TEXT: 1
  Spacemaster: Datanet
  Issue #1
  SPACEMASTER:
  Issue #1
  Table of Contents
  Introduction
  Credits
  Author: Rob Defendi
  Editor: Heike Kubasch
  Editing, Pagemaking, & Layout: Tim Dugger & Sherry Robinson
  Artwork: David Bezzina, Steven Farris,
  Craig Henderson, Mike Jackson, Jeff Laubenstein,
  ICE Staff
  CEO: Bruce Neidlinger
  President: Heike Kubasch
  Office Manager/Cust. Service: Lori Dugger
  Editor/Jack-of-All-Trades: Tim Dugger
  Pagemaking: Sherry Robinson
  Web Mistress: Monica L. Wilson
  Office Cats: Rajah, Phoebe, & Matsi
  My House Cats: Bandit, Coco, & Rascal
  April 2006
  WARNING! All Items in this PDF should be
  considered optional and completely unofficial.
  Introduction ................................................................ 1
  1.0 Pressure and Vacuum Exposure ............................ 2
  1.1 Rapid  Pressure Changes ................................ 3
  1.2  Explosive Decompression ............................. 3
  2.0 Legends of the ISC: Rumored ............................... 3
  3.0 Health Care in the ISC........................................... 4
  3.1 Facilities .......................................................... 4
  3.2 Capabilities ..................................................... 5
  4.0 Black Market Tech ............................................... 10
  4.1 Pricing........................................................... 10
  4.2 Black Market Gear........................................ 10
  5.0 Carrier Showdown............................................... 14
  Anti-Tank Missile System Attack Table.................... 16
  Demolitions Attack Table ......................................... 17
  Gyropistol Table ........................................................ 18
  Vacuum Critical Strike Table .................................... 19
  Spacemaster: Datanet Copyright © 2006 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission. Produced and
  distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.
  Web: www.harphq.com and www.ironcrown.com.
  Welcome to the premiere issue of Spacemaster
  Datanet. The purpose here is to expand and enhance
  your Spacemaster game, both by broadening the rules
  and by deepening the setting details, giving you a richer
  and more fulfilling game and game environment.
  These issues will contain two basic types of informa-
  tion, supplements and previews. In the supplemental
  rules we will flesh out sections of the system that have
  had poor treatment. In preview materials we will explore
  information that are scheduled for books of future or
  questionable status. For instance, the Gamemaster’s book
  is still on the schedule, but it seems unlikely that an ISC
  sourcebook will be produced in its originally envisioned
  form. Information from both are included in this book.
  Enjoy.
   DATANET
  ™
  
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  Issue #1
  1.0 PRESSURE AND
  VACUUM EXPOSURE
  Pressure, or rather the lack thereof, is one of the
  primary dangers of life in space. Characters must
  maintain constant vigilance to hold back the vacuum of
  space. Remember, nature may abhor a vacuum, but it
  abhors an atmosphere more, so check your suit seals.
  There are a few myths about vacuum exposure. Here
  are the most common:
  •
  In a vacuum, a human being will explode. This
  isn’t true. A human being, in Earth’s atmo-
  sphere, is only under about fifteen pounds per
  square inch of pressure. A change in pressure of
  fifteen PSI, while it might very well kill, is
  certainly not enough to cause the human body
  to explode.
  •
  In space, human blood will begin to boil. While
  it is true that at body temperature and zero
  pressure blood will boil, human blood will
  never reach zero pressure in hard vacuum (in
  the body, at least). The human cardiovascular
  system is capable of applying 1.5 PSI to
  anything inside. Blood must be much
  hotter to boil at this pressure.
  This has a couple of implications. First of
  all, death by spacing is not particularly messy. In
  addition, any pressure that is below 1.5 PSI
  (about 10% atmosphere) is as close to a vacuum
  as matters.
  A real world example of vacuum expo-
  sure occurred when a man, taking a gondola
  into the upper atmosphere, lost the seal on
  one of the gloves in his pressure suit. After-
  ward, he reported pain and then loss of use of
  the hand, but after returning to normal the
  ground he regained use again. There was no
  permanent damage.
  The problem with vacuum exposure is it
  causes a good, old-fashioned case of the bends.
  The amount of nitrogen blood can absorb is
  dependent on pressure. When this drops, the
  amount of nitrogen suspended in the blood
  becomes greater than the amount the blood can
  contain. This causes bubbles to form (generally
  in the joints). Enough of these will kill.
  Therefore, when an astronaut is going EVA,
  they typically spend one or more hours before-
  hand breathing pure oxygen (to reduce the
  amount of nitrogen in the blood). In addition,
  during an EVA they generally do not breathe an
  air mixture containing nitrogen. Due to the
  pure oxygen and the problems associated, a
  character in pure oxygen is generally kept at
  about one quarter atmosphere–which is conveniently
  about as much pressure one can put into a soft spacesuit
  and still bend the arms.
  BLOWING DOWN
  Safely increasing a person’s pressure is fairly easy.
  Deep sea researchers can gradually blow down in about
  ten or twelve hours. The GM must make a judgment call
  on how long this takes in light of the medical technology
  of his universe, but high-tech drugs might allow this in
  much quicker time frames. Use of Ziclomene in the
  Privateers universe reduces this figure to ten or twelve
  minutes. The desperate may even do it all but instantly,
  though this should probably cause a Vacuum Exposure
  Critical (the severity being GM’s discretion).
  DECOMPRESSING
  It takes a long time to decompress. Those same
  researchers who spent twelve hours blowing down take
  about two weeks to safely decompress. This could
  theoretically be altered by the tech level of the universe’s
  medical science. Ziclomene, along with a series of
  nitrogen binders, allows for safe high-pressure decom-
  pression in a bit under six hours.
  
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  Spacemaster: Datanet
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  1.1 RAPID PRESSURE
  CHANGES
  So what happens when an astronaut blows his suit
  seals?  What happens when the ship is hulled?  What
  happens when your ship’s computer, suffering from
  paranoid schizophrenia, won’t open the pod bay door?
  The most important thing, from the point of view
  of the character, is the biological effect of vacuum
  exposure. And rightly so.
  The effects of vacuum exposure are handled with
  the Vacuum Critical Table on page 19. To determine the
  severity of the critical, see below:
  Situation
  Severity
  Brief but dangerous drop in pressure
  A
  Extended and dangerous drop in pressure
  or brief and significant drop in pressure
  B
  Extended, significant drop in pressure or
  brief and very significant drop in pressure
  C
  Extended very significant drop in pressure
  or brief exposure to hard vacuum
  D
  Per full round of hard vacuum
  E
  For the purposes of these situations, assume that a
  dangerous drop in pressure is a drop to 70% of an
  atmosphere. Assume a significant drop to be a drop to
  40%-69% of an atmosphere. A very significant drop
  would be any to 11%-39% of an atmosphere. Since the
  body can apply pressure equal to 10% of an atmosphere
  to itself, any pressure of 10% or less is considered hard
  vacuum.
  MEDICAL TREATMENT
  So a character has been sucking vacuum for three
  rounds—what is the trusty physician going to do about
  it?  Most likely, he’s going to drop him into a pressure
  chamber, crank him up to about ten nitrogen poor
  atmospheres, and begin treatment. Pure oxygen will do if
  the exposure isn’t too prolonged, but it’s a corrosive gas.
  Why this treatment?  The atmosphere is to keep
  the character from absorbing more nitrogen. The
  pressure is an attempt to force the nitrogen bubbles
  back into the blood stream.
  Let the doctor make an Internal Medicine (Scien-
  tific/Analytical • Medical) static maneuver. The degree of
  success reduces the level of the critical the character took
  (the same roll is used, the result is merely shifted to the
  left). If the critical is shifted beyond the left edge of the
  table, all biological effects have been nullified. The results
  are as follows:
  Result
  Shift
  Partial Success
  1 Column
  Near Success
  2 Columns
  Success
  3 Columns
  Absolute Success
  4 Columns
  Spectacular Success
  5 Columns
  Further medical checks can be used to treat the
  remaining symptoms (or revive the dead body). The GM
  will have to use his judgment for these effects.
  Naturally if the Tech Level is high enough to
  provide vacuum-treating medications, then he will
  probably use them instead. This section is for lower
  tech level treatment only. For instance, use of
  Ziclomene grants an immediate +3 columns to the
  result of the medical maneuver.
  1.2  EXPLOSIVE
  DECOMPRESSION
  Explosive decompression occurs when a ship
  loses hull integrity. When that happens, the ship tends to
  “burst,” blowing damaged bulkheads or pieces of hull
  into the vacuum of space. This, naturally, exposes
  anything inside to the hard vacuum of space.
  Most ships are equipped with emergency life
  bubbles to save those trapped in these sections. In
  addition, ship sections should monitor for pressure. If a
  section is exposed to hard vacuum, emergency doors will
  fall and bulkheads seal, saving the atmosphere of the rest
  of the ship.
  If a character is there during one of these
  explosions, the GM should narrate the event, applying
  additional Krush, Slash, or Pierce criticals as necessary
  for the situation. For instance, a character who is
  standing in a empty bay might only feel the effects of the
  vacuum, while a character in a narrow, twisting hall my
  take one or more Krush criticals as they are pulled
  toward vacuum. A character standing in a space stations
  cutlery shop. . . .
  2.0 LEGENDS OF THE ISC:
  RUMORED
  ARCHITECT WORLDS
  Naturally, any culture formed by unknown and
  powerful beings will develop a set of legends about those
  beings. Rumors of Architect ruins abound. All of the
  facts below are true and documented.
  Still, the ISC vehemently denies that any of these
  worlds have anything to do with the Architects, or that
  any Architect evidence has ever been discovered.
  BONNER DURCHMUSTERUNG -18°1051
  GALACTIC (-13.785, -11.520, -9.684)
  This G-Type star was quarantined the first day the
  Inter-Species Commission met. All records of the reason
  for this quarantine were destroyed or classified, although
  certain old references refer to it as an Oort research
  station that produced some of the more significant drive
  advances of all time. It was quarantined due to “Intense
  radioactive instabilities” of the star. There is a rotating
  
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  Spacemaster: Datanet
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  fleet there (never permitted to stay longer than two
  weeks) to insure that any ships which arrive there are
  evacuated immediately for “humanitarian reasons.”
  CAPE PHOTOGRAPHIC DURCHMUSTERUNG -
  61°6537
  GALACTIC (+14.495, -7.226, -
  14.074)
  This G Type star was discovered by a survey crew in
  6 CY. The fourth planet was immediately quarantined as
  being “extremely hazardous to sapient life.”  The survey
  crew returned healthy, but refused to talk about the
  matter. They all were named in large patents during the
  next twenty years and their families are extremely rich to
  this day. A planetary defense system surrounds the
  fourth planet that is notorious for malfunctioning and
  firing on any ship that approaches. As there is nothing
  else of interest inside the system, most ships just avoid it.
  9 PUPPIS
  (-9.693, -12.529, +1.839)
  This binary system contains a G and F type star,
  orbiting at a semi major axis of 9.67 AU’s. All expedi-
  tions to this system have failed, and psychics become
  extremely distressed passing within 50,000 AU’s. It is
  unknown whether this has anything to do with the
  Architects, but any psychic that comes near this system
  can’t seem to talk about anything but the Architects for
  12 hours thereafter. This could be a coincidence.
  CAPE PHOTOGRAPHIC DURCHMUSTERUNG -
  66° 53
  (+7.117, -10.530, -15.966)
  This unassuming star is the home of the most
  productive secret fighter research base in the ISC. This
  skunk works is so secret that the base’s name has never
  been divulged. It was established after a long range scan
  reported “unknown ruins” on the fifth planet. The results
  of the subsequent survey, in 169 CY, are heavily classified.
  BONNER DURCHMUSTERUNG -4° 426
  (-13.195, +1.401, -19.501)
  Any ship passing within 55 AU’s of the first planet of
  this system explodes, unexpectedly, for no apparent
  reason. No attack can be detected, and the quarantine on
  this system appears quite sincere. This problem is often
  attributed to an Architect defense system or experiment
  gone awry, but no one knows for sure.
  3.0 HEALTH CARE
   IN THE ISC
  There are few things in any world more dangerous
  than being a player character in an RPG—unless it’s being
  a villain in an RPG. It’s likely that any character in
  Spacemaster is not only shot at but also twisted, spindled,
  stapled, incarcerated, or sent on a long walk in a short
  spacesuit. So what happens to these poor characters?  How
  effective are all the King’s horses and all the King’s men?
  The ISC doctors are the finest medical profession-
  als in known space. Every day they cure disease, patch
  holes, or just bandage knees. And they are taken
  completely for granted.
  This article describes the state of ISC healthcare.
  3.1 FACILITIES
  ISC health facilities come in a variety of shapes and
  sizes. They are also known by several names, just a few of
  which are: clinic, med bay, hospital, office, emergent care
  facility, or ambulance.
  The name or even the form of the health care facility
  has little effect on game mechanics, or even non-
  mechanic effects. The “med bay” on a flag ship might be
  far better equipped than a “hospital” in a small, out of
  the way settlement, especially one that’s a transport
  booth away from a major health center.
  
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  Spacemaster: Datanet
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  Which is an important point. On a civilized world,
  people rarely die from lack of adequate facilities, at least
  not without some major disaster clogging the halls with
  wounded. If a patient needs a piece of equipment that isn’t
  available at his local hospital, the doctors will simply roll
  him to the evac transport booth, send his records into the
  system, set his life support equipment to automatic, then
  select the equipment needed on the other side. The patient
  will instantly be transported to the facility with the lowest
  patient load for said equipment. The doctor can step in a
  moment later and appear in the same locale, confident
  that there’s already a medic wheeling the body down a hall
  and resuscitating as necessary. If needed, the nurses and
  interns can come as well.
  However, sometimes people aren’t near a transport
  booth or they are at a facility there transportation isn’t
  available. In that case, the amount of medical equipment
  becomes a very important element in patient care.
  Also, transport stresses the body. A patient without
  unstable life signs must make an RR vs. a level one
  poison to survive transport. All penalties caused by
  criticals are applied to this RR. Many patients need to be
  revived on the other side.
  Check the table below for the quality of the facility.
  If the quality of the facility is unknown, assign one based
  on common sense and the available examples listed.
  ISC FACILITY QUALITY
  Facility Quality
  Example
  Poor
  Medkit, improvised gear.
  Minimal
  Stocked doctor’s bag,
  ambulance,  family doctor,
  veterinary hospital.
  Supplied
  Bush league hospital,
  excellent veterinary hospital,
  executive ambulance, med bay.
  Excellent
  Teaching hospital, fleet
  med bay.
  State of the Art
  High-end teaching hospital,
  research hospital, major
  regional medical center.
  3.2 CAPABILITIES
  When a character takes a critical, the critical itself
  describes the damage done. To discover what it takes to
  fix each aspect of the wound, check the categories below.
  They list the types of wounds and the facility quality
  necessary to find certain pieces of equipment.
  A NOTE ON PENALTIES
  In SM:P it says to apply any penalties caused by a
  critical to the medic’s attempt to heal them. This is only
  true if the medic is trying to heal it with field therapies
  
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  Spacemaster: Datanet
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  such as with medical equipment that stimulates regen-
  eration of tissue. Longer chemotherapies, using chemical
  regeneratives, take a day or more to heal wounds, but the
  severity of the wounds does not effect the medic’s
  difficulty. The body knows how to heal itself.
  LIFE SUPPORT
  This is the most basic of all medical treatment, the
  type they teach every ISC school child in health class. At
  the basic level, with no equipment, a person with first aid
  can try to use CPR to keep the patient alive. If there is no
  outstanding medical reason that this won’t work, the
  doctor may make a medium First Aid or Medical
  Practice maneuver every minute. If they are successful,
  then one round of soul departure is converted to a
  minute of soul departure. If they fail, the character
  moves one step closer to death. They may keep trying,
  however, the next round.
  If a doctor other than an Oort or a Kagoth tries to
  use CPR on a Kagoth, or if an oort tries CPR on a race
  other than Oort or Kagoth, they receive a -30 penalty
  due to size issues. If an Oort attempts CPR on a Kagoth,
  they receive a -70 penalty.
  Example: Carl is attempting to keep Bill
  alive while a party member runs to the
  med bay to get the life support gear.
  Three rounds have passed since Bill
  died, expending three of his twelve
  rounds until soul departure. Thirty
  seconds have passed, and Bill will have
  his soul leave his body, with all that
  entails, after another minute and a half.
  The fourth round Carl rolls a total of
  112 on his First Aid maneuver. This
  means that the fourth round until soul
  departure actually takes a full minute to
  pass. Carl doesn’t have to make any
  more maneuvers during that minute.
  Bill has now been dead one and a half
  minutes and has eight rounds of Soul
  Departure left. The next round Carl
  rolls a 56 and fails. The round passes,
  using up a round of Soul Departure. Bill
  has now been dead one minute and
  forty seconds and is still creeping closer
  to death. He has seven rounds of Soul
  Departure left. The next five maneuvers
  are a success and each of those convert
  another round of Soul Departure into a
  full minute. Now six minutes and forty
  seconds have passed, leaving two round
  of Soul Departure left. That life support
  equipment had better come soon.
  Automated Life Support Gear requires no check to
  operate, although someone must succeed in a Routine
  First Aid or Medical Practice static maneuver to hook it
  up. Once running, it perfectly operates the patient’s
  lungs and heart and the clock on Soul Departure stops
  immediately. The GM should keep track of how many
  rounds of Soul Departure have passed, however. If life
  support stops, thing pick up right where they’ve left off.
  For life support to work, the patient must be
  structurally sound enough to gain its benefit. This means
  the heart must be intact enough to move blood (even if
  it isn’t intact enough to pump with stimulation), the
  vascular system must be intact enough to move blood to
  the brain and not dump it all out on the floor (although
  tourniquets and direct pressure can often supply this),
  and the pulmonary system must be intact enough to
  move air and exchange oxygen.
  Once Soul Departure runs out, only Stasis can stop
  stat loss.
  Option: In many cases (or even most
  cases) the actions taken for life support
  are the same actions taken for heroic
  measures. Under these circumstances,
  the GM may feel it’s appropriate to only
  require one maneuver. This maneuver,
  at a Medium difficulty, determines life
  support for the round or minute. The
  same roll, with the proper heroic
  measures penalties applied (See
  Spacemaster: Privateers), determines
  whether the medic revives the patient.
  STASIS
  Stasis is the last line of defense for every medic and
  doctor. A patient in stasis, at the ISC tech level, does not
  age and Soul Departure does not progress. Essentially, all
  clocks are stopped. Rounds until death don’t accumulate
  and stats do not deteriorate in death either.
  Unfortunately, the character also does not heal or
  respond to healing technologies. This means that to heal
  the patient they must come out of stasis and all clocks
  start again.
  It’s a Medium Medical Practice maneuver or a very
  hard First Aid Maneuver to put a character into stasis.
  The amount of time the character is suspended depends
  on the level of success:
  Success
  Time Suspended
  Partial Success
  10 minutes
  Near Success
  1 Hour
  Success
  1 Day
  Absolute or Unusual Success
  Indefinite
  Stasis is actually a fairly complex and delicate
  procedure that interacts with the biology of the patient.
  At the end of the time, the stasis field destabilizes.  The
  doctor will see this coming about a minute in advance if
  he’s paying attention and has six tries to stabilize the
  stasis before it collapses.
  
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  Spacemaster: Datanet
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  SURFACE INJURIES
  Dermal closers are the most basic of medical gear.
  See the Equipment Manual for more details.
  BLEEDING
  While the dermal closer is the most basic piece of
  gear, the arterial sealer is considered the most critical. See
  the Equipment Manual for more details.
  BONES
  Bones tend to be less critical to injuries. They are
  rarely treated on the scene, though some field medics
  carry skeletal knitters. It’s a Medium Medical Practice
  maneuver to heal a break, a Hard to heal a break that
  needs to be set first, and a Sheer Folly to heal a shatter.
  See the Equipment Manual for more details.
  BURNS
  Up to second degree burns can be healed with a
  dermal closer. For more advanced burns, a surgical
  dermal sealer in necessary. For fatal burns, most doctors
  will prefer invasive life support and a day or two of
  multi-phasic chemotherapy, as chemical regenerative are
  easier on the system. It takes a Medium Medical Practice
  Maneuver to heal a third degree burn. See the Equipment
  Manual for more details.
  JOINTS
  Repairing a joint is
  like repairing a bone.
  The difficulty is one
  step higher. See the
  Equipment Manual for
  more details.
  BRAIN DAMAGE
  This is more
  commonly caused by stat
  loss from death. If this is
  the case, or if the
  character takes critical to
  the brain that the GM
  determines can be
  healed, then Neural
  Pathway Reconstruction
  is the way to go. See the
  Equipment Manual for
  more details.
  MUSCLES AND
  TENDONS
  These are done with
  the more advanced tissue
  therapies. See the
  Equipment Manual for
  more details.
  NERVE DAMAGE
  This is typically a
  result of either a critical
  or permanent damage
  from a badly-healed
  wound. This can only be
  healed with psychic
  healing or chemical
  regenerative. The
  chemotherapy is a Hard
  Medical Science (Neurol-
  ogy) maneuver.
  
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  ORGAN DAMAGE
  Organ damage is usually healed in two stages. First,
  they place a surrogate organ or piece of cyberware in the
  patient. This is a Hard Medical Science (Surgery), the
  difficulty increasing for more critical organs (such as the
  heart or eyes). Meanwhile, a cloned organ is grown for
  the patient over a one-month period. When the organ is
  ready, a new surgery transplants it.
  SHOCK
  Shock comes in two forms. The first is caused by
  taking concussive hits. This is cured by healing those hits.
  The other type is the “death in x rounds” crits. For
  these, the character can usually be saved with a Very
  Hard Medical Practice Maneuver if the wounds aren’t
  otherwise immediately fatal. If the wounds are fatal, they
  must be dealt with first, then the shock may be treated.
  DISEASE
  Disease treatment is fairly straightforward. A
  Medium Medical Practice maneuver will cure
  most disease. More exotic or unknown
  ailments require more difficult
  checks at the GM’s discretion.
  POISONS
  Poisons are usually
  treated by an antidote. It’s a
  Routine Medical Practice or
  First Aid maneuver to
  administer an antidote.
  VACUUM
  Treating vacuum
  damage with a pressure
  controlled room and the
  proper drugs requires a
  Medium Medical Practice
  maneuver (if a difficulty is
  not provided in the critical
  description). Treatment
  without the proper equip-
  ment requires a Sheer Folly
  maneuver (or +4 difficulty
  levels to the difficulty listed
  in the critical).
  RADIATION
  Radiation Poisoning
  requires gene therapy to
  heal. Straight regeneratives
  cause runaway cancer in
  someone with intense
  radiation poisoning (minor
  cancer in people with
  minor cases). Successfully
  creating a gene therapy is a
  Very Hard Medical Practice maneuver. Administering it
  is a Routine Medical Practice Maneuver.
  GENETIC DISORDERS
  Treating a genetic disorder is the same as treating
  Radiation Poisoning. The only difference is designing a
  gene therapy for a genetic disorder is Extremely Hard.
  DEATH
  Heroic Measures are detailed in Spacemaster:
  Privateers, page 105.
  
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  CHEMOTHERAPY
  A cursory glance at the healing rates in Spacemaster: Privateers shows that an average person with an average
  healing maneuver recovers from a broken rib in two days and a broken leg in eight. This is because all those
  healing times assume medical treatment, which assumes multiphasic chemotherapy with regeneratives. Proper
  chemotherapy requires a Medium Medical Practice maneuver.
  Type of Treatment
  Necessary Facilities
  Antidote, Common
  Supplied
  Antidote, Rare
  Excellent
  Antidote, Very Common
  Minimal
  Antidote, Ultra-Rare or Custom
  State of the Art
  Arterial Sealer
  Minimal
  Autodoctor
  Supplied
  Chemotherapy
  Supplied
  CPR
  None
  Cryochamber
  Supplied
  Cyberware Installation
  Supplied
  Dermal Closer
  Minimal
  Diagnostic Computer
  Minimal
  Disease
  Minimal
  Disease, Exotic
  Excellent
  Disease, Ultra Rare or Unknown*
  State or the Art
  Field Cast
  Minimal
  Field Splint
  Poor
  First Aid Kit
  Poor
  Gene Therapy
  Supplied
  Hypodermic Spray
  Minimal
  Laserscalpel (Field)
  Minimal
  Laserscalpel (Infirmary)
  Supplied
  Life Support Unit
  Minimal
  Medispenser
  Supplied
  Medscanner
  Minimal
  NPR Gear
  State of the Art
  Organ Transplant
  Supplied
  Organ or Limb Cloning
  State of the Art
  Prosthetics
  Supplied
  Scannerbed
  Minimal
  Shock
  Minimal
  Skeletal Knitter
  Minimal
  Skin Patch
  Minimal
  Stasis Chamber
  Supplied
  Stasis Chamber with SI monitor to make adjustments
  Excellent
  Stasis Bags
  Minimal
  Surgical Dermal Sealer
  Minimal
  Surgical Arterial Sealer
  Supplied
  Surgical Tissue Regenerator
  Supplied
  Surgical Dermal Sealer
  Supplied
  Surgical Tissue Knitter
  Supplied
  Tissue Knitter
  Minimal
  Tissue Regenerator
  Minimal
  Vacuum without a good airlock
  Supplied
  Vacuum with a good airlock
  Minimal
  *This assumes the disease can’t be treated without specialize equipment.
  
  10
  Spacemaster: Datanet
  Issue #1
  COST AND AVAILABILITY
  Seeing a doctor costs about 100-500 credits an hour,
  depending on tests. A hospital stay cost depends on the
  quality of hospital required to treat the wound (not the
  quality actually attended). See below for the cost break down:
  Required Hospital Quality
  Cost per Day
  Minimal
  1,000
  Supplied
  3,000
  Excellent
  5,000
  State of the Art
  10,000
  The ISC has never passed a Universal Health Care
  bill. The humans keep trying but the Falar keep blocking.
  The main argument that holds back the swing votes are
  the effects on taxes. Taxes on ISC worlds with local
  Universal Health Care laws approach fifty percent.
  They have managed to pass several bills to make
  Health Insurance available to everyone. People cannot be
  rejected for preexisting conditions or bad health. The costs
  can get high, but there are government programs that can
  help people who honestly can’t afford it, but the ISC is
  prosperous enough that most people don’t need aid.
  Health Insurance Costs are quite complex, but here
  are some general guidelines.
  Coverage
  Cost Per Month
  80% coverage, no limit on copay
  50 credits
  90% coverage, 500 limit on copay
  75 credits
  95% coverage, 100 limit on copay
  100 credits
  10-50 credit copay, any visit or drug
  150 credits
  +Spouse
  +50%
  +Child
  +50%
  +Per additional child
  +10%
  Hospitals and doctors offices are located most
  everywhere, and even in the free worlds most health
  insurance will cover the costs. Essentially, anywhere on a
  civilized, non-Jeronan world,  a character should be in
  range of an ambulance.
  In occupied or Jeronan space, characters are most
  likely going to have to pay or bribe their way into their
  own health care. Sometimes additional bribes will be
  necessary to keep things quiet after the characters leave
  as well.
  4.0 BLACK MARKET TECH
  The following information is mostly intended for a
  theoretical “Black Market Tech” book. Here you will see
  some of the more useful rules and items.
  4.1 PRICING
  Illicitly obtained gear can cover a wide range of
  pricing. All gear has a base cost (which is the cost for
  buying the item legitimately). Multiply the base cost by
  the availability modifiers to get the asking price from a
  black market source. Certain venues allow haggling, but
  for most, the asking price is final.
  Availability
  Cost Multiplier
  “Hot, hot, hot!”
  x0.01
  “It fell offa truck.”
  x0.1
  “Friend” pricing
  x0.9
  “I’ll need to see your paperwork.”
  x1
  “You came to the right guy.”
  x5
  “Ooooh. Tricky.”
  x10
  “You want who’s what now?”
  x100
  “Hot, hot, hot!” – This item is either so plentiful, so
  suspect, or so dangerous that the seller wants to
  move it. Fast. Buyer beware.
  “It fell offa truck.” – This is a comfortable item with
  a large supply. Either it wasn’t hard to get or the
  seller obtained it in large quantities. Either way, the
  seller is doing a volume business.
  “Friend” pricing – The availability is average but
  the seller wants to make a point. The price is slightly
  under the normal cost.
  “I’ll need to see your paperwork.” – This person is
  either purchasing legally or is getting the base value
  of the item. Average availability, low risk purchase.
  “You came to the right guy.” – This item is plentiful
  enough, but there are inherent dangers. Either it’s
  dangerous to stock or it’s dangerous to obtain.
  “Ooooh. Tricky.” – This item is illegal and danger-
  ous to traffic. This is probably the base availability
  for most genuinely illegal items (as opposed to
  nuisance smuggling items like banned entertain-
  ment and clothing from embargoed nations.)
  “You want who’s what now?” – This is for items that
  are strictly regulated and near impossible to obtain.
  They might be highly illegal, like nerve gas, or they
  might be difficult to move and hard to miss, like a
  room-sized medical scanner.
  4.2 BLACK MARKET GEAR
  Dear Mr. Director:
  Enclosed is a full report on the state of Black Market
  datanet sites in the ISC. Many of these sites are
  actually warehoused out of Free Worlds, but their
  intent is simple, put illicit or restricted materials
  into the hands of the ISC criminal community. I
  have also included, for your enlightenment, a
  fragment of one site we grepped before they back-
  tracked our address and shut down. It will give you
  an idea of how far this problem reaches.
  Signed,
  Special Agent Hiram Kastiga, BCI
  The following data is hot off the most carefully
  concealed black market site. It is classified FOUO
  (For Office Use Only).
  
  11
  Spacemaster: Datanet
  Issue #1
  4.2.1 ESPIONAGE EQUIPMENT
  Don’t just skim past this section yet, little campers.
  All this gear might have been designed for the spooks in
  the DFI, but I say that’s what’s good for the goose is good
  for the Falar. They call it espionage gear. I call it smug-
  gling equipment. If you think this gear ain’t useful, you
  ain’t thinking.
  CONCEALMENT HOLSTERS
  Hey, I get it. You don’t want the competition
  knowing you came to the meeting heavy. You need a
  good way to hide all that extra punch. So we got you two
  types of holsters, concealment and deep concealment.
  Concealment holsters look normal but they carry just
  under the clothing. Deep concealment holsters carry so
  far under the clothing that only your “special friend” will
  know the difference. Check our hair color and texture
  guide for furred races.
  Game Stats: A concealment holster
  grants a +20 bonus to hiding a weapon
  but it takes 30% activity to draw the
  weapon. A Deep Concealment Holster
  adds +30 to the chance to hide the
  weapon but it take 50% activity to draw
  the weapon.
  Concealment Holster Base Cost: 50
  Deep Concealment Holster Base Cost: 100
  FAUX SKIN PATCHES
  Maybe you got you a scar. Maybe you don’t like
  carrying a wallet. Maybe you want to wear a wire and
  your boss makes you walk around sensitive areas in your
  birthday suit. Whatever the reason, what you need is a
  Faux Skin Patch. This little beauty adheres to the skin,
  matching tone and texture automatically. It won’t hide a
  bulge, but you can always use it to conceal something
  thin, or if all else fails, you can create a new body cavity
  with a spoon.
  Game Stats: The use of a Faux Skin Patch grants a
  +30 bonus to hiding small, concealable items.
  Base Cost: 50 per half-meter-square patch.
  4.2.2 MEDICAL EQUIPMENT
  Let’s face it boys and girls, doctors have the racket.
  They get the big cred, they get the hot flesh, and they get
  the God complex. Worse, they rat to the cops every time
  you come forward with something that happens to look
  like a blaster burn. Bastards.
  So what does a kiddie do, playing it fast and loose at
  the bottom of the Big Pit?  Well I’ll tell you. You  go to
  some slap skin in a back alley and you have him cut you
  for a dose of ambrose. Then you hope that he doesn’t use
  while he’s tricking your cells into barely-controlled
  cancer in the hope that they might heal into something
  that vaguely resembles you shin bone.
  Enough. Here we got the goods and if you’ve got a
  steady hand and a willingness to hit the d’net, you too
  can cut for fun an profit.
  STASIS BAGS
  Damn. I don’t know how many times some hopped
  up junk monkey has lopped off my arm. What’s a guy
  s’pose’ta do?  Well with one of these stasis bags and a
  good patch of synthskin, you might make it to your local
  
  12
  Spacemaster: Datanet
  Issue #1
  slap skin to reattach the damn thing. If I ever meet the
  oort that invented the blaster, I’ll make him into a meter-
  tall plush-cuddly.
  Anyway, these stasis bags are fast and portable. Pop in
  an arm, the leg, the nibbly-bits—even your friends head—
  into this little jimmy, gather up any other important bits
  and beat feet. Then hope your doc is good.
  Game Stats: The stasis bag works like a
  stasis chamber on a smaller scale. It’s a
  good temporary solution but it’s only
  temporary. A stasis bag cannot keep a
  piece of organic matter preserved for more
  than one hour, but even the untrained can
  get some use from it. Any result of a failure
  or better on the operators maneuver results
  in at least six minutes of stasis. Better
  results produce better stasis times, as
  shown in section 3.2.
  Base Cost: 2,500
  SYNTH SKIN
  Skin is like a space suit for your guts. But what do
  you do when you’re deep in the thick and you suddenly
  spring a leak?  Well, Hell, kiddies, you pull out a patch.
  Just strip off the back layer and plop this onto a wound
  and who needs a slap skin?  Just make sure you don’t put
  it on backward or you might stick yourself to the next
  wall you touch.
  Game Stats: A patch of synth skin
  grants a +30 to any First Aid Maneuvers
  to stop bleeding (it also makes them
  Routine, so it’s a total or +60.)  It can
  handle any amount of bleeding. A
  successful Maneuver completely
  eliminates the first five points of
  bleeding from one wound. Further
  bleeding from the same wound is merely
  downgraded. The period of bleeding
  becomes per hour rather than per round
  as the character continues to hemor-
  rhage. Still, this is the perfect solution in
  the heat of battle.
  Base Cost: 100
  
  13
  Spacemaster: Datanet
  Issue #1
  4.2.3 WEAPONS
  It’s a dangerous universe, kiddies, and I have to say that
  God helps those that help themselves . . . to weapons. So do
  not go gently into that good night and all those others
  clichés. Walk softly and carry a reactionless gyro-gun.
  ANTI-TANK MISSILE SYSTEM
  Good God, you need what?  You aren’t picking this
  up in person. I don’t know you, buddy.
  Game Stats: This is a reloadable anti-
  tank weapon, firing ten-inch anti-armor
  missiles. The operator obtains a sensor
  lock and fires, allowing the missile to
  track in the air. This means the system
  can only be tracked during lock on . . .
  once the missile is in the air, it’s the only
  active emission. Conduct the attack
  normally. EW attacks work against
  missiles but tanks don’t move well
  enough to dodge like a space craft.
  Base Cost: System: 10,000; Missile: 1,000
  DEMOLITIONS
  Hey, we’ve all been there. You don’t just need to kill
  everyone in the building, you need to kill the building too.
  We aren’t here to judge, kiddie. We’re here to make your
  dreams come true. We supply only the finest military
  grade explosives, complete with your choice of timed or
  remote detonators. These charges are not pre-shaped. It’s
  do it yourself time, boys and girls. Drop us a line and tell
  us how it went if you still have fingers when you’re done.
  Game Stats: Demolitions are sold in
  arbitrary “units.”  One unit, when
  successfully used on a structure or
  vehicle, attacks on the Demolitions table
  on page 17. Setting a unit of demolitions
  requires a Medium Demolitions
  Maneuver. The amount of units used
  determine which mark cap to use on the
  table. It also grants a bonus to the
  attack, as shown on the Demolitions
  Attack Table.
  Base Cost Per Unit: 500
  
  14
  Spacemaster: Datanet
  Issue #1
  GYROPISTOL
  Hey, sometime you need a little extra help. This
  gyropistol fires self-propelled rocket rounds which fire into
  the bad guy. It’s easy-to-use, point and click technology, and
  if you don’t use explosive ammo, it’s really quiet like. So if
  you’re tired of energy weapons, but aren’t old-school
  enough for slug throwers, the gyropistol is the gun for you.
  Game Stats: The Gyropistol uses the
  Gyropistol Attack Table on page 18.
  There are a few different types of ammo.
  Solid rounds cause Ballistic Puncture
  Criticals. All ammunition types in
  Equipment Manual are available except
  for flechette rounds. Armor piercing (on
  solid rounds only), HEAP Nullifier,, and
  seeker versions of the ammo are
  available as well, and operate as
  described in Equipment Manual, page
  pp.40-43.
  Pistol Base Cost: 3,000
  Ammunition Bast Cost: 10 per round
  5.0 CARRIER SHOWDOWN
  These behemoths are the backbone of the ISC and
  Jeronan Militaries. The carriers are the master of the
  space battle, lightly armed but able to bring a massive
  amount of damage to bear via their fighter compliment.
  The carrier is the beating heart of any flotilla and it is
  likely that players will run afoul one type or the other
  (depending on their legal status) eventually.
  ISC CARRIER
  Crew: 1,474
  1366 General Crew Berths
  108 Military Staterooms
  Cargo: 9,000 Kiloliters (3,000 Metric tons)
  Mass: 292,939 Metric tons
  Hits: 316,374
  CAT:  XX
  Vacuum Power Rating: 20,344 (0)
  DB: 88
  Armor Belt: 8
  Defensive Screens: 80
  Escort Point Defense: 8
  EW: 65/0
  Cost: 7,950,851,678
  Top Speed: 2.05 Gs Loaded, 2.3 Unloaded
  Translight Capability: Level 2 Quantum Drive
  Atmospheric Capability: None
  Armament: 4 Mark 10 Blasters (Turret, +116) (x8)
  1 Mark 50 Torpedo Tube (25 torpedoes) (x2)
  1 Mark 40 Torpedo Tube (25 torpedoes) (x2)
  1 Mark 30 Torpedo Tube (25 torpedoes) (x2)
  1 Mark 20 Torpedo Tube (25 torpedoes) (x2)
  1 Mark 10 Torpedo Tube (25 torpedoes) (x2)
  Features: 2 Mark 50 Tractor Beams
  2 Mark 10 Tractor Beams
  Microfrequency Comm Rig (+Auxiliary)
  Tight Beam Comm Rig
  Quantum Comm Rig
  Agile Communication System
  Computer Translator
  Advanced Sensor Suite (+Auxiliary)
  RIF Generator (+Auxiliary)
  Artificial Gravity
  Workshop (38,958,385 CIP)
  Sick Bay (142 Capacity)
  17 S-17B Thunderstroke Fighters
  34 S-12B Hammer Fighters
  50 S-5B Sparrow Interceptors
  Auxiliary Vacuum Power Generator
  Auxiliary Reactionless Drive
  (.22 Gs Loaded, .25 Gs Unloaded)
  Auxiliary Quantum Level 1 Quantum Drive
  6 Docking Rings
  Top Quality Weapons
  Agile Targeting Computer
  10 Airlocks
  Overly Complex
  Poorly Shielded Engines
  Commentary:  The ISC Carrier is the powerhouse
  of the ISC military. With 2 Gs of acceleration, it can run
  relative circles around Jeronan Carriers in a one-on-one
  battle. In the early days of the war, the ISC even managed
  to fight in one-on-one battles. Unfortunately for the ISC,
  is wasn’t unusual to have to fight several of these battles
  in a row as wave after wave of enemy flotillas overtook
  the ISC ships.
  The fighter craft is the cheapest means of delivering
  iron on target, and it will be for the foreseeable future.
  Because of this the carrier is the most important ship in
  any fleet and the primary purpose of escorts is to keep
  the carrier from taking damage. If this battle tactic can
  be maintained, the ISC can deliver its destructive
  payloads via its S-12Bs and minimize the credit value in
  damage taken by the fleet.
  Practically, things have not run nearly this smoothly.
  Life on the carrier is of the highest quality, at least as
  far as ship-side Naval accommodations go. The carrier is
  a space-based city with movie theaters, dance clubs and
  other amenities, many inside the sensenet, of course. The
  selection of software and available processor time is
  unheard of on other Naval ships.
  There is one noteworthy detail about the carrier.
  While the engines can take this beast above 2 Gs, this is
  the maximum acceleration the hull can handle. If the
  ship tries to push harder than that, it takes an a pierce
  critical every hour. The captain can do this by throwing
  the battle switch and cutting off all safeties, but doing so
  is a court martial offense and the man had better have a
  good defense when the time comes.
  
  15
  Spacemaster: Datanet
  Issue #1
  The security on an ISC carrier is quite good. High
  security areas are invariably only accessible through a
  transport booth. They have separate power sources to
  keep them from going offline during emergencies. This
  gives the occupants a final defensive location in case of
  boarding action.
  JERONAN CARRIER
  Crew: 1,497
  1,407 General Crew Berths
  90 Military Staterooms
  Cargo: 3,000 Kiloliters (1,000 Metric tons)
  Mass: 196,990 Metric tons
  Hits: 196,990
  CAT:  XX
  Vacuum Power Rating: 14,110 (0)
  DB: 80
  Defensive Screens: 80
  Escort Point Defense: 8
  EW: 50/0
  Cost: 2,353,452,269
  Top Speed: 1.02 Gs Loaded, 1.16 Unloaded
  Translight Capability: Level 2 Quantum Drive
  Atmospheric Capability: None
  Armament: 1 Mark 10 Plasma (Turret, +110) (x10)
  1 Mark 50 Torpedo Tube (20 torpedoes) (x2)
  1 Mark 30 Torpedo Tube (20 torpedoes) (x2)
  1 Mark 10 Torpedo Tube (20 torpedoes) (x2)
  Features: 1 Mark 50 Tractor Beam
  2 Mark 10 Tractor Beams
  Microfrequency Comm Rig
  Tight Beam Comm Rig
  Quantum Comm Rig
  Computer Translator
  RIF Generator (+Auxiliary)
  Artificial Gravity
  Workshop (30,268,016 CIP)
  Sick Bay (145 Capacity)
  33 Wolverine Fighters
  33 Slashing Blow III Fighters
  33 Death Howl II Fighters
  Auxiliary Vacuum Power Generator
  4 Docking Rings
  Well Shielded Drives
  Shielded Weapons
  6 Airlocks
  Commentary: In the Jeronan military no one is
  more revered than the lone warrior, taking on the enemy
  with nothing more than claw and wit. In this new era of
  high-tech warfare, there is no better example of this than
  the fighter pilot.
  The Jeronan carrier is therefore the premiere post
  for a Jeronan officer. From here, the might of the Empire
  reaches across the ISC, devouring space with its constant,
  growing reach.
  The carrier is as much a city as its ISC counterpart.
  The main differences are in the amenities. Whereas the
  ISC carrier conducts much of its entertainment in
  sensenet, the Jeronan carrier dedicates its recreational
  space to dueling rings and gymnasiums. On this carrier,
  a person can live a life as brutal as on the surface of any
  planet.
  There is one noteworthy detail about the carrier.
  While the engines can take this beast above 1 G, this is
  the maximum acceleration the hull can handle. If the
  ship tries to push harder than that, it takes an a pierce
  critical every hour it tries something this serious. The
  captain can do this by throwing the battle switch and
  cutting off all safeties.
  
  16
  Spacemaster: Datanet
  Issue #1
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  17
  Spacemaster: Datanet
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  18
  Spacemaster: Datanet
  Issue #1
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SOURCE: textdata/thevault/Datanet/Spacemaster - Iron Crown Enterprises - Magazine - Datanet 01.pdf