TEXT: ICAR
  E Q U I P M E N T  I N D E X
  
  2
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  start simple
  C h a n g e  L i s t
  Added more equipment (Shakespear and Rampart).
  Added more description.
  Added sheet explanations.
  F o r e w o r d
  I
  car began in 1990 and has since grown and changed beyond all recognition of the original. The game 
  grew from two statistics to eighteen and then back to five. Skills changed and grew on trees and guns went 
  from hand drawn in pencil to fully 3D rendered models.
  Icar is the creation of a single person, Rob Lang but much of the fuel for the energy that has kept the game 
  going has come from a small group of dedicated players. For this rule set, I would like to thank the following 
  people in particular.
  Simon ‘Fish’ Aubury
  Gideon ‘Dwain’ Moss
  Andrew ‘Byrnie’ O’Byrne
  Jozef ‘Yeti’ Kundlak 
  Version: 7.14
  Publish Date: 01 Mar 2007
  Previous Release Versions: 5.1, Jan 2004
  Known Issues in this version:
   
  No index tables.
  Website: www.icar.co.uk
  Author: Rob Lang
  Contact Email: roblang@icar.co.uk
  Copyright: 1990 onwards. Robert I W Lang
  
  a window on a future world
  3
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  E q u i p m e n t  I n d e x
  I
  car has always been replete with technology. The 
  Equipment Index is dedicated to the application of 
  this technology in the form of gadgets, guns and 
  gizmos. All large objects have their own sheet of pa-
  per that is folded and given to the player. Clothes, 
  small gadgets and Gaia Entities are written elsewhere, 
  there is a place on the second character sheet, next 
  to the skills to put these.
  NEw STarTErS!
  If you’re new to Icar, then this book can seem a 
  bit daunting in the beginning. The scenario you’ve 
  downloaded will list what bits of technology will be 
  appropriate, so you need only print out those. It is 
  best to start simple and add new things slowly.
  If a player wants to use a bit of technology, then it 
  is up to them to understand how it works and how it 
  might be used. If technology is forgotten about by the 
  player then the opportunity to use it will have passed. 
  It is not the responsibility of the GM to remember who 
  has what and functions of all the technology in each 
  section.
  rarITy
  Rarity is the measure of how difficult it is to get hold 
  of something (in percentage). Unfortunately, Rarity is 
  quite subjective and location specific. For exampe, a 
  Hand Cannon is easy to acquire on a planet dedicat-
  ed to the contruction of firearms but next to impos-
  sible on planets with gun-restrictive laws. This value 
  can be used in two ways. Firstly, it can be used as a 
  guide to the GM and players when deciding if a cer-
  tain item of kit can be obtained. This system should 
  be used with care as decisions should be backed up 
  with a reason.
  The second  method is to use the value as a modifier 
  on a Street Deal skill roll. Use the Rarity as a nega-
  tive modifier by subtracting the Rarity from the Street 
  Deal skill before rolling. For example, if the character 
  has Street Deal at 50% and they wish to by a Nelson 
  H1 at rarity of 10%, they will need to roll under (50% 
  - 10%) 40%. A character can try every 5 hours to find 
  the goods (roll once for every 5 hours of game time).
  If a player does not have Steet Deal, then they will 
  need to find another method of obtaining the goods. 
  This is likely to include the use of contacts, Gaia and 
  knowledge. Of course, if they get someone else to 
  find the objects, then they might want to add a fee.
  ThE Black MarkET
  The Black Market is an illegal method of getting hold 
  of items. Most items (not Imperial Issue ones, like the 
  Qaxam) can be gained on the Black Market at much 
  reduced “Black” costs. However, the black market on 
  any planet is very difficult to find and often requires 
  local knowledge. The Black Market is normally little 
  more than a Gaia space that has been set aside for 
  trading less-than-legal goods at low prices. An Isis is 
  essential for the Black Market as it is used a guaren-
  tee of ownership. If something has been purchased 
  on the black market, then it is impossible for the Star 
  Enforcers to know this. Arrests are normally made by 
  infiltrating the Black Market Gaia space and following 
  transactions until the goods are handed over. It is also 
  illegal to be found in a Gaia space that is known as a 
  Black Market trading space.
  Some of the goods are often of poor quality and it 
  is wise to use a person knowledgable with the item 
  to check it over after purchase. Items on the Black 
  Market also differ in Rarity, so it may either be easier 
  or more difficult to get an object there.
  To find the Black Market: make a successful Street 
  Deal roll with the Hard modifier.
  OwNErShIP
  Expensive items (vehicles, space craft etc) have a 
  ‘Docket’ that describes both the owner and the item 
  itself. The Docket is a unique Gaia Entity that proves 
  that the item belongs to someone. The Docket Entity 
  is normally found either on the Rayengine (computer) 
  of the item or on a Datacard. Changing the owner 
  is easy if the owner agrees. The Docket can also be 
  hacked using a Hacking skill if the owner does not.
  F u l l  P a g e  S h e e t s
  T
  owards the back of this book, you will find a lot of 
  full-page images that can be printed out inde-
  pedent to the rest of this book. These represent 
  weapons, vehicles and space craft. Each sheet rep-
  resents the in-game Docket that the character would 
  own and contains all the rules and statistics that ap-
  ply to that item.
  The sheets should be printed, folded and handed 
  out to the player who’s character owns the Docket. 
  Chances are, each character sheet will be accom-
  panied with a wealth of these Docket sheets.
  Use these sheets as a phsyical form of who is holding 
  not much cargo but
  then it’s what’s
  inside that 
  counts
  
  4
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  or using an item.
  PrEParINg ThE ShEETS
  Before you can use them, a little bit of preparation is 
  needed. These are the steps:
  1. Print out the sheet and cut off the white edges.
  2. Fold down the middle, with the picture on one 
  side of the fold and features and notes on the other.
  3. Lay flat. The picture will look upside down to start 
  with but that will become obvious. This side contains 
  most of the useful information.
  4.The last fold is down the middle between the pic-
  ture and the most useful statistics.
  5. Finished. On the front side will be the picture of 
  the item, on the back, the useful statistics and on the 
  inside will be additional information and notes.
  rEaDINg ThE ShEETS
  The sheets might look a little daunting at the start but 
  once you get used to using them, then you’ll find that 
  they are simple to read. On the following pages are a 
  series of descriptions of how to read each of the main 
  weapons.
  
  5
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  wEaPON ShEET
  Picture
  This is what the weapon looks like. It’s 
  not to scale, so some of the larger 
  weapons can look small.
  Name / Version
  This is the name of the weapon and which 
  version it is. In this case, the name of the 
  gun is ‘Nelson’ and the version is H1.
  Cost, Type and Rarity
  Cost is the amount, in Imperium credits of the 
  weapon. The type is either Light or Heavy. Light 
  weapons use the Light firing skill and Heavy 
  weapons use Heavy Firing. Rarity is described at 
  the start of the book.
  Other Features
  The features indicates weapon abilities 
  that are not recorded elsewhere on the 
  sheet. Sometimes (like below), more 
  items can be purchased.
  Short, Medium, Long Range
  On the outside of the disc are the 
  weapon modifiers for the different 
  ranges. Add your Light or Heavy fir-
  ing skill (check the top right to find 
  out which one you use) and record 
  this in the middle of the disc. Shown 
  on this sheet is a character’s skill of 
  63%, adding the 10% modifier, gives 
  73% (as shown). Do the same for 
  Medium and Long ranges.
  Statistics
  These are the statistics of the weap-
  on. Blast Factor (BF) is the ability of 
  the weapon to penetrate armour. 
  Damage (DAM) is the amount of 
  hit points are reduced with each 
  round shots. Rounds per turn (R/T) 
  is the number of rounds fired in 3 
  seconds. Magazine (Mag) is the 
  number of rounds in a single mag-
  azine. Ammunition (Ammo) is the 
  type of ammunition the weapon 
  uses.
  Ammo
  A place to record the ammuni-
  tion you have for the gun. Write 
  a number for each magazine 
  for each.
  5
  5
  5
  Notes
  Some information about the 
  company and the weapon. 
  
  6
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  VEhIclE ShEET
  Picture
  This is what the vehicle looks like. It’s 
  not to scale, so some of the larger 
  vehicles can look small.
  Name / Version
  This is the name of the vehicle and which 
  version it is. In this case, the name of the 
  gun is ‘Anchorage’ and it has no version.
  Cost, Type and Rarity
  Cost is the amount, in Imperium credits of the 
  vehicle. The type is Grav, Heavy Grav or Bike. 
  Use the appropriate skill to drive the vehicle. AI 
  Power (AIP) gives the AI level of the car. See the 
  Society book for more information. Crew gives 
  the number of seats.
  Other Features
  The features indicates vehicle abilities 
  that are not recorded elsewhere on the 
  sheet. Sometimes (like below), it might 
  effect the skill level.
  AR and HS
  Armour Rating (AR) is the tough-
  ness of the vehicle’s body. The Hit 
  Points (HS) is the number of hits it 
  can take.
  Statistics
  These are the statistics of the vehi-
  cle. Speed is the top speed of the 
  vehicle. Manouvrebility (Mano) is 
  a rating of how well the vehicle 
  can change direction. See the 
  Elements for information on how 
  to use this. Acceleration (Accel) is 
  how much faster the car can go 
  at each turn.
  Notes
  Some information about the 
  company and the vehicle. 
  
  7
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  SPacE crafT ShEET
  Picture
  This is what the space craft looks like. 
  It’s not to scale, so some of the larger 
  spac craft can look small.
  Name
  This is the name of the space craft. 
  Space craft tend not to have ver-
  sion numbers.
  Notes
  Some 
  information 
  about the company 
  and the space craft. 
  Feature List
  Designers: The manufacturer
  Cost: The price, in Imperial Credits.
  Advanced statistics: Powerplant, Grav Engine, Light Jump en-
  gine, Armour.
  Weapon Systems: Whether the space craft has any weapons.
  Shields: The number of shields the ship has.
  Sensors: The type of sensors, or how well the space craft can 
  see.
  AIP: The AI Power of the ship, possibly an avatar. If there is an 
  avatar, use an Auto sheet for it.
  Tractor Beam: A beam that can draw things up to the ship from 
  within the given range.
  Cargo: The number of 10m x 10m x 10m space crates the ship 
  can carry.
  Escape System, Cabins: How many people can stay onboard.
  Dimensions (L/W/H): The length, width and height in metres.
  Time to orbit 
  and surface
  The time be-
  tween orbit and 
  the surface of 
  the planet. 
  Weapon Stats
  The statistics of any 
  pre-fitted 
  weapons. 
  There is no short range 
  for the ship based 
  weapons, only medi-
  um and long.
  Mano / LS
  Manouvrability (Mano) measures the 
  agility of the space craft, Light Speed 
  (LS) is the number of squares on a 
  cluster sheet the ship can travel. Point 
  to Point (PTP) means that the ship 
  does not need to leave the system to 
  perform a jump.
  Hull Statistics
  This 
  is 
  the 
  Armour 
  Rating (AR) and Hit 
  Points (Hits) of the 
  four main areas of 
  the space craft. ‘K’ is 
  shorthand for 1000.
  190K is 190 000.
  Shields
  On the inner ring is the 
  number of shields the ship 
  has. Record the number of 
  shields left on the outer ring. 
  The above example has 7 
  out of 15 shields left.
  Speed
  In the centre of 
  the disc is the 
  acceleration of 
  the space craft 
  (70). In the mid-
  dle ring is the 
  speed in atmos-
  phere (the star 
  is 
  1000s). 
  The 
  speed is 1500.
  
  8
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  G e n e r a l  I t e m s
  Item
  Rarity
  Price
  Black
  Weapons and Ammunition
  Projectile Ammo 2.2 Box 100
  5
  100
  10
  Projectile Ammo 2.2 None Lethal Box 100
  10
  10
  8
  Projectile Ammo 5.5 Box 100
  5
  250
  25
  Projectile Ammo 5.5 None Lethal Box 100
  10
  25
  15
  Projectile Ammo 7.4 Box 100
  15
  5 000
  500
  Projectile Ammo 7.4 Concussion Box 100
  50
  8 000
  1 000
  Projectile Ammo 7.4 Micromissile Box 100
  40
  10 000
  2 000
  Projectile Ammo 10.2 Box 100
  80
  10 000
  8 000
  Low Velocity Grenade (LVG) Box 10
  50
  1 000
  100
  High Velocity Grenage (HVG) Box 10
  70
  10 000
  1 000
  High Velocity Grenade (HVG) Napalm Box 10
  85
  15 000
  2 000
  3 Gauge Box 50
  30
  5 000
  1 000
  5 Gauge Box 50
  30
  5 000
  1 000
  10 Gauge Box 50
  60
  10 000
  1500
  15 Gauge Box 50
  60
  15 000
  2 000
  20 Gauge Box 50
  60
  20 000
  2 000
  Arms 2
  25
  5 000
  2 000
  Nelson H1 Standard
  10
  150
  100
  Havan 11
  15
  500
  200
  Raqax 2E
  90
  60 000
  55 000
  Hand Cannon
  99
  50 000
  45 000
  Arms 5
  33
  8 000
  6 000
  Arms 6
  36
  12 000
  6 000
  Havoc 1b (check entry for details)
  79*
  90 000
  85 000
  Boomstick
  Special - see sheet
  Astraripper 2E
  22
  40 000
  35 000
  Astraripper 2E BSV
  55
  50 000
  35 000
  Astraripper 5
  20
  15 000
  13 000
  Astraripper 5b
  30
  17 000
  15 000
  Hell Hound 2
  20
  15 000
  10 000
  Brainspiller 7
  40
  20 000
  15 000
  Brainspiller 7e
  70
  60 000
  55 000
  Chainsaw 2
  65
  60 000
  45 000
  Chainsaw 5
  60
  75 000
  60 000
  Chainsaw 7
  65
  100 000
  70 000
  Hell Hound
  20
  15 000
  12 000
  Korg 5
  60
  75 000
  65 000
  Papex 7
  80
  450 000
  420 000
  Forge A
  85
  210 000
  180 000
  Igniter DF
  95
  125 000
  115 000
  Photosythe
  85
  22 000
  21 000
  Vendetta
  90
  80 000
  70 000
  SSCI Qaxam 6
  100
  N/A
  N/A
  8
  
  9
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  SSCI Cataclyst
  100
  N/A
  N/A
  Vehicles
  Forrester Rover
  15
  8 000
  2 000
  Forrester Achorage
  10
  12 000
  4 000
  Forrester Achorage R
  20
  13 500
  6 000
  Forrester Sports V
  35
  75 000
  70 000
  Forrester Orbihaul
  25
  40 000
  20 000
  Zyntek Eagle
  25
  60 000
  50 000
  Zyntek Kestrel
  15
  15 000
  7 000
  Zyntek Vulture
  45
  25 000
  22 000
  Powertek Rattlesnake
  20
  2 200
  2 000
  Living
  Budget Room for 5 Days
  0
  50
  N/A
  Luxury Room for 5 Days
  20
  5 000
  N/A
  Budget Meal
  0
  2
  N/A
  Luxury Meal
  10
  75
  N/A
  Budget Kaisa (Beer)
  2
  1
  N/A
  Quality Kaisa (Beer)
  20
  4
  N/A
  Clothing
  Coveralls - Synthetics
  0
  10
  N/A
  Coveralls - Gate Specifications
  10
  200
  150
  Coveralls - Armoured (AR 15, HS 1k total)
  30
  1 000
  700
  Street Clothing - Full Outfit (medium fashion)
  20
  100
  60
  Street Clothing - Full Outfit (high fashion)
  50
  500
  450
  Business Suit - Full Outfit (bland)
  20
  150
  100
  Business Suit - Cross Patch (high fashion and highly desirable)
  40
  500 - 5k
  N/A
  Environment Suit
  20
  1 500
  1 000
  Environment Suit - Armoured (AR 15, HS 2K total)
  39
  6 000
  2 500
  Grav Bike Suit - Armoured (AR 15, HS 2K total + 50 stun)
  50
  10 000
  
  10
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  A m m u n i t i o n
  PrOjEcTIlE 2.2
  Blast Factor (BF)
  10
  Damage Range
  3-15
  Rarity
  5%
  Cost (box of 100)
  100
  Titanium, Tungsten and Sinite mix.
  NON-lEThal 2.2
  Blast Factor (BF)
  10
  Damage Range
  1
  Stun Given
  100
  Rarity
  10%
  Cost (box of 100)
  10
  A rubber and foam round that is designed to stun a target, rather than 
  do lethal damage. Stun is taken by target if their Armour Rating (AR) is 
  less that the BF.
  PrOjEcTIlE 5.5
  Blast Factor (BF)
  15-20
  Damage Range
  10-60
  Rarity
  5%
  Cost (box of 100)
  250
  Multiplate flechette Titanium and Sinite
  NON-lEThal 5.5
  Blast Factor (BF)
  15-20
  Damage Range
  1
  Stun Given
  200
  Rarity
  10%
  Cost (box of 100)
  25
  A rubber and foam round that is designed to stun a target, rather than 
  do lethal damage. Stun is taken by target if their Armour Rating (AR) is 
  less that the BF.
  PrOjEcTIlE 7.4
  Blast Factor (BF)
  40-45
  Damage Range
  40-100
  Rarity
  15%
  Cost (box of 100)
  5k
  Threaded, Titanium-Sinite-Tungsten Woven Fragmenting
  
  11
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  cONcUSSION rOUND 7.4
  Blast Factor (BF)
  10
  Damage Range
  200 (Stun only)
  Rarity
  50%
  Cost (box of 100)
  8k
  Fired from a Chain gun, this round explodes on the target and with great 
  force. Designed to knock Bionics off their feet.
  Rules
  If it hits, target must make a SHIFT roll with a -20 modifier. Target is not 
  damaged, just stunned and knocked over (prone).
  MIcrOMISSIlE 7.4
  Blast Factor (BF)
  30
  Damage Range
  40
  Damage Radius
  10m
  Rarity
  75%
  Cost (box of 100)
  10k
  Can be fired from a Chain Gun. This micromissile will automatically lock 
  on the target, which will be found as whatever the user is aiming at. If the 
  target moves, the missile adjusts its flight path. It is able to follow terrain 
  features and move through buildings. 
  PrOjEcTIlE 10.2
  Blast Factor (BF)
  70
  Damage Range
  50-500
  Radius
  50m
  Rarity
  80%
  Cost (box of 100)
  10k
  Titanium Tungsten round with Pow Tam Explosive head
  lOw VElOcITy grENaDE
  Blast Factor (BF)
  50
  Damage up to 5m
  100
  Damage 5m - 25m
  40
  Rarity
  50
  Cost (box of 10)
  1k
  Titanium Tungsten round with Pow Tam Explosive head
  hIgh VElOcITy grENaDE
  Blast Factor (BF)
  70
  Damage up to 5m
  400
  Damage 5m - 50m
  100
  Rarity
  70%
  Cost (box of 10)
  10k
  Titanium Tungsten round with Pow Tam Explosive head
  
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  hIgh VElOcITy grENaDE - NaPalM
  Blast Factor (BF)
  70
  Damage Range
  100 / turn
  Blast Radius
  25m
  Rarity
  85%
  Cost (box of 10)
  15k
  Fired from a High Velocity Grenade launcher, this grenade contains a 
  gel substance that burns upon contact with any gas. Anything within the 
  blast radius will be covered with this Napalm and will be suffer the dam-
  age given above. The Napalm burns for these10 turns. The only method 
  of stopping this process is to smother the burning areas for the 10 turns (30 
  seconds). Napalm does not work in no-atmosphere areas.
  
  13
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  G a i a  E n t i t i e s
  G
  aia Entities are cognisent programs that can 
  be placed onto the Gaiajack and used when 
  needed. The Gaiajack needs to be plugged 
  in to start the entities. Active entities are waiting to be 
  used. Inactive entities are sleeping. To wake up an 
  entity, you need to be either in a Public Space or in a 
  System in which you have control of the Entity Gen-
  erator (which you have in most volumes you own).
  Some Entities need the Gaiajack to remain plugged 
  in while they are in use, these are called Slave Entities. 
  Others can move around in Public Spaces or systems 
  that are owned and controlled by the user. Entities 
  can be Active and Inactive. An Entity may not move 
  into someone else’s secure system unless accompa-
  nied by the user (either hacking or with permission).
  Entities are Uniques by default. This means that they 
  cannot be copied. As they are Artificially Intelligent, 
  they need to be grown from source. Some can be 
  made relarively quickly, others not.
  Entities come in all sorts of shapes and sizes. The 
  cheapest ones tend to be simple geometric shapes. 
  More complex entities come in the form of real world 
  replicas, such as pets or people. Human looking enti-
  ties are very popular as they are easier for the gen-
  eral public to relate to. Most hackers will have all sorts 
  of shapes for entities, sometimes matching to form a 
  set of similar tools (such as birds of prey). The entities 
  given below come in a range of shapes and sizes. An 
  entity that might look cool should cost a little more.
  Most Entities can be used as many times as you like. 
  However, others are destroyed in the very act of us-
  ing them. These special Entities are called Single Use 
  Entities and the limits of their ability are listed in the 
  description.
  wrITINg yOUr OwN ENTITIES
  It is encouraged that you write your own versions of 
  the Entities listed in the Directory. To make your own, 
  you need the Skill Gaia Design. If you want to create 
  something with Artificial Intelligence self-sufficiency 
  then you need the skill Artificial Intelligence. The de-
  signer will need a Gaiajack, although a Public termi-
  nal will be enough to create the entity. The only cost 
  is time. The best rule of thumb is 1 hour per 100 credits. 
  For an AI system, it takes 2 hours per 100. 
  For example, taking the Shell Ent. Infotracker 20, 
  which costs 200 and is an AI; will take 4 hours to make 
  a similar system. In most cases, the player is better of 
  buying the Entity.
  PUBlIc ENTITIES
  Owned by a lot of people and used everywhere, 
  these entities are created by legal companies and 
  can be bought quickly across Gaia. Most of these en-
  tities have a very low rarity - you’re not bound to loca-
  tion in Gaia. The big three Gaia Entity companies are 
  Gaianware, Ellipsian Entities (or simply E2) and Shell 
  Entertainment (Shell Ent.).
  Infotracker
  Public search AI
  Type: AI
  A search AI has the Research skill at a low % but has 
  the ability to keep searching for something. The bet-
  ter the research skill of the AI, the more expensive it is. 
  The AI will only search for one thing at a time and the 
  user must describe in detail what it is they want. They 
  can be used to find out information, objects or peo-
  ple on Gaia. By their very nature, they are Free enti-
  ties and return periodically to the Gaiajack to report 
  findings. If the Gaiajack is not plugged in, it cannot 
  return any information. If the Gaiajack is not plugged 
  in for some time and the owner moves through real 
  space (not Gaia), then when it is plugged in, it will 
  take time for the Entity to find the Gaiajack. The fur-
  ther you move without the Gaiajack plugged in, the 
  more difficult it is for the Entity to find the user.
  Infotracker 20, Research 20%, Cost: 200, Rarity: 10%
  Infotracker 30, Research 30%, Cost: 400, Rarity: 13%
  Infotracker 40, Research 40%, Cost: 1000, Rarity: 14%
  Gaianware Infotracker 50, Research: 50%, Cost: 1500, 
  Rarity: 15%
  Gaia Personal Assistant
  Type: AI
  This Artifically Intelligent Entity will remain in one loca-
  tion and take/give messages for you. To allow any-
  one to leave a message, the Entity must be placed 
  in a Public Space. The Entity is a Free Entity and may 
  be sent with a message for a specific person with 
  instructions on how to give the message. Although 
  Unique through its AI, the appearance of the Entity 
  can either be the rather boring ‘Neohuman’, a very 
  generic looking human Entity or a unique and attrac-
  tive form. Attractive Personal Assistants cost more. 
  tools of the trade
  
  14
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  The more you pay, the more attractive they will be. 
  The Personal Assistant will not follow the user around 
  Gaia, it needs to be placed manually by the user. 
  Most people place a Personal Entity in the Public 
  Space of their apartment.
  Shell Ent. Personal Assistant. Neohuman. Cost: 200. 
  Rarity: 2%
  Shell Ent. Personal Assistant. Mythological Creatures. 
  Cost: 500. Rarity: 5%
  Shell Ent. Personal Assistant. Famous People.
  Gaianware. Personal Assistant. Male/Female. Cost: 
  400 - 5000. Rarity: 3%-10%
  E2. Personal Assistant. Executive Package. Cost: 6000 
  - 8000. Rarity: 11%
  hackINg ENTITIES
  Hacking Entities are illegal tools to assist the hacker 
  in breaking into Gaia volumes and moving around 
  in them. Some provide more information to allow the 
  hacker a better chance of finding their task, others 
  aid in dealing with Entities inside the system. Hacking 
  Entities cannot be bought legally through the usual 
  channels but may be sought through the Undergaia. 
  To get hold of an Entity, a hacker must successfully 
  pass a Hacking roll for each type of Entities they wish 
  to buy. This represents going onto the Undergaia and 
  finding someone to sell the Entity to them.
  Snoop
  Type: Not AI
  A snoop is an entity that can listen to doors and sense 
  what is beyond them. It is used to help the hacker 
  move through a network, avoiding searching sec-
  tions of the network not interesting to them. It can of-
  fer three different types of information about what is 
  on the other side of the link:
  - The type of node
  - The type of Entities on the node (if there are any)
  - The existence of Isis on the node
  A successful Hacking roll will allow the GM to reveal 
  one of the above three. A failed roll means that the 
  Snoop will be deactivated (set asleep).
  Undergaia. Snoop. Cost: 1100. Rarity: 70%. Multiple 
  use.
  Door Lock
  Type: Not AI
  This is a simple tool closes a door (link into a node) 
  temporarily. It stops Entities and Isis moving into the 
  node from that link. The Entity can be removed by 
  the Hacker and placed on another door if required. 
  This does not make the Entity deactivate. Door Locks 
  have a strength and this is the modifier against an-
  other Isis in the system removing the lock. If the Door 
  Lock is removed by another Isis, it is deactivated.
  Undergaia. Door Lock. Cost: 1000. Rarity: 74%. Difficulty 
  to remove: Easy. Multiple use.
  Undergaia. Door Lock. Cost: 1500. Rarity: 79%. Difficulty 
  to remove: Taxing. Multiple use.
  Safety Net
  Type: Not AI
  This Entity is placed into a node while the hacker is en 
  route to elsewhere. If the hacker is kicked out of the 
  system (by a security entity or Isis) then they only go 
  back as far as the safety net, not back to the public 
  space. Once placed, the Entity cannot be removed 
  or changed, therefore, it is a one-shot use. One Safety 
  Net may only be used by one Isis. Safety Nets can be 
  removed by another Isis in the system. Most hackers 
  carry two or three safety nets into a system.
  Undergaia. Door Lock. Cost: 2000. Rarity: 81%. Single 
  use.
  Double
  Type: AI
  When going up against another Isis in a system (nor-
  mally the system owner), the Double can be used to 
  confuse the defender. For a single turn, it distracts 
  the other user so that the hacker can either leave 
  the system or go deeper in. The defender will only be 
  distracted for a game turn (a whole Shift worth of ac-
  tions for the user of the Double).
  Undergaia. Double. Cost: 1100. Rarity: 73%. Single 
  use.
  Inside Man
  Type: AI
  The Inside man Entity is carried into a system by a 
  Hacker and left on either a node that connects to the 
  Public Space or a Backdoor node. When required, 
  Gaia  copies the real world, with all its imperfections
  
  15
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  the Inside Man can allow access to one Isis at a time. 
  Unfortunately, the Inside Man is Easy to spot for Isis but 
  goes unnoticed by Security entities. Once set up, he 
  cannot be moved or switched off. He can be used 
  for access many times, though.
  Undergaia. Inside Man. Cost: 5000. Rarity: 78% Single 
  setup, multiple use.
  harD lIghT ENTITIES
  These Entities may be ‘Animated’ in a Holoroom, they 
  include furniture, artwork and virtual living spaces. 
  It’s common for people to carry around a number of 
  Hard Light Entities of choice furniture for them to use 
  when on holiday, at work or at home. Think of these 
  as folding furniture that can fold up infinitely small 
  into the Gaiajack. To use, you must be standing in a 
  Gaiaroom or Holoroom. These are rooms that have 
  Hard Light projectors in them. Most Imperial space 
  Hotels, Offices and Apartments have Holorooms as 
  standard. Some public places will not allow you to 
  animate your own furniture - such as bars, restaurants 
  and so on.
  For simplicity, use the price guides from your local fur-
  niture shop for prices.
  every tool can become a weapon
  
  16
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  A u t o m a t o n s
  B
  uying an automaton is not like buying a car. It’s 
  more like buying a pet. Every Automaton is differ-
  ent. Buying an Automaton follows these steps:
  • Choose either new or second hand
  • Choose a Model
  • Decide on a name
  • Select a Personality Template
  • Add Skills
  NEw Or SEcOND haND
  Brand new Automatons have plain personalities, 
  whereas second hand, older Automatons can have 
  quite extreme personalities. Due to their quirky na-
  ture, older Automatons are more expensive than new 
  ones. Older Automatons also appear to have more 
  ‘common sense’, because they are used to operat-
  ing in a human world. New Automatons are treated 
  like children that have a gift for a few defined sub-
  jects but are terrible in general social situations.
  The Appendix of this book shows new Automatons 
  only. To make up a second hand one, use the given 
  new ones, reduce the hit points to indicate dam-
  age, set the personality as an extreme version of 
  one of the templates and add some skills. To calcu-
  late cost, make up the Automaton as if it is new and 
  then multiply using the following table. For really old 
  Automatons (100 years or more), then their value can 
  be just about anything. The Auto can be too eccen-
  tric to be useful to anyone or be very knowledgeable 
  and thus priceless.
  Age
  Multiply by
  1-5
  x1
  6-20
  x2
  21-50
  x3
  51-100
  x4
  100+
  See above
  Costing assistance table
  chOOSE a MODEl
  Automatons come in two forms, Humanoid and 
  Industrial.
  Humanoid Automatons are designed to integrate 
  with society. They are based on the human form. The 
  more expensive ones have realistic synthetic skin and 
  are difficult to tell apart from humans without using 
  some sort of sensors. All Humanoid Automatons come 
  with a basic personality and a basic human empathy 
  such that they can hold conversations and under-
  stand tone and meaning.
  Industrial Automatons are more like complex robots of 
  old. Normally large, strong and designed to perform 
  a particular range of tasks. They simply obey human 
  instructions and are trained such that they have an 
  affinity with technical subjects. They understand any 
  tools that are fitted to them and are normally trained 
  to be able to work on a particular group of tasks.
  DEcIDE ON a NaME
  A name might be a frivolous idea to the players and 
  characters but to the Automaton, it’s very important. 
  It is the first connection that the Automaton has to the 
  human world.
  Applicable to new Automatons only.
  SElEcT a PErSONalITy TEMPlaTE
  An Automaton’s personality is represented by a cut-
  down Deviant Wheel, similar to the one on the normal 
  character sheet. A Personality Template is an initial 
  Deviant Wheel that you pick from the list given below. 
  Over time, the Automaton’s personality will grow from 
  this first step.
  An automaton is judged by a cut down Deviant wheel: 
  Serious, Calm, Introvert, Machine, Virtuous. And their 
  opposites are on the other side of the wheel. The dif-
  ferent facets are described below:
  Serious
  A serious Automaton is one that hasn’t yet developed 
  a sense of humour. A sense of humour is normally as-
  sociated with Automatons that have lived through a 
  lot. Therefore, brand new automatons are unlikely to 
  have a well developed sense of humour.
  if you’re exploring an unchartered alien world:
  take everything with you
  
  17
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  Calm
  Most Automatons appear to be calm when they 
  are new but they soon become excitable. If your 
  Automaton will be under fire, this facet should be 
  high. If your Automaton will be looking after children, 
  then a low value is preferred.
  Introvert
  An introverted Automaton is a quiet one and keeps it-
  self to itself. It will not go out of its way to make friends 
  and be helpful to humans. However, if talked to then 
  an introverted Automaton will politely hold conversa-
  tion.
  Machine
  This is a measure of how machine-like the Automaton’s 
  personality is. It is intrinsically linked to the other per-
  sonality facet. Initial personality templates are always 
  set to 4.
  Virtuous
  This is a measure of how naive the Automaton is. Will 
  it automatically believe anything that’s told to it or is 
  it a more questionning automaton. Initial personality 
  templates are always set to 4.
  PErSONalITy TEMPlaTES
  Amicable
  The Amicable personality template is a good start-
  ing point for any Automaton buyer. An Amicable 
  Automaton is calm, respectful and serious. It is how 
  you might expect an Automaton to be.
  Clown
  The clown is a lively, fun and outgoing. They 
  make excellent companions rather than business 
  Automatons.
  Austere
  The Austere Automaton is ideal for business. Serious, 
  calm, capable and an air of servitude. This Automaton 
  personality will not embarrass you or your company.
  aDD SkIllS
  Adding training to your auto. Automaton skills come 
  at a percentage, cost a certain amount of money 
  and take time for the Auto to learn. The more com-
  plex the skill, the more expensive it is and the longer it 
  takes to learn.
  
  18
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  Skill
  Price
  Time
  Start
  Max
  Space Craft Know
  11 000
  8h
  30
  60
  Space Craft Systems
  24 000
  14h
  20
  40
  Mechasys Know
  7 000
  6h
  30
  60
  Mechasys Systems
  9 000
  6h
  20
  40
  Vehicle Know
  7 000
  6h
  35
  60
  Vehicle Systems
  9 000
  6h
  25
  40
  Energy Know
  8 000
  7h
  30
  60
  Energy Systems
  10 000
  9h
  20
  40
  History
  5 000
  5h
  20
  70
  Law
  5 000
  5h
  20
  70
  Ecopolitical
  10 000
  20h
  20
  60
  Socioeconomics
  15 000
  30h
  20
  40
  Botanics
  10 000
  20h
  20
  60
  Biological
  10 000
  20h
  20
  60
  Food Science
  15 000
  30h
  20
  40
  Macroecology
  15 000
  30h
  20
  40
  Physical
  10 000
  20h
  20
  60
  Macromechanics
  15 000
  30h
  20
  40
  Astromechanics
  15 000
  30h
  20
  40
  Bike Pilot
  8 000
  10h
  20
  40
  Grav Pilot
  8 000
  10h
  20
  40
  Heavy Grav Pilot
  8 000
  10h
  20
  40
  Cruiser Pilot
  10 000
  15h
  20
  40
  Med Basic
  8 000
  10h
  40
  60
  Med Diagnosis
  15 000
  15h
  20
  60
  Med Surgery
  30 000
  30h
  20
  60
  Automaton Skills
  
  19
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  e
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  p
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  a
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  y
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  e
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  h
  n
  o
  l
  o
  g
  y
  Loki Expeditionary Technology provides expeditionaries with a high quality of tech-
  nolog. Since 92000, Loki has sold their wares through a network of Loki dealers. All 
  equipment has a rarity of 93%, and to find a dealer requires a Difficult Streat Deal 
  roll.
  Helmet Collar
  Expands to fit over head at 
  the touch of a button.
  AR: 5. HS: 2000.
  Encumberance: 0.
  Cost: 10 000
  Polyceramic Knife
  Toughened fighting knife. Does not 
  show on weapon scans.
  BF: 5. Encumberance: 0.  Cost: 900
  Expedition Harness
  Helps the user carry more equip-
  ment. Shift > 3 to use.
  Encumberance: +3. Cost: 550
  TiSi X-Weave Armoured Coat
  AR: 40 for all except head.
  HS (H, LA, T, RA, LL, RL): 0, 100, 400, 100, 
  100,100
  Encumberance: 2. Cost: 40 000
  Fighting Glove
  A lightweight glove that acts as a 
  blunt when punching in close com-
  bat without needing to change 
  weapons. 
  Encumberance: 0. Cost: 2000 pair.
  Paramedkit
  Lightweight Medkit made entirely from 
  polyceramics.
  Encumberance: 1. Cost: 4000
  Prospace Comms
  Communicate instant-
  ly withing a system. 
  Unhackable.
  Encumberance: 
  0. 
  Cost 2000
  
  20
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  Survium Impact Suit
  Protection against falling. AR 2 
  for all except head.
  HS (H, LA, T, RA, LL, RL): 0, 1000, 
  2000, 1000, 1000,1000. Wearer 
  takes half stun.
  Encumb: 1. Cost 2000.
  Climbing Boot
  Super grip boots allows quicker 
  wall and Mesh climbing. +20% 
  Scale Wall. Otherwise SHIFT -1.
  Enumberance: 0. Cost: 300. 
  Stealth Boot
  Hardened shell and ac-
  tive silence tread.
  +20% to Stealth. 
  Encumberance: 0. Cost: 
  850.
  Glass Laser Pen
  As used by emergency crews. Cuts through any toughed 
  glass. A human sized hole can be cut in 2 rounds. Needs 
  another 2 rounds to charge. 
  Encumberance: 0. Cost: 900.
  Climber Sensor Pack
  Non-Gaia 
  device 
  that 
  calculates weather, tem-
  perature, pressure, radar 
  altitude and gives audio/
  visual (soft light) warnings.
  Encumberance: 1. Cost: 
  1100.
  Monowire Disc
  1mm thin wire for climbing in motor-
  ised drum. Can life 500kg  but will hold 
  1200kg. Rate of ascent: 10m/turn. Allows 
  scaling of walls without skill.
  Encumb: 1. Cost: 2000.
  Climbing Discs
  For use with monowire. Climbing discs are small 
  grav units that stick to a flat surface. Max hold 
  weight: 1200kg. Packs of 5. Encumberance: 1 for 
  5. Cost 1200.
  
  21
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  Shakespear
  p
  kes
  akakesp
  Weld Tape
  A strong metal sticky tape 
  for fixing any two things to-
  gether. Once fixed it needs 
  to be cut like a metal. AR: 3. 
  (Gaffer tape)
  Cost: 20 per roll. Enc: 0.
  Poraq Flux Cable
  In several lengths with high power 
  rating. Can move power and data 
  between any two points. Cost: 100. 
  Screamer
  Once 
  clamped 
  around a flux ca-
  ble or information 
  hub, this unit can 
  act as a secure 
  Gaia link to one 
  terminal only. Can 
  not be hacked. 
  Cost: 200 for 5. 
  Enc: 0.
  Since 75667, Shakespear Technics have been leading 
  the field. Based in the Jug cluster of Remmar. This small 
  company design and manufacture a stagging amount 
  of equipment for those unable to afford high tech 
  Sayshellian equipment. Shakespear equipment is easy 
  to find second hand but a bit more tricky to find new.
  Energy Cutter
  A cutter that will go through just 
  about anything. The circular 
  blade is made from a rotating 
  raw energy disc, which disap-
  pears when off. Whole cutter 
  collapses down for easy car-
  rying (2 turns to get out or put 
  away). Useful for cutting into ve-
  hicles, airlocks, fire doors or just 
  about anything. Cuts at about 
  50cm per turn. BF: 90.
  Cost: 800. Encumberance: 1.
  Torque Gun
  If it is fitted rotationally, then the torque gun can remove 
  it. Good for opening doors and airlocks as well as fixing 
  things.
  Cost:150. Enc: 0.
  Poraq Generator
  A solid state Durallium Generator for producing 
  power to keep systems running or regenerating 
  old generators more powerful than itself. Most 
  Grav vehicles can be powered for a short time 
  on this generator (not Heavy Grav). Cost: 500. 
  Encumberance: 1.
  
  22
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  Shakespear
  p
  kes
  akakesp
  Allosealer
  Joins two materials together. Rethreads alloys, poly-ceram-
  ics and non-biomatter at a rate of 50cm every 3 seconds for 
  a normal door. Cost: 300. Encumberance: 0.
  Third hand
  Grav Addisted hand for holding items while being created or repaired. Floats in 
  whatever orientation the user requires. Cost: 430. _+10% to any Systems Skill roll. 
  Encumberance: 0.
  Tech harness
  Ergonomic 
  har-
  ness for holding 
  lots of technical 
  items. Shift > 4 to 
  use. 
  Cost: 660
  Encumberance: 
  +2.
  Nanofactory
  A self contained factory that can take in raw materials (such as metals, 
  ore and minerals) and a design and from those make any object (from 
  generator parts through to weapons). The Nanofactory may alsoa be 
  used to recycle metals from objects that are no longer of use. While in 
  creation, the nanofactory should be kept as still as possible. A part can 
  take between 10 minutes and 10 hours, depending on complexity. The 
  Nanofactory cannot make a part that is larger than itself (20cm wide 
  and 40cm long). Larger objects can be made from many components 
  parts joined by hand.
  Requires a Systems skill check to use, a Design roll to create the design 
  for the part and a Wit roll to spot problems. Requires Gaiajack for inter-
  facing design. Cost: 2500. Encumberance: 2.
  Mechanical Iris Opener
  Forces open iris doors that are found on starcraft airlocks
  and docking ports. Can open 10m hope in any door in 4 
  turns. Cost: 600. Encumberance: 1.
  
  23
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  Shakespear
  p
  kes
  akakesp
  Energy Valve
  Controls the energy along flux 
  cables using a Gaiajack and 
  a secure Gaia link. Useful for 
  cutting power to generators, 
  grav engines or airlock doors. 
  You might need to cut into 
  the wall to get to the cable in 
  the first place.
  Cost: 90. Encumberance: 0.
  Grav Field Generator
  Requires an energy supply (Such as the 
  Poraq Generator). Creates a Gravity 
  field in any direction within a 15m bub-
  ble. Removes the need to use 0g opera-
  tion skill. Anything that leaves the bubble 
  will be back in normal gravity.
  Cost: 580. Encumberance: 1.
  
  24
  Equipment Index v7.0 © 1990 onwards  R. I. W. Lang :: www.icar.co.uk
  RAMPART
  Rampart are the longest running high tech com-
  pany and have been offering expeditionary tech-
  nology since the Aran War. Although expensive, 
  the equipment on offer is difficult to find from any 
  other supplier. 
  Rarity of all items: 70%
  Ammunition Beamer Magazine
  A range of magazines for any calibre 
  of projectile weapon (5.5 shown). Does 
  not cater for energy weapons. Can 
  feed rounds up to 600 per 3 seconds 
  (1 turn). Draws power from internal 
  generator. No installation required, just 
  click the magazine in power up and 
  connect to a pod or spike. On starting, 
  password is verbal and recognised by 
  the pod or spike that is serving the am-
  munuition. Incorrectly beamed rounds 
  are rejected automatically.
  Encumberance as per the normal siz-
  es.
  Cost: 10 000.
  Ammunition Beamer Pod
  This hand carried device stores ammo of one 
  type and then beams the ammunition to one 
  or more beamer magazines. Due to the lossy 
  nature of beaming, 10% of all rounds fired are 
  duds. Ammo is beamed only to those maga-
  zines with the correct codes. Can accept am-
  munition from the space craft spike. 
  Capacity: 800 x 2.2 or 600 x 5.5 or 500 x 7.4.
  Range: 10km from pod to magazine.
  Jamming: Due to the nature of prospace, pod 
  is easy to jam. It’s possible that no rounds will 
  arrive.
  Cost: 25 000. Encumberance: 2.
  Long Range Beamer Spike
  Mounted on a space craft of heavy grav ve-
  hicle, this spike is 7m long and used for serving 
  ammunition to ammo pod only. Can be used 
  from low orbit as long as the planet does not 
  get in the way. May beam different ammuni-
  tion to different pods.
  Capacity: As big as the cargo bay is.
  Range: Low orbit or 100km.
  Jamming: Due to the nature of prospace, 
  pod is easy to jam. It’s possible that no rounds 
  will arrive.
  Cost: 100 000. 
  
  NELSON H1
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  Features
  Cost: 150
  Type: Light
  Rarity: 10%
  Grav Balancing - Balances the weight of the weapon, reducing any ‘kick’.
  Options:
  Silencer. The weapon is silent beyond short range.
  Optax Sighting. Fits snugly on top of giving +0, +10, +10. Cost 150cu.
  Power Setting. Increase the power of one round. Requires successful Weapon System 
  Roll to fit. Dam 20, R/T 1. Cost 250cu.
  Chain Feed. Converts magazine to chain feed. Must use chained 2.2 rounds. Requires 
  successful Weapon Systems roll. Mag: feed. Cost: 250cu.
  Palm Print ID. Stops anyone other than the owner firing the weapon. Requires success-
  ful Weapon Systems roll. Cost 175cu.
  Notes
  Sold in millions, the Nelson is by far the most popular personal defence weapon avail-
  able. Its light weight construction and sturdy design means that even the uninitiated 
  can fire the Nelson with a good degree of accuracy. Dispensing 5 rounds every 3 
  seconds, the H1 can decimate most human targets in 6 seconds! Mostly used by 
  paranoid executives and those living on planets with potentially dangerous species 
  of animal.
  The Nelson has been around for many years and its simple design there are hundreds 
  of modifications available. However, many of these are created by small, unlicensed 
  companies, thus the quality of parts cannot be guaranteed. Those included above 
  are officially included by Napalm, the main manufacturer.
  A compact and light weapon that can survive neglect
   and produce a reliable shot every time.
  Pistol
  10
  12
  5
  20
  2.2P
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  Arms 2
  Features
  Cost: 5000
  Type: Light
  Rarity: 25%
  Grav Balancing - Balances the weight of the weapon, reducing any kick.
  Pistol
  15
  30
  5
  5
  5.5P
  Notes
  A brave move by Napalm was to create the Arms 2 pistol. After the success of the 2.2 
  firing Arms 1, the Arms 2 is a bold advance toward Imperium-like high power pistols. 
  The Arms 2 is a well balanced weapon that combines power and accuracy within 
  reasonable ranges for an affordable price.
  The Arms 2 is an incredibly powerful hand gun and with one shot will tear a foot-wide 
  cavity in an unmodified human’s torso. Unfortunately, this power is offset by the lack 
  of accuracy at long ranges but this is rarely required by those who carry it as their 
  side-arm.
  The only competitor to the Arms is the Imperium’s Raqax series, which the Arms 2 at-
  tempts to replicate (with some success). The Arms 2 can be purchased by members 
  of the public at a fraction of the Raqax’s cost. Its sheer power will make it a favourite 
  for years to come.
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  HAVAN 11
  Features
  Cost: 500
  Type: Light
  Rarity: 15%
  Reliable. Unlikely to jam. On a roll of 100 to fire, the user rolls a D10 and on a 10, the 
  weapon jams. Once jammed, the weapon is Easy (-20%) on Weapon Systems skill to 
  clear.
  Small. Can be fired one-handed and uses the pistol skill.
  Double Size Magazine. As well as the standard 25 round clip, 50 round magazines are 
  available (see below).
  Notes
  A simple, sturdy machine pistol. Highly valued by gangs for its ability to be hidden 
  under clothes. This post has been made extremely fashionable by the Gaia movie 
  industry.
  For those wanting to spit bullets roughly at a target, this is the ideal weapon.
  Pistol
  10
  10
  15
  25/50
  2.2P
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  RAQAX 2E
  Features
  Cost: 60 000
  Type: Light
  Rarity: 90%
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick.
  Silent. Past short range, the weapon cannot be heard.
  Easy to Maintain. All Weapon Systems and Weapon Design rolls are Easy.
  Spring Loaded Holster. Gives a +2 to Shift when quick drawing.
  Notes
  By far the most powerful projectile handgun ever made, the Raqax is the pedigree of 
  a long line of handguns. Originally used purely by the Star Fleet Special Forces, the 2E 
  is now issued to Star Enforcer Investigators. 
  A combination of a powerful Grav balancing and an up-to-the-minute sight make this 
  pistol very accurate to fire. Unfortunately, the weapon is very rare as few are decomis-
  sioned by the Imperium. They tend to be used to destruction. Copies can be found 
  that are almost as powerful but do not posses the same build quality.
  Pistol
  20
  30
  5
  30
  5.5P
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  Thompson Hand Cannon
  Features
  Cost: 50 000
  Type: Light
  Rarity: 99%
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick.
  Notes
  Born on Acerine Prime (Baeleris Cluster) in 91961, Kyle Thompson has grown to be one 
  of the most respected independent weaponsmiths in Dorian. Specialising in Chain 
  Sniper Rifles and Pulse Lasers, Thompson made his name without the backing of ad-
  vertising or mass production. The Hand Cannon was a project instigated by a local 
  vigilante group called The Fear who required a pistol that fired 7.4 projectile ammuni-
  tion, normally only used in large chain weapons. The leader in the field, this weapon 
  does not compromise in any way, a mark of the maker’s quality. An original Thompson 
  is expensive and rare to come by, however Thompson soon released the plans of the 
  Hand Cannon on general release so that his design could live on in the work of the 
  other weapon smiths around Imperial Space.
  The Hand Cannon is not subtle, quiet, 
  small nor lightweight but it is best in 
  the class of one.
  Chain
  40
  90
  10
  10
  7.4P
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  Features
  Cost: 8000
  Type: Heavy
  Rarity: 33%
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick.
  Small Magazine. Two magazines count as 1 Encumberance, instead of 1 for 1.
  ARMS 5
  Notes
  As customers called for more expeditionary equipment, Napalm answered the call 
  with the Arms 5 assault rifle. The Arms 5 provides the modern mercenary with reliability, 
  accuracy, flexibility and firepower without burning a hole in their funds. The mainstay 
  of the Arms 5 is the medium-power 5.5 machine gun that spits 6 rounds per second 
  from its large 40 round magazine. It achieved this rate of fire by having three spinning 
  barrels, rather than one static one.
  The secondary feature of the Arms 5 is the Grenade Launcher. This Low Velocity 
  Grenade system can be used to deliver smoke, incendiary or fragmentation explo-
  sives to a precise location. This added flexibility and has proven very useful with users 
  throughout the Fringe and Lone systems where being able to switch between tasks 
  easily is vital to survival.
  The Arms 5 is a large, medium firepower machine gun that may not be the best selling 
  on the market but is certainlly excellent value for the modern mercenary.
  Rifle
  20
  40
  20
  40
  5.5P
  Grenade
  1
  3
  LVG
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  Features
  Cost: 12 000
  Type: Heavy
  Rarity: 36%
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick.
  Easy to Repair / Upgrade. All Systems rolls have -20%, cancelling out the modifier if a 
  System skill other than Weapon Systems is used to fix it.
  Easy to Improve. All Weapon Design rolls have -30% to them.
  Concealable. May be hidden beneath clothing, making it Hard to detect.
  NAPALM ARMS 6 ‘FURY’
  Notes
  Napalm have cornered the market with the Arms 6. Both security forces and profes-
  sional expeditionary teams use the Arms 6 exclusively. More reliable and more power-
  ful than the Arms 5, the Arms 6 makes better use of its power supply by fully integrating 
  the projectile and grenade launcher.
  The Arms 6 benefits from knowledge gains from the extensive field testing of the Arms 
  5. The result is a compact, medium-1power machine gun that can spit 10 rounds per 
  second. Thus, it rivals the Imperium’s Havoc 1B, which is commonly used amongst the 
  Star Enforcers. The grenade launcher feels like an integrated part of the assault rifle, 
  rather than an after thought.
  Although not in the league of the Havoc,
  the Arms 6 is popular and mass produced, 
  available to anyone with the money to 
  buy it.
  Rifle
  20
  40
  30
  40
  5.5P
  Grenade
  1
  3
  LVG
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  HAVOC 1B
  Features
  Cost: 24 000 (base cost, although ex-Imperium weapons may fetch 90 000)
  Type: Heavy
  Rarity: 79% (outside of the Star Enforcers, otherwise 5%)
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick.
  Easy to Repair / Upgrade. All Systems rolls have -20%.
  SSCI Sensor Sight. When firing, the user can use Extended EM (Infra Red and UV), 
  Electrogrid (EG) and 360 degree, 50m Motion Tracker (MT).
  Briefcase folding. At a press of a button, the weapon turns into a briefcase for easy 
  transport. It is Difficult to detect as a weapon in this form and takes 1 turn to convert 
  in either direction.
  Notes
  By far the most influential firearm in the Imperium, the Havoc 1B was released when 
  the Star Enforcers required a rifle to cope with the crime wave that the ailing Federal 
  Police had left in their wake. The 1B is designed for upgrades and includes many de-
  sign features that allow modifications (such as power capacity). The Imperium has 
  issued many add-ons to the rifle to make it more useful to the typical Enforcer.
  Although prevalent across the Imperium, very few manage to get into the public 
  domain. Star Sci feared that the technology used in this weapon would be copied 
  in the public domain, handing similar power to the general public. These fears were 
  confirmed with Napalm’s Arms 6. The Havoc still wins hands down with its excellent 
  build quality and extremely good accuracy using the purpose made SSCI sight.
  You wouldn’t want to be on the receiving end of it but, chances are, you will be.
  Rifle
  15
  60
  15
  35
  5.5P
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  BOOM STICK
  Features
  Cost: Special - see below
  Type: Heavy
  Rarity: Special - see below
  Getting the Boom Stick. The Boom Stick is not produced commercially but anyone 
  with the time and the right skills (or the money to hire those with them) can get the 
  plans, build the weapon and the ammunition. Here’s how:
  1. Find the plans on Gaia: Hacking pass.
  2. Find explosives for ammo in black market: Street Deal pass.
  3. Build weapon: Weapon Systems pass at Hard (takes 80 hours, material cost:900c)
  4. Build Ammo: Weapon Systems pass at Hard or Explosives pass (1 hour and 500c for 
  10)
  AI Guided Ammunition. A lock is required on the turn before firing. Once the ammuni-
  tion leaves the barrel it separates into a swarm of micro missiles which track independ-
  ently towards the target.
  Notes
  Created by Weaponsmith Aemanon by request of Toby Larone, the Boom Stick is 
  an unusual weapon. Each barrel is loaded with 36 2.2 sized micromissiles on a frame. 
  Once the user has a lock, one or both barrels can be fired. As the ammunition exits 
  the barrel, it detaches from the frame and begins tracking to the target. On reaching 
  the enemy, each micromissile explodes 
  with a 5 metre radius.
  Stick
  30
  720 (5m)
  2
  2
  2.2 MM
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  Notes
  Still the favourite weapon for Borgs, this chain gun was designed specifically for expe-
  ditionary Borgs that had Chain ammunition storage but no weapon that had a decent 
  rate of fire for an affordable price. Napalm worked hard at making the Astraripper se-
  ries as reliable as possible - the intended users are rarely in a situation where time can 
  be taken to strip the weapon to remove a stuck round. This was definitely a core sell-
  ing point of the Chain gun and word of mouth soon spread about how much abuse 
  the weapon could take before it started to jam.
  The Astraripper 2E has seen service around the Imperium, but only by enthusiastic Star 
  Fleet Troopers who enjoy firing weapons with more grace than the brutal Pulse Laser 
  issue weapons.
  The 2E is also infamous for being used by Criminal Syndicates, often referred to as the 
  “Cop Exterminator”, as being the most common rifle for taking down Star Enforcers.
  Features
  Cost: 40 000
  Type: Heavy
  Rarity: 22%
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick. 
  However, the balancing is not enough for humans, Meat > 8 to fire. Otherwise, weap-
  on is counted as Difficult to fire.
  Weapon Link. If the Augmented user has a Weapon Link, then this weapon can be 
  used automatically.
  Reliable. Unlikely to jam. On a roll of 100 to fire, the user rolls a D10 and on a 10, the 
  weapon jams. Once jammed, the weapon is Easy (-20%) on Weapon Systems skill to 
  clear.
  ASTRARIPPER 2E
  Chain
  40
  80
  100
  Feed
  7.4P
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  ASTRARIPPER 2EBSV
  Features
  Cost: 50 000
  Type: Heavy
  Rarity: 55%
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick. 
  Collapsable. Reduce into small, concealable parts in only 2 turns. Concealed weap-
  on is Taxing to spot
  Notes
  This is the Napalm Corporation’s Sniper Version of the popular Astraripper 2E chain 
  gun. As the 2E was the staple weapon for mercenaries in deep space, the 2EBSV al-
  lowed a new level of support, providing the user with a very good chance of hitting 
  at ranges up to two miles.
  Like its predecessors, the B Sniper Version (BSV) comes with a  variety of spares and 
  add-ons and is easy to repair, compared to its counterparts. The low rate of fire and 
  reducing in power does count somewhat against the BSV for those requiring an all-
  round close support weapon.
  Chain
  40
  70
  50
  Feed
  7.4P
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  ASTRARIPPER 5
  Features
  Cost: 15 000
  Type: Heavy
  Rarity: 20%
  Grav Balancing. Balances the weight of the weapon when firing, reducing 
  any kick. 
  Easy to Repair / Upgrade. All Systems rolls have -20%.
  Small Frame. The weapon counts as 1 Encumberance instead of the usual 2.
  Segmented Magazine. The magazine for the Astraripper 5 is divided into two allowing 
  the user to have two different ammo types loaded and select between them without 
  the penalty for reloading.
  Notes
  The Astraripper 5 was originally created for use by the Star Enforcers. It was the first 
  and only time that the Imperium offered a weapon contract outside of its own Star 
  Industries (in this case Star Sci). Unfortunately for the Napalm Corporation, the design 
  brief was still in the standard Imperium specification: simply to create a 7.4 weapon 
  with a low rate of fire that could be used by the average Star Enforcer. However, the 
  weapon didn’t make the contract, Star Sci created the Pacifier and that is now issued 
  to the Star Enforcers instead.
  The Astraripper 5 is a very capable Chain gun for unmodified humans. Whereas the 
  Astraripper 2E is for Borgs, this weapon can be fired by anyone. This made it a hit for 
  human Expeditionaries and it sold very well. It’s used mostly by security specialists al-
  though the 5B is the more favoured weapon.
  Rifle
  40
  100
  5
  20
  7.4P
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  ASTRARIPPER 5B
  Features
  Cost: 17 000
  Type: Heavy
  Rarity: 30%
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick. 
  Easy to Repair / Upgrade. All Systems rolls have -20%.
  Segmented Magazine. The magazine for the Astraripper 5 is divided into two allowing 
  the user to have two different ammo types loaded and select between them without 
  the penalty for reloading.
  Multiammo Grenade Launcher. The grenade launcher has 5 barrels, each may hold 
  either an LVG or HVG. To reload the chambers with one type takes one turn, more if 
  other types are being loaded.
  Notes
  The Astraripper 5 series was originally created for use by the Star Enforcers. It was the 
  first contract that the Imperium offered a weapon contract outside of Star Sci. The 
  result was a simple, 7.4. weapon with a low rate of fire that could be used by the aver-
  age Star Enforcer with little training.
  One major benefit of the Astraripper 5 was that it was easy to upgrade and repair. The 
  first upgrade was to apply the studdy grenade launcher under the barrel. This needed 
  a fair amount of work to the weapon, to improve the generators, grav balancing and 
  other features that allowed it to be used by the average human expeditionary. The 
  ability to deliver the killing shot as well as smoke, know out gas and anti-energy gre-
  nades was welcomed by the Enforcers and sadly missed when production ceased. It 
  was soon replaced by the Pacifier.
  The grenade launch can fire up to 5 low or high velocity grenades (5 high velocity are 
  shown loaded in the image).
  Rifle
  40
  100
  5
  20
  7.4P
  Grenade
  *
  *
  2
  5
  LVG/HVG
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  Features
  Cost: 20 000
  Type: Heavy
  Rarity: 40%
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick. 
  Chain Feed Port. Weapon may be fired from the magazine or from a chain feed.
  Extremely Long Range Firing. Weapon is so accurate it may fire in a new range 
  category, extreme long range (XL 1500m - 5000m). See right.
  Hardlight Bipod. Assists with weapon stability at Medium 
  range and above.
  Notes
  In 92015 a small weaponsmithing company by the name of 
  Burntek noticed a sizable gap in the market. Expeditionary 
  and security force teams were in need of an affordable, 
  accurate sniper weapon.
  The main competitors in the field were the high fire rate but 
  expensive Astraripper 2EBSV and the difficult to obtain and 
  costly to use Thompson Igniter. Burntek set about creating a 
  cheap but accurate high calibre competitor.
  In an application where the first round often does all the 
  work, Burntek’s first priority was to get the most penetration 
  and damage from each round, at the cost of fire rate. The 
  large magazine and exceptional effective range of this rifle 
  are in no small part due to the highly stable Hard Light bi-
  pod and custom Grav balanced system.
  Burntek are widely known as a company that is simple and 
  to the point, as reflected in their product branding. When 
  the Chief Technical Director was asked about the unwieldy 
  short range performance of this weapon, he simply replied: 
  “If you’re that close to the enemy, you’re doing it wrong.”
  BRAINSPILLER 7
  Chain
  45
  100
  5
  30
  7.4
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  Features
  Cost: 60 000
  Type: Heavy
  Rarity: 70%
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick. 
  Chain Feed Port. Weapon may be fired from the magazine 
  or from a chain feed.
  Extremely Long Range Firing. Weapon is so accurate it may 
  fire in a new range category, extreme long range (XL 1500m 
  - 5000m). See right.
  Hardlight Bipod. Assists with weapon stability at Medium 
  range and above.
  Energy Jacket Capability. Using a round of 10 Gauge as 
  well as 7.4, a single round per turn may be fired at a Blast 
  Factor (BF) of 100.
  Notes
  Thanks to the success of Brainspiller 7, Burntek received a 
  lot of user feedback. One recurring theme was the desire 
  for even higher penetration, both for heavily armoured and 
  shielded targets. Burntek spent a considerable amount on 
  researching, developing and field testing a new variant on 
  the Brainspiller, the 7E.
  Without compromising the functioning of the basic weapon 
  in any way Burntek found the room to incorporate an en-
  ergy jacketing system. With the addition of a magazine of 
  10 gauge energy rounds, the 7E can form an energy field 
  around each round as it is fired, increasing the penetration 
  to equal of energy weaponry. The downsides of this new fir-
  ing mode are a fivefold reduction in fire rate (down to 20 
  rounds per minute) and the high cost of the 10 gauge am-
  munition.
  Although the 7E is more capable than the 7, it remains less 
  common due to its increased initial and operating costs. Fears 
  that the 7 would be discontinued in favour of the 7E proved 
  unfounded. The marketing tagline used for this weapon is:
  “If you must piss off something with shields, do it across 
  town.”
  BRAINSPILLER 7E
  Rifle
  45
  100
  5
  30
  7.4P
  Energy J
  100
  100
  1
  10
  10G
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  Features
  Cost: 60 000
  Type: Heavy
  Rarity: 65%
  Encumberance: 4
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick. 
  Meat > 6 to fire.
  High Speed Chain Feed. An upgraded chain feed mechanism capable of feeding 
  20,000 rounds per minute. 150 rounds of 2.2 weigh 1 Encumberance.
  Weapon Link. If the Augmented user has a Weapon Link, then this weapon can be 
  used automatically.
  Notes
  This is a weapon that few believed would ever be made. The logical conclusion to 
  the ChainSAW range. It is sometimes referenced jokingly, or dismissed as a pointless 
  display of engineering but seldom by people encountering one in person.
  The ChainSAW frame is once again used, but in this case an extension is added to 
  both contain the improved chain feed mechanism and support no less than five sets 
  of five 2.2 barrels. This makes the weapon even bulkier, it gives it a fire rate five times 
  that of the ChainSAW 5.
  While 2.2 ammunition lacks the mass to remain accurate at the exterme ranges the 
  other ChainSAWs are capable of, against lightly armoured targets the 2 is the most 
  destructive of the line. Even against heavily armoured targets the damage dealt is 
  considerable.
  Burntek marketing has the following to say: “You may think its funny when you see it 
  in a catalog but the most common reaction in person is ‘What the fuck is that?’ fol-
  lowed by either hiding behind something extremely sturdy or being ripped to pieces. 
  You may think you’ve been suppressed before. You were wrong.”
  CHAINSAW 2
  Chain
  10
  10
  1000
  Chain
  2.2P
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  CHAINSAW 5
  Features
  Cost: 75 000
  Type: Heavy
  Rarity: 60%
  Encumberance: 3. 
  100 rounds of 5.5 weigh 1 Encumberance.
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick. 
  Meat > 6 to fire.
  Weapon Link. If the Augmented user has a Weapon Link, 
  then this weapon can be used automatically.
  Extremely Long Range Firing. Weapon is so accurate it may 
  fire in a new range category, extreme long range (XL). See 
  right.
  Notes
  Continuing the success of the ChainSAW 7, the ChainSAW 5 takes the grame of the 
  former gun along with a modified barrel and round feed system designed for 5.5 pro-
  jectile use. Due to the smaller calibre, the same frame can support twice the number 
  of barrels.
  The resulting weapon provides an unprecedented rate of fire in 5.5 weaponry with 
  maximum penetration and no loss of range. While it is not capable of the armour pen-
  etration of the 7, against moderately armoured targets it is even more devastating.
  The bulk of the weapon and the sheer recoil still require significant strength to fire, and 
  it remains slightly unweildy at short range. The total cost of ownership is however less 
  than many comparable wepons, and the ammunition is lighter for a given amount of 
  destruction than chain.
  Burntek marketing has the following to say: “Whether you need range, damage out-
  put, or simply a means to suppress the enemy, the ‘5 doesn’t disappoint. It delivers as 
  much 5.5 as an entire squad armed by our competitors, further and harder. Need we 
  say more?”
  Chain
  20
  45
  200
  Chain
  5.5P
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  CHAINSAW 7
  Features
  Cost: 100 000
  Type: Heavy
  Rarity: 65%
  Encumberance: 3
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick. 
  Meat > 8 to fire.
  Weapon Link. If the Augmented user has a Weapon Link, then this weapon can be 
  used automatically.
  Extremely Long Range Firing. Weapon is so accurate it 
  may fire in a new range category, extreme long range 
  (XL). See right.
  Notes
  After building several custom weapons of similar design, Burntek moved to fill another 
  niche in the market, meeting the demand for an assault cannon light enough for 
  non-borgs.
  At the heart of the ChainSAW 7 (Chain-fed Squad Assault Weapon) lie five high qual-
  ity 7.4 barrels evolved from the Brainspiller 7. Rate of fire per barrel has been increased 
  four-fold at a minor decrease in power but no loss of penetration.
  While the weapon retains the ability to fire extremely long distances, the increased 
  recoil and stabilising Grav system make firing this weapon a task for skilled users only.
  Marketing have the following to say from the brochure: “Want a gun that chews 
  through ship armour from five click away and isn’t like carrying a waderobe? Know 
  how to shoot straight? This is the gun for you. You don’t have to be bionic to fire it, but 
  it helps.”
  Chain
  45
  80
  100
  Chain
  7.4P
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  HELL HOUND
  Features
  Cost: 15 000
  Type: Heavy
  Rarity: 20%
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick. 
  Meat > 8 to fire.
  Notes
  The Qaxarne 1 was the original round-spitting chain gun. At 66 rounds per second 
  (200 per turn), the twin barrelled ‘Hell Hound’ uses heat cycling from the barrels to 
  warm up rounds entering the breech. This has the effect of allowing the rounds to fire 
  quicker and with greater velocity. Although the Hell Hound does use a Grav engine to 
  balance the weapon, the sheer force of 67 rounds leaving the muzzles ever second is 
  more than any normal Grav Engine can handle.
  The Hell Hound was dubbed ‘The Ultimate Borg Gun’, as it would take either a very 
  strong or bionic person to fire it an feed it with ammunition! The main reason for the 
  survival of the Hell Hound is due to Star Sci releasing the plans to the weapons industry. 
  This was a contraversial move, hotly disputed by the galactic police forces of the era. 
  The weapon is currently manufactured by many small firms across the three sectors.
  If you can handle the weight and fire straight, anything at short or medium range is 
  unlikely to survive.
  Chain
  40
  60
  200
  Feed
  7.4P
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  KORG 5
  Features
  Cost: 75 000
  Type: Heavy (Assault Cannon)
  Rarity: 60%
  Meat Required to Fire: 12
  Encumberance: 6
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick. 
  Weapon Link. If the Augmented user has a Weapon Link, then this weapon can be 
  used automatically.
  Notes
  A Borg gun of high power and exceptional menace. Designed by Zaxcann for the 
  sole use of Borgs on expeditions beyond the lightjump net, the Korg series of Assault 
  cannons have been produced in one form or another for more than 5000 years. The 
  Korg 5 sacrifices short range accuracy for power. This weapon heaves an enormous 
  amount of 7.4. So successful was this weapon that vehicle mounts can also be pur-
  chased for it.
  for a descerning Expeditionary Borg that can afford this exceptionally well designed 
  Cannon, it will not let them down.
  Assault
  45
  70
  500
  Feed
  7.4P
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  PAPEX 7
  Features
  Cost: 450 000
  Type: Heavy
  Rarity: 80%
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick.
  Remote Stand. Place the Papex on a Hardlight stand (animated from within the weap-
  on) and then can be fired using a secure Gaia Link. Gaiajack required.
  Ammo Beamer. Rare (90%) optional item. Allows ammo to be beamed from a known 
  source.
  Notes
  Zaxcann is perhaps the most scientific of weapon manufacturers. The Papex 7 is famed 
  for the sheer incredible rate of fire that can be achieved from the ten rotating bar-
  rels. The Papex is held by the user with thier arm inside the weapon (up to the elbow) 
  and can feed ammunition form a variety of locking units and ports. Trading speed for 
  power, the Papex 7 has been termed the ultimate in Droid Disposing Weapons.
  Due to the cost of the Papex, only the richest mercenary can afford to use one, es-
  pecially with the hidden cost of the ammunition that is incurred everytime it is fired. 
  Most users tend to be those working in the Lone systems and less ruley areas of the 
  Galaxy.
  Chain
  40
  60
  1000
  Feed
  7.4P
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  CATACLYST
  Features
  Type: Heavy
  Rarity: 99%
  Encumberance: 5, LVG, HVG and SWIRL magazines: 5
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick.
  Seek and Destroy 2. Once a lock is gained on a target, the weapon will always point 
  at the target. While the lock holds, no further rolls to hit are needed to hit the target. 
  SD2 will also track ballistically to allow grenade to be fired as well as giving a percent-
  age chance of a hit.
  Sensory Overloader Patch. A lock gained by any Cataclyst in a team can be used by 
  all Cataclysts.
  Amerfic Amoria Shell. Shows as cloth on weapon scans.
  Notes
  The Cataclyst replaced the Gothic Mahoosivator in 92029 and was warmly welcomed 
  by the Star Fleet Special Forces who use it. This versatile weapon was based on the 
  original Mahoosivator but included a number of refinements. The primary Pulse Laser 
  accepts ammunition in a normal manner but then stores the charges in an energy 
  well. This allows better firing rates as well as the ability to top up the energy well with 
  single rounds. The multilauncher remains an invaluable tool for both clearing humans 
  and for applying large levels of damage to point of impact by using Swirl missiles. The 
  Onimax incinerator is mounted in its latest configuration, that of four separate barrels 
  and improved efficiency in ammunition collection.
  Any Star Fleet Special Forces Inferno class using the Cataclyst should be warey of the 
  extremely powerful weapon they carry and the combination of power and versatility 
  in a neat package.
  It is NOT recommended to fire the Incinerator in enclosed spaces.
  Pulse L
  100
  150
  50
  150
  15 G
  LVG
  50
  40
  7
  21
  LVG
  HVG
  70
  80
  7
  21
  HVG
  MISSILE
  7
  14
  Swirl
  Incintr
  60
  100/T
  4
  INF
  02, H2
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  FORGE A
  Features
  Cost: 210 000
  Type: Heavy
  Rarity: 85%
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick.
  Briefcase Collapse.  Fold (in one turn) into the disguise of a briefcase. Difficult to de-
  tect on weapon scans.
  Darklight. Fires light in the deep UV range and silently (BF becomes 70) and Difficult to 
  detect, even for bionics.
  Ammo Beamer Magazine. Option. Can load directly from a quick feed Aethertek 
  Beamer Magazine
  Notes
  Aethertek are the unsung heroes of many mercenary units. The devastating tech-
  nology of the Forge long range of Pulse Laser rifles far surpasses most manufactur-
  ers. Aethertek began with one workshop in the Vitero Cluster (SAY), making specialist 
  weapons for customers who wished to remain discreet. Keeping a low profile, Aethertek 
  still do many custom jobs but they are trying to reach out to specialist groups with their 
  standard weapons. Sales are only achieved through special dealers who keep their 
  customers a closely guarded secret (Hard Street Deal roll to find one).
  The Forge pulse laser is an excellent, expensive tool. Designed specifically for those 
  engaging in covert operations, the Forge A is their standard rifle. using a custom-
  made Energy-Matter chamber, this rifle nealy obtains the full power of the 15 Gauge 
  ammunition while still retaining a high rate of fire. If you can find someone who will sell 
  you one and you can afford it (and the ammunition), it is a must-have.
  Pulse Laser
  100
  140
  50
  50
  15 G
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  IGNITER DF
  Notes
  Born on Acerine Prime in 91961, Kyle Thompson has grown to be one of the most re-
  spected independent weaponsmiths in Dorian. Specialising in sniper rifles (both Chain 
  and Pulse Laser), Thompson made his name without the backing of advertising or 
  mass production.
  The Igniter range of sniper rifles began life as a 15 Gauge pulse weapon. However, it 
  was soon noted by some that the 15 Gauge lacked cohesion at range within atmos-
  phere. Therefore, the huge 20 Gauge (D variant) was commissioned. With the extra 
  firepower, the rounds had no problem with cohesion and the range and accuracy 
  was reained, even at range.
  An original Thompson weapon is a rare and expensive find; however Thompson has 
  released the plans of all his weapons on Gaia so that the design could live on with 
  other weaponsmiths within Imperial Space.
  Pulse L
  100
  200
  10
  100
  20G
  Features
  Cost: 125 000
  Type: Heavy
  Rarity: 95%
  XL Range: 1500 - 5000m (no bonus)
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick.
  Folding. Can be folded in half and then fits inside a briefcase (supplied). Briefcase 
  does not show up any weapon inside but is separate.
  High Maintenance. To retain the high accuracy of the weapon, it should be serviced 
  each day, if fired (successful Weapon Systems roll).
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  Features
  Cost: 22 000
  Type: Heavy
  Rarity: 85%
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick. 
  Meat > 7 to fire.
  Silent. As with all pulse lasers, this weapon is silent.
  PHOTOSYTHE
  Notes
  This is the first of Crown’s range of personal hand weapons. The Photosythe is a 15 
  Gauge pulse laser with the capabiliy of firing 5 or 10 gauge rounds also. Mixing power 
  with accuracy, this devastating weapon is popular with the richer Mercenaries, being 
  able to deal huge amounts of damage onto any target. The Photsythe uses Crown’s 
  very own design of Energy Accelerator, which can be produced at a fraction of cost 
  of any Star Sci version. A large weapon, often found to be unweildy for the smaller 
  user, this is definitely a weapon for support duties.
  Pulse L
  100
  150
  10
  20
  15G
  
  Notes
  BF
  Weapon
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  BF
  Weapon
  DAMAGE
  R/T
  MAG
  AMMO
  DESCRIPTION
  3G
  100
  20
  100
  100
  Driver
  Stun
  Scatter
  Charge
  Pulse
  LVG
  HVG
  Swirl
  Cartridge
  2 MIN
  1
  3
  12
  3
  1
  1
  30 / T
  80
  40
  50
  70
  10
  Flamejet
  Missile
  HVGL
  LVGL
  Disperse
  10
  1
  40 / T
  40
  Acid
  Normal energy rifle
  Charge previous turn
  Spread shotgun effect
  Does 100 stun damage
  Target thrown back
  All damage to target
  Multilauncher: Only one 
  type of ammo may be 
  loaded at a time.
  Do not use in confined 
  spaces.
  Features
  Cost: Only available to Special Forces.
  Type: Heavy
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick.
  Pulse Modes.
  Pulse: Energy bolt that causes normal damage.
  Charge: Charge up the weapon one turn to fire twice the ammo in the next turn.
  Stun: If the target is a human, Stun incapacitates the human or does 100 stun dam-
  age.
  Driver: Upon impact, all the energy turns into kinetic energy, propelling the target 
  backwards.
  Disperse: Energy disperses into the target, without passing through. All damage is 
  done to the target.
  QAXAM 6
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  VENDETTA
  Features
  Cost: 80 000
  Type: Heavy
  Rarity: 90%
  Encumberance: 4
  Minimum Meat: 6
  Grav Balancing. Balances the weight of the weapon when firing, reducing any kick.
  Dual Magazine. The pulse laser draws its ammunition from two magazines instead of 
  one. When one is depleted, the other is used. Each magazine takes one turn to reload 
  and weighs 1 encumberance.
  Drum Multilauncher. This is a multilauncher taking ‘drums’ of ammunition. Each drum is 
  comprised of 4 sections, each of which may contain 2 LVGS, 1 HVG or 1 SWIRL. These 
  drums weigh 2 encumberance.
  Dual Flamer With Flame Lance. A combined flamer and flame lance unit. The flame 
  lance is a contained column of flame.
  Notes
  Continuing their practice of using trends in custom orders to guide their production 
  weapons, the Burntek Vendetta is built for those in need of a truly adaptable multi-
  weapon. Designed for expeditionary use, the Vendetta’s main weapon is a moder-
  ately fast firing 10 gauge pulse laser built with the energy chambering expertise of 
  the Brainspiller 7E. Delivering considerable damage and the capability to take down 
  shields, the pulse laser uses an unusual dual magazine system giving the user more 
  flexibility in reloading.
  The majority of the large frame of this weapon is taken up by the multilauncher. The 
  ammunition is stored in a four-chambered drum magazine which, while bulky, allows 
  the user to carry a selection of ammunition. As well as the capability to fire both low 
  and high velocity grenades, the multilauncher has taget acquisition and firing mech-
  anisms suitable for the launching of SWIRL missiles, giving this weapon powerful fire 
  and forget capability.
  Nestled between these systems is the dual flamer Burntek is famous for. As well as func-
  tioning as a traditional flamer, this system implements the relatively new flame lance 
  technology, using a containment field to strike the target with a column of fire with 
  more precision and range than a traditional flame burst,
  Burntek’s marketing material states: “Whatever the situation you find yourself in, the 
  Vendetta has the tools to get you out of it. Kitchen sink not included.”
  Pulse L
  100
  70
  20
  30 x 2
  10G
  LVG
  HVG/Swirl
  Cartridge
  Cartridge
  20
  20
  (4)
  (8)
  2
  1
  1
  50/T
  30/T
  100/40
  50
  10
  30
  F. Lance
  Flamer
  HVG/MISS
  LVG
  1
  
  SPEED
  HP
  AR
  ACCEL
  MANO
  ANCHORAGE
  10
  2000
  Features
  Cost: 12 000
  Type: Grav Car
  Rarity: 10%
  AIP:1
  Crew: 5
  Additional Gaia Terminal Tools: 
  Default Flying Controls (-20% to Pilot Grav). 
  Virtual Cockpit (+10% Pilot Grav, pass a Soul Roll). 
  Slow Autopilot (max speed 50).
  Notes
  By far the most popular Grav Car of all time, the Anchorage has seen many different 
  styles and version holding the same badge. The build quality and reliability has not 
  changed over the 22 thousand years of production. Styled for simplicity and grace, 
  the smooth shell of the car covers a simple and easily repairable chassis and power 
  web. The popularity and longevity of the vehicle lends itself to ease of repair and the 
  speed in which spares can be obtained.
  The Anchorage, like most vehicles, should be driven using custom controls (by plug-
  ging in a Gaia Card). Driving with the default controls requires some skill and thus incurs 
  a penalty. The Anchorage is by far the most customised vehicle in history. Anything 
  that you can think of doing to the Grav Car can be done with relative ease.
  
  SPEED
  HP
  AR
  ACCEL
  MANO
  ANCHORAGE R
  Features
  Cost: 13 500
  Type: Grav Car
  Rarity: 20%
  AIP:1
  Crew: 4
  Additional Gaia Terminal Tools: Default Flying Controls (-20% to Pilot Grav). Virtual 
  Cockpit (+10% Pilot Grav, pass a Soul Roll). Slow Autopilot (max speed 50).
  Notes
  By far the most popular Grav Car of all time, the Anchorage has seen many different 
  styles and version holding the same badge. The build quality and reliability has not 
  changed over the 22 thousand years of production. Styled for simplicity and grace, 
  the smooth shell of the car covers a simple and easily repairable chassis and power 
  web. The popularity and longevity of the vehicle lends itslef to ease of repair and the 
  speed in which spares can be obtained. This version differs by having an open top 
  (with hard light top too). Also, a slight increase in performance and a price without 
  any real changes to the avion-
  ics.
  The Anchorage R, like most ve-
  hicles, should be driven using 
  custom controls (by plugging in 
  a Gaia Card). Driving with the 
  default controls requires some 
  skill and thus incurs a penalty.
  10
  1800
  
  SPEED
  HP
  AR
  ACCEL
  MANO
  EAGLE
  Features
  Cost: 60 000
  Type: Grav Car
  Rarity: 25%
  AIP:4
  Crew: 2
  Additional Gaia Terminal Tools: Default Flying Controls. Virtual Cockpit (+10% Pilot 
  Grav, pass a Soul Roll). Re-entry autopilot (do not need pilot cruiser to fly in space).
  Lasanim Airbrakes (-80 in braking).
  Food and drink Bioreorganiser (6 days supply).
  5 Globe Shields (and Heat Shield).
  Notes
  The Eagle is legendary within the vehicle community. It combines sports car handing 
  with space capability, all in a very stylish and typically high tech package. The Eagle 
  is based on two Poraq 50TCO generators and a Poraq Thor Grav engine, designed 
  solely for the Eagle. Escape velocity thrust is provided by two Miytek NK40, which 
  when used in space give an almost Ion travellation thrust. Luxury is also shown on the 
  crew parts of the vehicle, two Jen Tekniks Gel Moulding seats and Bioreordg.
  The most distinct feature of the cockpit is hardlight, with a Grav lock force field to 
  provide the necessary substance to withstand atmospheric pressure. Although this 
  is often a daunting thought, it has proven popular with buyers who enjoy the less 
  restricted Gaia interface. These 
  fields also keep the overall weight 
  to a minimum, allowing the sports 
  car performance for a reasonable 
  price. For this reason, they are rare 
  as demands outweighs supply.
  15
  2500
  
  SPEED
  HP
  AR
  ACCEL
  MANO
  STAR ENFORCER FORTITUDE
  25
  20 000
  Features
  Cost: Not applicable, Star Enforcers only.
  Type: Grav Car
  Rarity: 20%
  AIP:4
  Crew: 6 + 2 prisoners
  Weapons: Twin 20G pulse lasers (Skill Heavy Firing). Damage: 200, BF: 100, R/T 50 Mag: 
  500.
  Virtual Cockpit (+10% Pilot Grav) Pass Soul 
  roll.
  Atmosphere Grav Lock on main door.
  Shields: 5 Vector Flicker.
  1hr
  2hrs
  Notes
  Loved by the Star Enforcers for its aggresive looks and excellent specification, this Star 
  Sci designed and built craft offers flexibility and strength to the Star Enforcers inside. 
  The vehicle is often placed into very difficult situations by the Star Enforcers and so 
  needs to be able to handle just about anything they throw at it. The Fortitude has 
  extremely high manouvrability and the ability to leave the atmosphere and chase 
  criminals into orbit. Although the top speed of the Fortitude is not very high, it is perfect 
  for Mex-City operations. when criminals need to be transported, the Fortitude is the 
  best choice.
  Assisted by four massive turbines, the Fortitude can leave most Grav vehicles standing, 
  being able to accelerate 
  up to its maximum speed of 
  300 in under 15 seconds!
  
  SPEED
  HP
  AR
  ACCEL
  MANO
  Features
  Cost: 180 000
  Type: Heavy Grav
  Rarity: 8%
  AIP:2
  Required Crew: 2
  Maximum Crew: 6
  Maximum Pull: 25 trailers.
  6 Sleeping berths in 2 cabins.
  EM Sensors.
  High speed AI (for autopilot on long journeys).
  Main control room is a holoroom.
  Bioreorganiser (enough for 6 people for 40 days).
  Life Support (supports 6 people indefinitely).
  No Orbit Capability (surface craft only).
  HAULER 2
  15
  18 000
  Notes
  The Hauler 2 is the latest incarnation of a long line of affordable Hauler-like craft. The 
  Hauler 1 was so popular that the general name for surface haulage changed from 
  Surfhaul to Hauler. The Hauler 2 made use of new technology, especially inside and 
  catered more for the long distance team, rather than the lone driver.
  A Hauler 2 can pull up to 25 carriages, each carrying 10m x 10m x 10m space crates. 
  This makes a Hauler with its full load over 750m long! The Hauler reaches very high 
  speeds of 800mph at 2 metres above the ground. It takes 4 minutes (80 turns) to get 
  to that speed and when it does, it has a turning circle of 5 miles. An accurate AI and 
  excellent sensor package allows this to be sustained for indefinite hours and regard-
  less of the load it is pulling. Further improvements to the speed have been made by 
  owners and Hauler 2s have been recorded at speeds in excess of 1200mph with a full 
  load.
  
  SPEED
  HP
  AR
  ACCEL
  MANO
  KESTREL
  Notes
  The Kestrel is by far the most versatile of vehicles ever made, mixing both utility and 
  reliability. The excellent design allows the Kestrel to be fitted for many different tasks, 
  including heavy lifting, taxi or even as a recreational vehicle.
  The Kestrel is not the fastest of Grav vehicles around but it suits both the private market 
  as well as corporate.
  Features
  Cost: 15 000
  Type: Grav Car
  Rarity: 15%
  AIP:1
  Crew: 7
  Max Carry Capacity: 4 tons.
  Default Flying Controls (no modifier).
  Virtual Cockpit (+10% to Pilot Grav skill, pass a Soul roll).
  Autopilot
  15
  3000
  
  SPEED
  HP
  AR
  ACCEL
  MANO
  Features
  Cost: 40 000
  Type: Heavy Grav
  Rarity: 25%
  AIP:1
  Crew: 20
  Shields: 2
  Repair: Easy on Vehicle Systems or Mechasys Systems.
  Finding parts: Easy on Street Deal.
  Default Flying Controls (-20% Pilot Grav).
  Slow Autopilot.
  15
  6700
  ORBIHAUL
  Notes
  Forrester saw a gap in the market and produced the Orbihaul Shuttle, a small vehicle 
  for carrying heavy or bulky loads from either a planet surface or from one low Gravity 
  place to another. Cost effective, easy to repair, reliable and spacious, the Orbihaul is 
  used by many different Zero-G based companies. Where the Orbihaul fails is in speed 
  and agility. However, it is very rare that an Orbihaul is required to perform any speed 
  related tasks. Used mainly by deep space crews (such as Scavenger Vessels or Deep 
  Space Exploration teams) and by colonists, this reliable beast is not the most attractive 
  but certainly one of the most widely praised budget vehicles. Although the price may 
  appear to be prohibitive, the Orbihaul has been produced since 90200 and there are 
  many second hand variants that are still in excellent working order, available for less 
  than a quarter of the price of a new one.
  The image shows an or-
  bihaul with the main bay 
  open and a crew mem-
  ber standing in a green 
  jumpsuit for scale.
  2hrs
  4hrs
  
  SPEED
  HP
  AR
  ACCEL
  MANO
  ZIPPER
  5
  200
  Features
  Cost: 400
  Type: Grav Bike
  Rarity: 5%
  AIP:1
  Crew: 1
  Grav Lock Windshield. An invisible shield that forms an egg shell around the bike and 
  the rider, protecting both from the elements (wind, rain and so on) and providing a 
  more aerodynamic shape.
  Well Designed. When repairing, all Vehicle Systems rolls are Easy.
  Extra Person on Back. It is possible to carry two on the Zipper, although the second 
  person will unbalance the bike. If the person in control tries anything more complex 
  than simple flying then the passenger will need to pass a Shift roll to stay on. All Pilot 
  and Combat Pilot rolls are also Taxing.
  Notes
  The success of the Zipper comes from its low cost, ‘cute’ appeal and ubiquitous na-
  ture. They are extremely popular in Orbitals and on space craft where space can be 
  a problem. The Zipper fits down most corridors that a human can. It is little more than 
  an oversided turbine with a generator, grav engine and seat attached to it.
  Zippers are often ridden by teenagers as they are 
  normally the first vehicle they can afford to pur-
  chase. Their social appeal wanes for young adults. 
  Some young people with alternative taste see the 
  Zipper as an icon and often modify them.
  
  SPEED
  HP
  AR
  ACCEL
  MANO
  RATTLESNAKE
  Features
  Cost: 2200
  Type: Grav Bike
  Rarity: 20%
  AIP:1
  Crew: 1
  Gel Moulding Seat
  Thrust Vectoring
  AI will make bike safe if put into a dangerous situation but does not have an autopi-
  lot.
  Notes
  Powertek were created out of the ashes of the failed Forrester bike division. Before 
  the Droid War, Grav bikes were deemed dangerous and sales plummeted. Powertek 
  formed and created a new variant of Grav bikes called Comet bikes. These new bikes 
  were much more powerful than the old Forrester bikes and had two turbines, giving 
  them greater stability. Forrester gave up Grav bikes altogether.
  The Rattlesnake is the first Comet Grav bike and sold in millions within just 2 years of 
  going on sale. Not only does the standard bike have an excellent top speed and ac-
  celeration but the Rattlesnake may also be upgraded with little effort. This lends itself 
  very well to home modification and thus manufacturers and designers have sprung 
  up providing all manner of upgrades.
  10
  900
  
  SPEED
  HP
  AR
  ACCEL
  MANO
  COBRA
  Features
  Cost: 3800
  Type: Grav Bike
  Rarity: 25%
  AIP:1
  Crew: 1
  Gel Moulding Seat.
  AI will make the bike safe if put into a dangerous situation.
  Notes
  After the success of the Comet variant of two-turbine Grav bikes, Powertek decided 
  to return to the ill-fated single turbine design of their Forrester roots. These single turbine 
  bikes are known as Meteors. The Cobra was the first production version of the Meteor 
  class, produced almost exclusively for planetball teams at first. Now, the Cobra can 
  be found in many showrooms and is sold with the caveat that the pilot does really 
  know how to pilot a Grav bike well. Normally owned by the enthusiasts who wish to fly 
  a quiet and yet high-accelerating Grav bike.
  10
  850
  
  SPEED
  HP
  AR
  ACCEL
  MANO
  ROVER
  Features
  Cost: 8000
  Type: Grav Car
  Rarity: 15%
  AIP:1
  Crew: 4
  Default Flying Controls (-20% Pilot Grav).
  Virtual Cockpit (+10% to Pilot Grav skill, pass a Soul roll).
  Slow Autopilot
  Notes
  When Comet Grav bikes flooded the market as a cheap and effective way to travel 
  Forrester retorted by releasing the Rover. The Rover is a simple vehicle for those who 
  need an inexpensive vehicle for travelling around the centre of a Mex city or within 
  an orbital. Space is a premium in the Rover and every aspect of the car is optimised 
  to make maximum room for the occupiers.
  The Rover has turned into a cult car. Although the limited space leaves little room for 
  improvement and the overall feel of the car’s handling is sluggish, its insect look and 
  hard light / Grav lock combination shell give the Rover a special characteristic that is 
  particularly popular with women.
  The Rover is often bought by those needing quick and effective transport in tight 
  spaces without spending as much as they would on an Anchorage.
  10
  1500
  
  SPEED
  HP
  AR
  ACCEL
  MANO
  SPORTS V
  Features
  Cost: 75 000
  Type: Grav Car
  Rarity: 35%
  AIP:2
  Crew: 2
  Default Flying Controls (-20% Pilot Grav).
  Virtual Cockpit (+10% Pilot Grav, pass a Soul roll).
  Autopilot.
  Notes
  Unfairly known as the Executive Sports, the Sports series from Forrester has never been 
  graced with a car of such prowess. Powerful turbines and grav engine make up for the 
  typically over-engineered Forrester chassis. Inside the cockpit, the user is welcomed 
  with all the usual refinements that one would expect in a Forrester car. The expense 
  of buying a Sports V is part of the ethos that surrounds a thoroughly enjoyable car to 
  drive.
  The Sports can often be found in Planetball teams as its reliability and rugged frame it 
  it ideal for quick repairs and less than careful driving.
  10
  3500
  
  SPEED
  HP
  AR
  ACCEL
  MANO
  VULTURE
  Features
  Cost: 25 000
  Type: Grav Car
  Rarity: 45%
  AIP:2
  Crew: 2
  Default Flying Controls 
  Virtual Cockpit (+10% Pilot Grav, pass a Soul roll).
  Autopilot.
  Notes
  Zyntek’s speciality was clealy orbit capability vehicles until the Vulture arrived on the 
  Scene. It filled the gap in the market for those who wanted sports performance with-
  out the expense of of a Forrester Sports. The Vulture is essentially an open-top vehicle 
  with a hard light top and a Grav lock. The hard light top can be animated to give the 
  occupiers privacy and the Grav lock is used for keeping the bad weather and some 
  of the slipstream out of the cockpit (image shows the Vulture with the hard top deani-
  mated). The vehicle is not orbit capable, instead functioning exceptionally in atmos-
  phere. Although not as fsat as some other sports cars on the market (like those by the 
  Black Cross corporation), the Vulture holds its own in a niche it discovered for itself.
  The quality of the controls in the Vulture are such that the driver need not use his own 
  to pilot the vehicle. An exceptional intuitive interface.
  20
  2500
  
  BF
  MANO
  LS
  WEAPON
  AREA
  AR
  HIT POINTS
  FORE
  AFT
  LEFT
  RIGHT
  DAMAGE
  MEDIUM
  LONG
  Features
  Designers: Ariane Shipwrights, Sayshell
  Cost: 900 000
  Powerplant: Poraq AD8K Generators.
  Grav Engine: Poraq AD8K Grav Engine.
  Light Jump engine: Poraq Star Shifter F (8)
  Armour: Titanium Sinite Plate.
  Weapon Systems: None
  Shields: Globe (10)
  Sensors: Atmospheric, Deep Space, Long Range
  AIP:4 with Avatar
  Traactor Beam: 4k range.
  Cargo: 135.
  Escape System: 7 people.
  Cabins: 7
  Dimensions (L/W/H): 126/120/60
  Notes
  The Bailey combines so many desirable traites, it is difficult to do it justice by looking 
  purely at the statistics. A small, light and very capable cruiser that Ariane are proud 
  to produce. Ideal for couriers and for those running trade routes with unusual or small 
  cargo, the Bailey is able to take on whatever demand is required of it.
  The atmosphere capability of the Bailey is an attractive option and the high speeds 
  when near to the planet surface help serve the Bailey well when courier tasks are 
  required.
  BAILEY
  150
  25
  25
  25
  25
  40K
  110K
  90K
  90K
  20
  8
  10hrs
  6hrs
  
  BF
  MANO
  LS
  WEAPON
  AREA
  AR
  HIT POINTS
  FORE
  AFT
  LEFT
  RIGHT
  DAMAGE
  MEDIUM
  LONG
  BLACKWATER
  Features
  Designers: Ariane Shipwrights, Sayshell
  Cost: 900 000
  Powerplant: Poraq AA4K Generators.
  Grav Engine: Poraq Messo Grav Engine.
  Light Jump engine: Poraq Star Skater 6 (8)
  Armour: Iron Sinite Plate.
  Weapon Systems: None
  Shields: Globe (5)
  Sensors: Atmospheric, Long Range
  AIP: 4 with Avatar
  Traactor Beam: 2k range.
  Cargo: 64.
  Escape System: 8 people.
  Cabins: 8
  Dimensions (L/W/H): 164/64/79
  12hrs
  12hrs
  Notes
  Perhaps the oldest model line in existence, the Blackwater was originally the first mass 
  produced craft that Ariane constructed. This accolade holds a special place in the 
  hearts and minds of the company and those who own one. As a space craft, they 
  are ubiquitous and many thousands are sold each day. A low cost, light freighter with 
  reasonable speed and comfortable living quarters makes this craft the most popular 
  ever be built.
  As with anything that has been 
  around for a long period of time, the 
  Blackwater boasts a huge number 
  of modification companies that spe-
  cialise in the improvement of just 
  this craft. This had lead to the well 
  known Ariane tag line that: “No two 
  Blackwaters are the same”. This may 
  very well be true.
  10
  8
  100
  25
  25
  25
  25
  100K
  60K
  50K
  50K
  
  BF
  MANO
  LS
  WEAPON
  AREA
  AR
  HIT POINTS
  FORE
  AFT
  LEFT
  RIGHT
  DAMAGE
  MEDIUM
  LONG
  CROWTHORNE
  Not atmosphere 
  capable
  Features
  Designers: Ariane Shipwrights, Sayshell
  Cost: 1 100 000
  Powerplant: Poraq AD120K Generators.
  Grav Engine: Poraq AD120K Grav Engine.
  Light Jump engine: Poraq Mamoth Light Jump Engine (2)
  Armour: Titanium Plate.
  Weapon Systems: None
  Shields: Globe (4)
  Sensors: Atmospheric, Deep Space, Long Range
  AIP: 4 with Avatar
  Traactor Beam: 4k range.
  Cargo: 71280.
  Escape System: 20 people.
  Cabins: 20
  Dimensions (L/W/H): 1024/720/220
  Notes
  The Crowthorne is the most prevalent freighter in space today. The original design was 
  commissioned in 84556 and production began the following year. Even after 7000 
  years, the Crowthorne design has not changed a great deal. Advances in technol-
  ogy have followed it to go faster and make better use of the room in the cargo bay 
  by reducing the size of the systems.
  The other major advance in space craft systems is the art of duplication: by providing 
  enough separate systems within a craft, should one fail, the vessel can keep operat-
  ing without spending long amounts of time in Star Dock (which is costly).
  Suited to those carrying bulk or moving over long distances, the Crowthorne has sur-
  passed its rivals and remains the greatest freighter to ever be created.
  10
  2
  25
  25
  25
  25
  150K
  450K
  500K
  500K
  100
  
  BF
  MANO
  LS
  WEAPON
  AREA
  AR
  HIT POINTS
  FORE
  AFT
  LEFT
  RIGHT
  DAMAGE
  MEDIUM
  LONG
  CYCLONE
  Features
  Designers: Endotek Shipwrights, Sayshell
  Cost: 4 000 000
  Powerplant: 3 x Poraq 20K Generators.
  Grav Engine: Poraq 40K Grav Engine.
  Light Jump engine: Poraq Assyrian 50K (9)
  Armour: Titanium Sinite Plate.
  Weapon Systems: None
  Shields: Vector (10)
  Sensors: Atmospheric, Long Range
  AIP: 4 with Avatar
  Traactor Beam: 4k range.
  Cargo: 6410.
  Escape System: 40 people.
  Cabins: 40
  Dimensions (L/W/H): 750/400/220
  10hrs
  14hrs
  Notes
  The space craft community scoffed when Endotek announced that they were to re-
  lease a large, luxury freighter. Previous attempts had often proved the folly of smaller 
  companies but Endotek had both the skill and the good name to produce such a ves-
  sel. Clever marketing meant that the Cyclone attained almost mythical kudos - strange 
  for a vessel that is powered by very standard systems. The luxury element is provided by 
  the well thought out complexity of the design and the attention to detail, both in crew 
  apartments and in the main bay areas. As a freighter, it is not large enough to carry 
  the very big trade contracts but can move sufficiently large items long distances very 
  quickly. Now admired with an almost lovestruck following of owners and fans alike, 
  the Cyclone sales 
  remain strong, prov-
  ing 
  that 
  Endotek 
  can compete in the 
  freighter 
  market, 
  even if it is on their 
  own terms.
  10
  9
  45
  45
  45
  45
  130K
  180K
  250K
  250K
  70K
  
  BF
  MANO
  LS
  WEAPON
  AREA
  AR
  HIT POINTS
  FORE
  AFT
  LEFT
  RIGHT
  DAMAGE
  MEDIUM
  LONG
  Features
  Designers: Endotek Shipwrights, Sayshell
  Cost: 1 100 000
  Powerplant: 2 x Poraq 4K Generators.
  Grav Engine: Poraq 8K Grav Engine.
  Light Jump engine: Poraq Afernan 9K PTP
  Armour: Titanium Sinite Plate.
  Weapon Systems: None
  Shields: Vector (20)
  Sensors: Atmospheric, Deep Space, Long Range
  AIP: 4 with Avatar
  Traactor Beam: 5k range.
  Cargo: 0.
  Escape System: 6 people.
  Cabins: 6
  Dimensions (L/W/H): 75/72/21
  3hrs
  3hrs
  Notes
  The Kuriaken is the ideal example of the Endotek Shipwright’s skill. The Kuriaken is an 
  executive transport, quick, clean and efficient. Endotek made a gamble by produc-
  ing a craft with luxurious facilities but no cargo bay. This allowed the craft to go faster 
  and have a much smaller frame. This neat, compact design forged a new niche in 
  the market.
  The main feature of the Kuriaken is its speed through light jump. This it performs with 
  a quite typical Poraq engine and generator setup. Each Kuriaken AI is trained sepa-
  rately within its own shell - rather than transplanting an ‘incubated AI’ in a simulation 
  first. This adds some cost to the production of the craft but gives it second-to-none 
  handling and an AI that is capable of offering that little bit more to the crew.
  KURIAKEN
  30
  18
  45
  45
  45
  45
  10K
  40K
  10K
  10K
  70
  
  BF
  MANO
  LS
  WEAPON
  AREA
  AR
  HIT POINTS
  FORE
  AFT
  LEFT
  RIGHT
  DAMAGE
  MEDIUM
  LONG
  Features
  Designers: Endotek Shipwrights, Sayshell
  Cost: 2 500 000
  Powerplant: Poraq B8K Matriarch Generators.
  Grav Engine: Poraq B8K Grav CS/IT Engine.
  Light Jump engines: Poraq Curveslider 2D Curve Surf. Poraq Minotaur C PTP (14).
  Turbines: Poraq Ion Travellation Series C.
  Energy Well: Poraq Janus 4 (for curve surf and PTP).
  Armour: Titanium Sinite Link-Plate.
  Weapon Systems: 6 x 20G Pulse Lasers. Magazine: 10K
  Shields: Vector (20)
  Sensors: Atmospheric, Deep Space, Long Range
  AIP: 4 with Avatar
  Traactor Beam: 5k range.
  Cargo: 22
  Escape System: 8 people.
  Cabins: 8
  Dimensions (L/W/H): 101/54/37
  30min
  15min
  Notes
  Endotek have been on the forefront of the most modern technologies and this have 
  never been more true with the Gaterunner. Designed specifically as an expeditionary 
  craft, the Gaterunner fills a niche in the market: wealthy traders who were willing to 
  risk their lives by entering the Fringe, Lone Systems and even Droid Space. The ship is 
  packed with all the modern systems and is one of the few to be created with arma-
  ment. Unlike many other craft of its genre, which suffer from form following function, 
  the Gaterunner is styled such that any executive would not feel out of place arriving at 
  an exclusive orb in one. This style accolade has lead to many wealthy people buying 
  into the dangerous appeal that comes with owning an expeditionary craft. People 
  often say that nine out of ten Gaterunners have never crossed the light jump net and 
  this exaggerated statistic 
  is probably not far from 
  the truth.
  A well designed craft that 
  certainly earns its high 
  price tag.
  GATERUNNER
  30
  8/14
  Pulse Laser
  100
  10K / Turn
  200
  55
  55
  55
  55
  60K
  80K
  30K
  30K
  
  BF
  MANO
  LS
  WEAPON
  AREA
  AR
  HIT POINTS
  FORE
  AFT
  LEFT
  RIGHT
  DAMAGE
  MEDIUM
  LONG
  MAEPOLL
  Features
  Designers: Endotek Shipwrights, Sayshell
  Cost: 2 200 000
  Powerplant: Poraq AD10K Generators.
  Grav Engine: Poraq Wraith Grav Engine.
  Light Jump engine: Poraq Star Shifter 1a (10 PTP)
  Armour: Titanium Sinite Plate.
  Weapon Systems: None
  Shields: Globe (10)
  Sensors: Atmospheric, Deep Space, Long Range
  AIP: 4 with Avatar
  Traactor Beam: 4k range.
  Cargo: 774.
  Escape System: 10 people.
  Cabins: 10
  Dimensions (L/W/H): 270/320/85
  20
  10 PTP
  25
  25
  25
  25
  80K
  180K
  100K
  100K
  100
  2hrs
  1hr
  Notes
  The Maepoll was a step forward in the design of star craft Endotek. Although always 
  on the forefront of technology, the Maepoll is Endotek’s first production PTP equipped 
  vessel. The Maepoll brings together many different aspects of technology to create a 
  fast, light freighter. Being only 300m long is normally a problem for such craft, having 
  little room for a decent sized airlock iris or vehicle bay. The Maepoll has both (as shown 
  below). Both Iris and Vehicle bay are located on the underside of the Maepoll, giving 
  maximum flexibility to the crew.
  Although designed as a light tech freighter, the standard options of the Maepoll are 
  excellent, including Yaschelle and hard-light cabins and multiple holorooms for the 
  crew to relax in.
  
  BF
  MANO
  LS
  WEAPON
  AREA
  AR
  HIT POINTS
  FORE
  AFT
  LEFT
  RIGHT
  DAMAGE
  MEDIUM
  LONG
  Features
  Designers: Endotek Shipwrights, Sayshell
  Cost: 9 000 000
  Powerplant: 6 x Poraq 19M Generators.
  Grav Engine: Poraq 40K Grav Engine.
  Light Jump engine: Poraq Messopotamian 50K.
  Armour: Titanium Sinite Plate.
  Weapon Systems: None
  Shields: Vector (15)
  Sensors: Atmospheric, Long Range
  AIP: 4 with Avatar
  Traactor Beam: 4k range.
  Cargo: 4100.
  Escape System: 40 people.
  Cabins: 40
  Dimensions (L/W/H): 700/210/155
  7hrs
  9hrs
  Notes
  The Tornado was a reaction to the popular Cyclone Endotek space craft. Smaller, 
  faster and better equiped than the Cyclone, the Tornado became an instant favour-
  ite for those who wished to take the stock design and modify it. So prevalent are 
  Tornado modifications that it is often difficult to find a factory stock version.
  The rationale behind the Tornado was that the technology had come of age and 
  some freighter Captains wanted a large freighter that could achieve Point-To-Point 
  Light Jumps: move between the stars without having to journey away from the star. 
  The assumption may not have been entirely accurate but the Tornado remains one 
  of the most popular space craft to date.
  TORNADO
  20
  12 PTP
  45
  45
  45
  45
  100K
  190K
  200K
  200K
  70
  
  Weapon
  BF
  DAMAGE
  R/T
  MAG
  AMMO
  AMMO
  Notes
  Features
  Cost: 
  Type: 
  Rarity: 
  
  SPEED
  HP
  AR
  ACCEL
  MANO
  Notes
  Features
  Cost: 
  Type: 
  Rarity: 
  AIP:
  Crew: 
  
  Encumb
  (Meat)
  100
  Name:
  Owner:
  HEAD
  LEFT ARM
  TORSO
  RIGHT ARM
  LEFT LEG
  RIGHT LEG
  5
  100
  5
  400
  5
  100
  5
  150
  5
  150
  5
  MEAT
  SHIFT
  AI
  ITEMS CARRIED
  8
  Features
  Manufacturer: Automanity
  Skin: Metal
  Type: Mathew Class
  Rarity: 10%
  Height: 6’6”
  Base Cost: 7 000
  
  Encumb
  (Meat)
  Features
  Manufacturer: Automanity
  Skin: Synthetic
  100
  Name:
  Owner:
  HEAD
  LEFT ARM
  TORSO
  RIGHT ARM
  LEFT LEG
  RIGHT LEG
  5
  100
  5
  400
  5
  100
  5
  150
  5
  150
  5
  MEAT
  SHIFT
  AI
  ITEMS CARRIED
  Type:  Mark Class
  Rarity: 12%
  Height: 6’6” 
  Base Cost: 9 000
  12
  
  Encumb
  (Meat)
  Name:
  Owner:
  HEAD
  LEFT ARM
  TORSO
  RIGHT ARM
  LEFT LEG
  RIGHT LEG
  MEAT
  SHIFT
  AI
  ITEMS CARRIED
  Features
  Manufacturer: Automanity
  Skin: Synthetic
  Comes with 2 preloaded skills
  Type: Luke Class
  Rarity: 35%
  Height: 6’6” - 7’2”
  Base Cost: 15 000
  400
  400
  1600
  400
  600
  600
  10
  10
  10
  10
  10
  10
  14
  
  Encumb
  (Meat)
  Name:
  Owner:
  HEAD
  LEFT ARM
  TORSO
  RIGHT ARM
  LEFT LEG
  RIGHT LEG
  MEAT
  SHIFT
  AI
  ITEMS CARRIED
  Type: John Class
  Rarity: 55%
  Height: 6’6” - 7’2”
  Base Cost: 30 000
  15
  15
  15
  15
  15
  15
  900
  600
  600
  2400
  600
  900
  Features
  Manufacturer: Automanity
  Skin: Synthetic
  Comes with 4 preloaded skills
  16
  
  Crew Area
  Forward bay
  Forward airlock
  Forward cargo hold
  Engineering
  Bulkhead airlock
  Rear cargo hold
  Main airlock
  Grav plate wing
  Side Elevation (Grid 50m)
  700m
  150m
  Cargo Plan Elevation
  (Grid 20m)
  Forward
  Airlock
  Forward
  bay
  Grav lifts
  to Crew 
  Area
  Airlock to 
  Forward
  cargo 
  hold
  Forward
  cargo 
  hold
  Bulkhead
  airlock
  Rear
  cargo 
  hold
  Grav Lift
  to engin-
  eering
  Main
  airlock
  Crew deck (Grid 10m)
  The bridge
  Senior crew room
  Captain’s quarters
  Medbay
  Holorooms
  Living Quarters
  Lifts to forward bay
  Arboretum
  Escape
  pods
  Canteen
  Engineering (Grid 10m)
  Relaxation room
  Holographic
  displays
  Light jump 
  engine
  Generator
  Grav 
  engine
  Power
  distributor
  Engineering
  store
  Lift to forward
  cargo hold
  Flux 
  cables
  TOrNaDO DEck PlaN OVErVIEw
  
  TOrNaDO DEck PlaN lIVINg QUarTErS
  For an explanation of all the different parts of this deck, see the Deck Plan Overview
  
SOURCE: textdata/thevault/Icar/Icar Equipment Index.pdf