researcher (In/Re): +2 Acad, +1 Conc, +1 Engi, +2 Ling, +1 Medi, +1 Perc, +3 Scie.
Physician (Em/Re): +2 Acad, +1 Anim, +1 Conc, +2 Ling, +3 Medi, +1 Scie, +1 Surv.
Engineer (In/Re): +2 Acad, +3 Engi, +2 Eval, +1 Perc, +1 Scie, +2 Tech.

Field Scientists:
Criminologist (Ag/In): +2 Acad, +1 Comb, +1 Engi, +1 Gene, +3 Subt, +1 Soci, +1 Perc, +1 Tech.
Medic (Me/Em): +1 Acad, +1 Body, +1 Comb, +2 Gene, +2 Medi, +2 Scie, +1 Surv, +2 Tech.
Planetologist (Re/Em): +2 Acad, +1 Anim, +1 Conc, +1 Gene, +1 Ling, +1 Outd, +2 Scie, +1 Soci, +2 Surv.

Communicators:
Administrator (Pr/Em): +2 Acad, +1 Gene, +1 Subt, +2 Ling, +2 Perc, +3 Soci.
Entertainer (Pr/Em): +1 Acad, +1 Conc, +2 Gene, +2 Gymn, +2 Ling, +2 Soci, +2 Subt.
Theologist (Pr/In): +3 Acad, +1 Conc, +1 Gene, +2 Ling, +1 Magi, +1 Perc, +2 Soci.

Telepaths:
True Telepath (SD/Pr): +2 Acad, +1 Anim, +3 Conc, +1 Gene, +2 Magi, +2 Soci.
Semi-Telepath (Varies depending on field of psions chosen and base profession): +1 Anim, +1 Body, +1 Comb, +2 Conc, +1 Eval, +2 Gene, +2 Ling, +1 Magi, +1 Soci.
“I have not failed. I’ve just found 10,000 ways that won’t work.”

JT
Veteran Nerd
Posts: 751
Joined: Fri 20 Sep 2002, 13:51:21

Post by JT » Mon 21 Oct 2002, 4:43:22

Character Creation:
To generate a character the player should perform each of the following steps:

1. Decide in general what type of character to play.
2. Roll 2 rows, choose one and assign the character’s temporary stats.
3. Choose a profession, a race and a realm of telepathy.
4. Replace none, one or both prime requisites by 90.
5. Determine stat potentials.
6. Spend remaining Background Points.
7. Determine the characters base hit points and appearance.
8. Develop the characters adolescence (lvl 0) and apprenticeship (lvl 1).
9. Choose hobbies and calculate the totals.
10. Outfit the character.
11. Start play; character is at lvl 1.

All PC's should consider skills, which are of value on spacecrafts, and they should be able to defend themselves in combat.

Realms of telepathy:
Every character must choose a base field. The stat listed after each field is used in psion gain rolls and for generating PP’s. A True Telepath always uses SD.

Field of Visions (In)
Field of Alteration (Em)
Field of Control (Pr)
Field of Self-Mastery (SD)

Spending Background Points:
For 1 BP you can choose from the following list. Each option can be chosen only once.

Add a special +15 to one secondary skill.
Add a special +10 to one primary skill.
Add 5 ranks to a secondary skill (GM’s discretion).
Increase one stat by 2 or three by 1; both temporary and potential.

You can also roll on the following tables for 1 BP per roll:

Special items category
Special status category
Special status II category
Special wealth category
Combat skill category
Mental attributes category
Physical attributes category
Special training/Previous experience category

Determining base hit points:
Each character starts with a BHPT equal to their temporary constitution stat divided by 10. Each time the body development skill ranks is increased by one, add the allotted racial die roll to the BHPT (up to the racial maximum amount). Total HP is then BHPT + (BHPT x Co bounus/100).

Determining physical appearance:
Appearance stat = 2d100/2 + Pr bonus/2. Also determine factors such as height, weight, hair colour, eye colour, gender, age etc.

Hobbies:
Choose 2 skills that are appropriate for the character’s background as hobbies (GM’s discretion and none with a skill acquisition cost of 20 or more). Choose one primary hobby and one secondary. Add 4 ranks to the primary hobby and 2 to the secondary.

Outfitting:
Players begin the game with a normal energy or projectile weapon of their choice, and two magazines/power packs (one for the weapon and a spare). The players also begin with clothes (including light coat and rugged shoes), a holster and belt for their weapon and equipment and personal effects (including Ident Disc, Elmonit Card, grooming items etc.).

Starting monits = 200 + 1d10 x 50
“I have not failed. I’ve just found 10,000 ways that won’t work.”

JT
Veteran Nerd
Posts: 751
Joined: Fri 20 Sep 2002, 13:51:21

Post by JT » Wed 11 Dec 2002, 3:27:23

Space Master
* Requires Power Cell.
# Requires Power Cartridge.
¤ Requires Power Pack.
§ Requires Microfusion Reactor
*2 means two cells are needed. Duration, if applicable, is given in parentheses.

Master Equipment Table

Personal Items Mass (kg)/Cost (Elmonits)
Calculator Unit* 0,1/10
Chronometer* 0,02/1 – 50
Computer Map* 0,6/120
Distance Lenses* 0,4/80
Earphone Communicator* (500 hrs) 0,2/130
Elmonit Card* 0,02/5
Elmonit Transactor* (100 transactions) 0,2/125
Ident Disk Replacement 0,02/200
Infra-red Goggles 0,15/80
Infra-red Lenses -/200
Light Filter Lenses -/85
Lightrod* (50 hrs) 0,2/5
Magnetic Compass 0,1/5
Makeover Kit*2 (10 makeovers) 1/55
Microcomputer Mk1* 1/100
Molecutronic Scrambler Mk1* 0,5/400
Personal EW Generator¤ (100 hrs) 2/8000
Pocket Communicator* (800 hrs) 0,25/35
Poison Detector* 1/500
Radiation Alarm* 0,02/75
Multiscanner# (10 hrs) 2/2000
Repair Scanner# (10 hrs) 2/1100
Tactical Scanner# (10 hrs) 2/600
Security Scanner# (10 hrs) 2/5000
Signal Beacon* (5 hrs) 0,1/20
Ultra Goggles 0,2/180
Ultra Lenses -/600

Field Medical Equipment Mass (kg)/Cost (Elmonits)
Medical Scanner# (10 hrs) 2/2000
Diagnostic Computer*2 2/2700
Dermal Closer* (special) 0,5/300
Tissue Knitter* (special) 0,5/500
Regenergun*3 (special) 0,8/800
Arterial Sealer* (special) 0,5/600
Laser Knife* (100 hrs) 0,4/300
Preservation Unit#2 (25 hrs) 5/1200
Instasplint 0,1/40
Instacast 0,2/60
Skeletal Field Knitter*3 (special) 1/1250
Medtab Applicator* (10 tabs) 0,2/160
Auto Medtab Applicator*2 (10 tabs) 0,3/400

Clothing Mass (kg)/Cost (Elmonits)
Dress Clothing 0,1 - 2/300
Dress Footwear 0,1 – 0,5/50
Leisure Clothing 0,5 – 2/85
Leisure Footwear 0,2 - 1/20
Uniform 0,5 - 2/120
Dress Uniform 0,5 - 2/200
Light Jacket 0,1 – 0,3/30
Thermal Jacket* 0,3/60
Thermal Suit* 0,8/115

Tools Mass (kg)/Cost (Elmonits)
Laser Cutter/Welder# (4 hrs) 0,5/250
Heavy Cutter/Welder¤ (8 hrs) 1/400
Standard Tools 1/200
Molec Boards x10 0,5/495
Infra-plate* (2 hrs) 0,1/270
Molec Board Etcher# (10 boards) 1/975
Memory Switch Panel 3/525

Survival Equipment Mass (kg)/Cost (Elmonits)
Collapsible Shelter 15/200
Life Support System*4 (100 hrs) 1/100
Portable Bed* 2/15
Pressure Tent* (20 hrs) 8/150
Tent 3/45
Air Pack (10 hrs) 0,2/15
Atmospheric Compressor*2 (72 hrs) 0,2/25
Coolpack* 0,2/5
Filter Mask* (20 hrs, Cannot Be Reused) 0,2/15
Filtered Compressor*2 (20 hrs, CBR) 0,35/35
Foodpack 0,08/2
Gillpack* (100 hrs) 0,5/125
Micro-oven# (40 meals) 5/55
Ration Tube 0,05/1
Instameals 0,5/5
Water Accumulator 2 litres* (1000 litres) 0,5/15
Grav Belt Modulator 10kg* (100 hrs) 0,1/175
Grav Belt¤ (4 hrs) 4/8000
Grav Pack* (2 hrs) 2/60
Gravchute*2 (one use) 0,1/75
Heat Dissipation Gear* (72 hrs) 2/135
Reflective Coveralls 2/30

Data Storage and Retrieval Mass (kg)/Cost (Elmonits)
Audio Discs 0,08/2
Holocamara* 0,5/100
Hologlass 0,1/25
Holoviewer* 1/85
Memory Disk Viewer* 1/175
Memory Disc 0,05/25
Memory Recorder* 1,5/220
Audio Recorder* 0,2/55
Viewer With Enhance* 1,5/255

Armour And Shields Mass (kg) Cost (Elmonits)
Environmental Suit 6/950
LBA Flak Vest 1/100
LBA Extended Flak Vest 1,5/250
LBA Reinforced Flak Vest 2/350
LBA Flak Armour 4/550
ABS Pliable Breast Plate 5/1500
ABS Pliable Breast Plate and Greaves 6/2000
ABS Pliable Half Plate 7/2300
ABS Pliable Full Plate 8/2600
ABS Mesh Shirt 6/3500
ABS Mesh Shirt and Greaves 7/4100
ABS Full Mesh 8/4500
ABS Battle Mesh 10/5000
AEX Exoskeleton Breastplate 7/7200
AEX Exoskeleton Breastplate and Greaves 8/8500
AEX Half Exoskeleton 14/9800
AEX Full Armoured Exoskeleton 18/12000
Sentinel Helmet# 2/2000
Riot Shield# 3,5/8000
Velocity Shield Chestpack¤ 10/15000
Deflector Shield Chestpack¤ 10/15000
Absorption Shield Chestpack¤ 10/15000

Medicinal Tabs Cost (Elmonits)
Cost is per clip of 10 tabs, mass is 0,1kg for 500 tabs.
Alerlene (AF: 10, 25 hrs without sleep) 150
Amboathorphin (AF: 15, Nerve gas antidote) 230
Anacept (AF: 1, Contraceptive) 300
Andeline (AF: 10, Heals 30 concussion hits in 6 rnds) 100
Andrex (AF: 50, Increases HP’s) 550
Antirad I through V (AF: 35, Reduces Radiation) 1000/Mk
Arelenex (AF: 10, Cures common cold) 15
Decilage (AF: 15, Poison/Toxin antidote) 600
Doseline (AF: 80, Reduces sleep time) 50
Fir-Queline (AF: 05, Heals 10 concussion hits instantly) 100
Hemoflux (AF: 20, Stimulates blood production) 120
Hydravol (AF: 25, Cures hyperspace disorientation) 20
Interferon IV (AF: 10, Antiviral) 100
Jiroline (AF: 70, Aids wakefulness/enhances perception) 2
Korteline (AF: 20, Relieves 1-10 stun rnds) 250
Luryadrenaline (AF: 5, Revives person) 100
Preserverine Compound (AF: 70, Reduces pain) 120
Quedella Phi (AF: 0, Allows digestion of cellulose) 90
Rebellis (AF: 20, Hallucinogenic) 650
Regenex III (AF: 0, Regenerates lost limb) 250
Stirene (AF: 10, Antibiotic) 25
Teledrine (AF: 20, Enhances psionic ability) 1000
Thiagorex III (AF: 15, Relieves minor pains) 10
Torethene (AF: 10, Heal 100 concussion hits in 12 rnds) 150
Triadrenaline (AF: 80, Increases activity for 4 rnds) 200
Tyreline (AF: 100, Life keeping) 500
Verex Compound (AF: 25, Poison antidote) 100
Virlene (AF: 30, Causes unconsciousness) 50
Yuthix (AF: 100, Temporarily stops aging) 2000

Projectile Ammunition Mass (kg)/Cost (Elmonits)
Mass and cost rounds for GP and shotgun ammunition is per 5 rounds.
General Purpose 5mm 0,1/0,5
General Purpose 10mm 0,1/0,8
General Purpose 12mm 0,3/1
General Purpose GAW 15mm 0,4/1,5
Needle Pistols Magazine (2 bursts) 0,1/1
Needle Carbine Magazine (4 bursts) 0,2/3
Needle Rifle Magazine (6 bursts) 0,3/5
Shotgun 15mm 0,2/0,5
Shotgun 20mm 0,2/1
Tangle Pistol Cartridge 0,5/18
Tangle Carbine Cartridge 0,5/24
Tangle Rifle Cartridge 0,5/36
Taser Pistol Cartridge 0,2/12
Taser Carbine Magazine (5 shots) 1/60
Taser Rifle Magazine (5 shots) 1/60

Power Cells Mass (kg)/Cost (Elmonits)
Utility Cell 0,01/10
Weapon Cell 0,02/16
Flamer Cell 0,05/10
Utility Cartridge 0,2/60
Weapon Cartridge 0,3/100
Flamer Cartridge 0,5/30
Utility Pack 4/200
Weapon Pack 4/400
Flamer Pack 6/120
Utility Microfusion Reactor 5/3000
Weapon Microfusion Reactor 2/4000

Orbital Station Services Cost (Elmonits)
Airlock Berth 400 + 300/day
Pressure Bay Berth (craft<2.500tons) 1000 + 500/day
Stateroom 30/day
Storage 100/cumet/decaday
Deuterium 200/cumet
Fissionables 7500/cumet
Andrium 10000/cumet
Structural Repairs 20/hit
System Repairs (Skill 50) 800/hr + Cost In Parts

Melee & thrown Weapons Mass (kg)/Cost (Elmonits)
Any melee or thrown weapon on the list can be bought as a force version at 100 times normal cost. This adds 2 to the Mk of the weapon and requires * for small weapons and *2 for large weapons. A Force weapon weighs the maximum for its weapon type.
Dagger/Knife (Mk 1) 0,1 – 0,25/ 15
Main Gauche (Mk 1) 0,25 – 1/ 35
Short Sword (Mk 2) 0,5 – 1,5/ 35
Hand Axe (Mk 2/3 vs. AT 9-12 & 17-20) 1,5 – 3/ 40
Rapier (Mk 2/1 vs. AT 9-20) 0,5 – 1,5/ 30
Broadsword (Mk 3) 1,5 – 3/ 65
Scimitar (Mk 3) 1 – 3/ 55
Falchion (Mk 3/4 vs. AT 9-12 & 17-20) 2 – 4/ 70
Club (Mk 1) 0,5 – 3/ 10
Whip (Mk 1/2 vs. AT 1-4) 0,25 – 1,5/ 30
Mace (Mk 2) 1 – 4/ 35
Warhammer (Mk 2/3 vs. AT 9-12 & 17-20) 1,5 – 3/ 45
Morning Star (Mk 3) 2 – 4/ 35
Quarterstaff (Mk 2/3 vs. AT 1-4) 1 – 3/ 25
Flail (Mk 4) 2,5 – 6/ 60
War Mattock (Mk 4/3 vs. AT 5-8 & 13-16) 2,5 – 6/ 75
2 Handed Sword (Mk 4) 2,5 – 5/ 90
Battle Axe (Mk 4) 2,5 – 5/ 90
Bola (Mk 1) 1 – 2/ 20
Speer (Mk 2) 1,5 – 4/ 50
Javelin (Mk 2) 1,5 – 3/ 60
Pole Arm (Mk 3/4 vs. AT 9-12 & 17-20) 2,5 – 6/ 85
Mounted Lance (Mk 4) 3 – 8/ 95

Conventional Pistols Mass (kg)/Cost (Elmonits)
IM 5mm Pistol (Mk1) 0,3 – 0,6/ 100
IM 10mm Pistol (Mk 2) 0,5 – 0,8/ 180
IM 12mm Pistol (Mk 3) 0,6 – 1/ 220

Conventional Machine Pistols Mass (kg)/Cost (Elmonits)
IM 5mm Light Machine Pistol (Mk 1) 2,5 – 3/ 400
IM 10mm Medium Machine Pistol (Mk 2) 3 – 3,5/ 700

Conventional Rifles Mass (kg)/Cost (Elmonits)
IM 5mm Light Rifle (Mk 1) 3 – 4/ 300
IM 10mm Medium Rifle (Mk 2) 3,5 – 4,5/ 475
IM 12mm Heavy Rifle (Mk 3) 4 – 5/ 575

Conventional Assault Rifles Mass (kg)/Cost (Elmonits)
IM 5mm Light Assault Rifle (Mk 1) 3,5 – 4/ 400
IM 10mm Medium Assault Rifle (Mk 2) 3,75 – 4,5/ 550
GAW Mach 70 10mm (Mk 2) 4,5/ 600
GAW Mach 90 15mm (Mk 3) 6,5/ 1800
GAW Mach 55 5mm (Mk 1) 3/ 425

Conventional Machine Guns Mass (kg)/Cost (Elmonits)
IM 10mm Light Machine Gun (Mk 3) 7 – 10/ 1000
IM 10mm Medium Machine Gun (Mk 3) 8 – 12/ 1400
IM 12mm Heavy Machine Gun (Mk 4) 9 – 15/ 1800
GAW Mach 25 10mm LMG Screamer (Mk3) 4,5/ 2400
GAW Mach 34 12mm MG Duster (Mk 4) 7/ 3400

Conventional Shotguns Mass (kg)/Cost (Elmonits)
IM 15mm Shotgun/Sawed-off Shotgun 3 – 4/ 300
IM 15mm Auto Shotgun 3,5 – 5/ 900
IM 20mm Shotgun/Sawed-off Shotgun 4 – 4,5/ 400
IM 20mm Auto Shotgun 4,5 – 5,5/ 1100
GAW Mach 72A 15mm Buckeye 4/ 1200

Needle Guns Mass (kg)/Cost (Elmonits)
IM Needle Pistol (Mk 1) 0,5 – 0,75/ 500
IM Needle Carbine (Mk 2) 1,5 – 3/ 1200
IM Needle Rifle (Mk 3) 2,5 – 4,0/ 1800
GAW Mach 217 Pine-Needler (Mk 1) 0,66/ 550
GAW Mach 276 Lancer (Mk 3) 2,9/ 2000
GAW Mach 282 Vacillator (Mk 2) 3,3/ 1200

Tangle Guns Mass (kg)/Cost (Elmonits)
IM Tangle Pistol (Mk 3) 0,75 – 1,25/ 800
IM Tangle Carbine (Mk 4) 2 – 4/ 1400
IM Tangle Rifle (Mk 5) 3 – 5,5/ 2000
GAW Mach 318 Web’er (Mk 5) 5,4/ 3000

Taser Guns Mass (kg)/Cost (Elmonits)
IM Taser Pistol* (Mk 1) 0,75 – 1,25/ 600
IM Taser Carbine* (Mk 2) 2 – 3,5/ 1300
IM Taser Rifle* (Mk 3) 3 – 5/ 2000
GAW Mach 312 Hot Shock*2 (Mk 1) 1,5/ 1100
GAW Mach 512 Overload*3 (Mk3) 4,7/ 3000

Rocket Guns Mass (kg)/Cost (Elmonits)
IM Rocket Pistol (Mk 3) 1 – 1,5/ 500
IM Rocket Carbine (Mk 3) 2 – 3,5/ 1200
IM Rocket Rifle (Mk 3) 3,5 – 6/ 1800
GAW Mach 236 Firefight (Mk 3) 3,3/ 1800
Magnetic Linear Accelerators Mass (kg)/Cost (Elmonits)
IM MLA Pistol# (Mk 4) 1 – 1,75/ 1200
IM MLA Rifle¤ (Mk 5) 3,5 – 6/ 2400
GAW Mach 281 Rocketteer# (Mk 4) 1,4/ 1400
GAW Mach 287 Pillum¤ (Mk 5) 5,9/ 3300

Grenade Launchers Mass (kg)/Cost (Elmonits)
IM Grenade Rifle 3 – 5,5/ 1200
GAW 342 Pugsly* 5,4/ 1800

Rocket Propelled Grenade Launchers Mass (kg)/Cost (Elmonits)
IM RPG Launcher 3 – 6/ 1500

Portable Missile Launchers Mass (kg)/Cost (Elmonits)
IM PML 4 – 6,5/ 1800
IM PML Quad 5 – 8/ 2000
IM PML Autofeed 6 – 11/ 2600

Lasers Mass (kg)/Cost (Elmonits)
IM Mini Laser* (Mk1) 0,1 –0,2/ 150
IM Laser Pistol* (Mk 2) 0,3 – 0,5/ 300
IM Assault Laser# (Mk 3) 2,5 – 3,5/ 700
IM Laser Rifle# (Mk 4) 3 – 4,5/ 900
IM Heavy Laser¤ (Mk 5) 4 – 6/ 1200
GAW Mach 227 Narwell# (Mk 3) 2,9/ 1100
GAW Mach 235 Mongrel#3 (Mk 3) 4,25/ 1500
GAW Mach 456 Dissector# (Mk 5) 6,5/ 2800
Wever-Tech Piercer* (Mk 1) 0,13/ 175
Wever-Tech Mini-Bore* (Mk 2) 0,08/ 125
Wever-Tech Streaker* (Mk 2) 0,36/ 400
Wever-Tech Bore* (Mk 3) 0,25/ 300
Wever- Tech Slicer* (Mk 2) 0,21/ 220

Blasters Mass (kg)/Cost (Elmonits)
IM Mini Blaster* (Mk1) 0,15 – 0,25/ 180
IM Blaster Pistol* (Mk 2) 0,3 – 0,75/ 400
IM Assault Blaster# (Mk 3) 2,75 – 4/ 800
IM Blaster Rifle# (Mk 4) 3,5 – 5/ 1000
IM Heavy Blaster¤ (Mk 5) 4,5 – 7/ 1400
GAW Mach 349 Violence# (Mk3) 2,9/ 800
GAW Mach 387 Vector# (Mk 4) 4,6/ 2000
GAW Mach 990 Rampage¤ (Mk 5) 12/ 3500
GAW Mach 994 Colossus¤ (Mk 5) 14,5/ 4000
Wever-Tech Spittball* (Mk 1) 0,1/ 200
Wever-Tech Black Eye* (Mk 3) 0,2/ 275
Wever-Tech Pittbull*2 (Mk 3) 0,35/ 500
Wever-Tech Pulser* (Mk 2) 0,25/ 550
Wever-Tech Pugilist* (Mk2) 0,19/ 475

Flamers Mass (kg)/Cost (Elmonits)
IM Mini Flamer* (Mk1) 0,2 – 0,4/ 130
IM Flamer Pistol* (Mk 2) 0,4 – 1/ 250
IM Assault Flamer# (Mk 3) 3 – 5/ 500
IM Flamer Rifle# (Mk 4) 4 – 6/ 750
IM Heavy Flamer¤ (Mk 5) 5 – 7/ 1000
GAW Mach 351 Treaty# (Mk 4) 4,1/ 1000
GAW Mach 362 Rashtar# (Mk 3) 4,4/ 600
GAW Mach 468 Roaster# (Mk 4) 5,2/ 800
GAW Mach 875 Nishtar¤ (Mk 5) 6,8/ 2000

Stunners Mass (kg)/Cost (Elmonits)
IM Mini Stunner* (Mk1) 0,1 – 0,2/ 150
IM Stun Pistol* (Mk 2) 0,3 – 0,5/ 350
IM Assault Stunner# (Mk 3) 3 – 4/ 750
IM Stun Rifle# (Mk 4) 4 –6/ 950
IM Heavy Stunner¤ (Mk 5) 5 – 7,5/ 1250
GAW Mach 315 Inhibitor# (Mk 4) 7,5/ 2000
GAW Mach 428 Jolts# (Mk 4) 4,0/ 1000
GAW Mach 902 Seizure¤ (Mk 5) 5,3/ 1300

Disruptors Mass (kg)/Cost (Elmonits)
IM Mini Disruptor* (Mk1) 0,1 – 0,3/ 400
IM Disruptor Pistol* (Mk 2) 0,3 – 0,6/ 800
IM Assault Disruptor# (Mk 3) 3,5 – 5/ 1400
IM Disruptor Rifle# (Mk 4) 4 – 6,5/ 1800
IM Heavy Disruptor¤ (Mk 5) 5 – 7,5/ 2500
GAW Mach 216 Viscerator¤ (Mk 3) 3,7/ 1800
GAW Mach 413 Argent# (Mk 4) 5,1/ 2200
GAW Mach 463 Peace Keeper# (Mk 4) 6,2/ 3300
GAW Mach 1000 Vaporizer¤ (Mk 5) 10,5/ 5000
Wever-Tech Spatter* (Mk 1) 0,12/ 575
Wever-Tech Rupture* (Mk1) 0,25/ 500
Wever-Tech Splatter* (Mk 2) 0,4/ 1000
Wever-Tech Vapor*3 (Mk3) 0,65/ 950
Wever-Tech Dis’ter* (Mk 2) 0,55/ 1500

Struptors Mass (kg)/Cost (Elmonits)
IM Mini Struptor* (Mk1) 0,1 – 0,3/ 600
IM Struptor Pistol* (Mk 2) 0,3 – 0,6/ 1200
IM Assault Struptor# (Mk 3) 3,5 – 5/ 2200
IM Struptor Rifle# (Mk 4) 4 – 6,5/ 3000
IM Heavy Struptor¤ (Mk 5) 5 – 7,5/ 3700
GAW Mach 273 Atomizer* (Mk 2) 3,8/ 1800
GAW Mach 329 Vulture# (Mk 4) 4,3/ 3000
GAW Mach 907 Annihilator¤ (Mk 5) 5,3/ 3700
Wever-Tech Sparker* (Mk 1) 0,12/ 775
Wever-Tech Flasher*2 (Mk 1) 0,19/ 850
Wever-Tech Striker* (Mk 2) 0,35/ 1150
Wever-Tech Lightning*2 (Mk 2) 0,4/ 2500

Plasmatic Repeaters Mass (kg)/Cost (Elmonits)
IM Plasmatic Repeater Rifle§ (Mk 5) 10 – 12/ 9500
IM Heavy Plasmatic Repeater§ (Mk 5) 15 – 18 / 12500
GAW Mach 869 Heathen§ (Mk 5) 10,3/ 18000
GAW Mach 885 Anthem§ (Mk 5) 10,8/ 13500
GAW Mach 1150 Omega-Osiris§ (Mk5) 17,9/ 24000
“I have not failed. I’ve just found 10,000 ways that won’t work.”

Post Reply